Program, information processing system, and information processing method

JP2025034056AActive Publication Date: 2025-03-13COLOPL
View PDF 8 Cites 0 Cited by

Patent Information

Application Number
JP2023140203
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-30
Publication Date
2025-03-13
Estimated Expiration
2043-08-30

AI Technical Summary

Benefits of technology

【0006】 本開示によれば、プレイヤーの操作対象ではないオブジェクトの行動を、状況に応じて変化させることができる。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025034056000001_ABST
    Figure 2025034056000001_ABST
Patent Text Reader

Abstract

To change the behavior of an object that is not a player's operation target according to the situation.SOLUTION: A program causes a processor to have a player character 81 that is a player's operation target and non-player characters 82 that are not the player's operation target act, and changes the action timing of the non-player characters 82 according to the number of non-player characters 82 located within an enemy range from the player character 81.SELECTED DRAWING: Figure 12
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] Conventionally, there is known a game in which a plurality of objects that are not the object of operation of the player are made to act in accordance with the action of an object that is the object of operation of the player. For example, Patent Document 1 discloses that when a player character that is the object of operation of the player approaches an enemy character that is not the object of operation of the player within a predetermined distance, the enemy character is made to attack the player character. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-118687 A Summary of the Invention [Problem to be solved by the invention]

[0004] The aim is to change the behavior of objects that are not controlled by the player depending on the situation. [Means for solving the problem]

[0005] A program according to one embodiment of the present disclosure causes a computer to act on a first object that is the object of operation by a player and a second object that is not the object of operation by the player, and changes the timing of the action of the second object depending on the number of the second objects located within a predetermined range from the first object. Effect of the Invention

[0006] According to the present disclosure, the behavior of an object that is not the target of operation by the player can be changed depending on the situation. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram illustrating an overview of an information processing system. [Diagram 2] FIG. 2 is a diagram illustrating an example of a module configuration of a terminal. [Diagram 3] FIG. 3 is a diagram illustrating an example of a module configuration of the server. [Figure 4] FIG. 4 is a diagram showing an example of a screen transition on the terminal of FIG. [Diagram 5] FIG. 5 is a diagram illustrating an example of a process flow for executing an event. [Figure 6] FIG. 6 is a diagram illustrating an example of the flow of the event control process. [Figure 7] FIG. 7 is a diagram showing an example of a hostile range. [Figure 8] FIG. 8 is a diagram showing an example of a change in the action timing of a non-player character. [Figure 9] FIG. 9 is a diagram showing an example of the flow of the action control process for a non-player character. [Figure 10] FIG. 10 is a diagram showing an example of a home screen displayed on the terminal of FIG. [Figure 11] FIG. 11 is a diagram illustrating an example of the virtual space. [Figure 12] FIG. 12 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 13] FIG. 13 is a diagram showing the positions of the non-player characters in FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] An information processing system according to the present disclosure will be described with reference to the drawings. (First embodiment) [System Overview] As shown in FIG. 1, the information processing system 10 includes a network 20, one or more terminals 100, and one or more servers 200. The information processing system 10 is provided as a home system or a business system. The terminal 100 and the server 200 are computers. The terminal 100 is configured to be able to communicate with the server 200 via the network 20. As an example, the information processing system 10 is configured as a game system that provides a game to a user 11 of the terminal 100. In the following description, when simply referring to a "game", it means a game provided by the information processing system 10. The terminal 100 can be used as a game terminal. The terminal 100 as a game terminal provides the user 11 with a function for playing a game (hereinafter, referred to as a game function). The user 11 of the terminal 100 can be a player who plays a game.

[0009] [network] As an example, the network 20 is composed of the Internet and a mobile communication system including a wireless base station. As an example, the mobile communication system can be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network that can be connected to the Internet via an access point.

[0010] [Device hardware configuration] As an example, the terminal 100 is a smartphone. The terminal 100 may be a mobile terminal device such as a feature phone, a personal digital assistant (PDA), or a tablet computer. The terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.

[0011] As an example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may include a communication interface 140 and an input / output interface 150. The terminal 100 may include a microphone 160, a speaker 170, and a touch screen 180. Each component included in the terminal 100 is connected to a communication bus 190.

[0012] In response to a signal provided to the terminal 100 or in response to a predetermined condition being satisfied, the processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130. For example, the processor 110 can be realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other computing device.

[0013] The memory 120 temporarily stores programs and data. As an example, the programs are read from the storage 130. The data includes data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 can be realized as a random access memory (RAM) or other volatile memory. The storage 130 permanently stores the programs and data. For example, the storage 130 can be realized as a read-only memory (ROM), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 130 may be realized as a removable storage device such as a memory card.

[0014] As an example, storage 130 stores a game program and a communication program. As an example, the game program realizes a game function. The game program provides an environment for user 11 to play a game. The communication program realizes a function of communicating with another computer. As an example, the other computer is a server 200. Storage 130 may store a distribution program, a viewing program, an operating system, a simulation program, a user authentication program, and other programs.

[0015] For example, the data stored in storage 130 may include data defining various objects and user information. The various objects may include characters, equipment, and objects constituting screens for various games. As an example, the user information may include a user ID, a user name, gender, age, address, and the like. As will be described in detail later, the user information may include information regarding the character used by user 11 as an avatar, and information regarding the character's equipment. The user information may include in-game currency, in-game items, and various rewards owned by user 11.

[0016] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be realized as a Local Area Network (LAN) or other wired communication interface. For example, the communication interface 140 can be realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), Near Field Communication (NFC), or other wireless communication interface. The communication interface 140 is not limited to those mentioned above.

[0017] The input / output interface 150 communicates with an external input device 300. For example, the input / output interface 150 can be realized as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other wired communication interface. For example, the input / output interface 150 can be realized as a Bluetooth or other wireless communication interface.

[0018] As an example, the input device 300 is a controller. The controller has one or more operational components. For example, the one or more operational components may include a button, a key, a switch, a handle, a bar, a touch pad, or a stick. The controller transmits an output value to the terminal 100 based on an operation of the user 11 on the operational component. As an example, the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit an output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.

[0019] The input device 300 is not limited to the above. For example, the input device 300 may be a camera. The camera may be configured to transmit a captured image of the user 11 to the terminal 100. For example, the input device 300 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on detection of the hand of the user 11, a marker, or the like, to the terminal 100.

[0020] The microphone 160 converts the speech of the user 11 into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 170 converts the audio signal into sound and outputs it to the user 11. In addition to or instead of the speaker 170, the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.

[0021] The touch screen 180 may include a monitor 181 and a touch sensor 182. The monitor 181 may be realized as a transmissive or non-transmissive display device. For example, the monitor 181 may be realized as a liquid crystal monitor, an organic EL (Electro Luminescence) monitor, or another display device. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to those described above. For example, the monitor 181 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.

[0022] The touch sensor 182 transmits an output value based on an operation of the user 11 on the monitor 181 to the processor 110. As an example, the touch sensor 182 can be realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or other touch sensors. The input surface of the touch sensor 182 is a part or the whole of the display surface of the monitor 181. The touch sensor 182 can be used as an operation device configured to accept an input operation of the user 11. For example, when the operation device is the touch sensor 182, the processor 110 accepts a physical contact operation of the user 11 on the input surface of the touch sensor 182 as the input operation of the user 11. For example, the input operation of the user 11 on the touch sensor 182 includes a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations according to other modes.

[0023] The operation device is not limited to the above-mentioned configuration. For example, when the operation device is the communication interface 140, the processor 110 accepts a signal transmitted from an operation device (not shown) connected via the network 20 as an input operation of the user 11. For example, when the operation device is the input / output interface 150, the processor 110 accepts a signal transmitted from an external input device 300 as an input operation of the user 11. For example, when the input device 300 is a camera and a distance measuring sensor, when the hand of the user 11 is detected from a received captured image, the processor 110 accepts a gesture detected based on the captured image and an output value as an input operation of the user 11. For example, when the input device 300 is a controller, the processor 110 accepts an output value transmitted from the controller as an input operation of the user 11.

[0024] [Server hardware configuration] The server 200 may be a general-purpose computer such as a workstation or a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication interface 240, and an input / output interface 250. Each component included in the server 200 is connected to a communication bus 290.

[0025] The processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230 in response to a signal provided to the server 200 or in response to a predetermined condition being satisfied. For example, the processor 210 can be realized as a CPU, a GPU, an MPU, an FPGA, or other computing device.

[0026] The memory 220 temporarily stores programs and data. For example, the programs are read from the storage 230. The data may include data sent to the server 200 and data generated by the processor 210. For example, the memory 220 may be implemented as a RAM or other volatile memory.

[0027] The storage 230 permanently stores programs and data. For example, the storage 230 can be realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. The storage 230 may be realized as a removable storage device such as a memory card. The server 200 may use a program stored in an external storage device instead of the storage 230. For example, in a scene where a plurality of information processing systems 10 are used, such as an amusement facility, it is possible to collectively update the programs and data.

[0028] The storage 230 stores a game program and a communication program. As an example, the game program realizes a game function. The communication program realizes a function of communicating with other computers. As an example, the other computers are one or more terminals 100. The storage 230 may store a distribution program, an operating system, a simulation program, a user authentication program, and other programs. For example, the storage 230 stores data defining objects and user information.

[0029] The communication interface 240 is connected to the network 20. The communication interface 240 communicates with other computers connected to the network 20. For example, the communication interface 240 can be implemented as a LAN or other wired communication interface. For example, the communication interface 240 can be implemented as a Wi-Fi, Bluetooth, NFC, or other wireless communication interface. The communication interface 240 is not limited to the above.

[0030] The input / output interface 250 communicates with an external input / output device (not shown). For example, the input / output interface 250 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250 can be implemented as a Bluetooth or other wireless communication interface.

[0031] [Device features] As shown in FIG. 2, one or more of the components of the terminal 100 are combined to form a functional unit (module) having a cohesive function. As an example, the terminal 100 may include a game control unit 101, a display control unit 104, a storage unit 105, a communication unit 106, and an input / output unit 107. As an example, the game control unit 101 and the display control unit 104 can be realized by a processor 110. As an example, the storage unit 105 can be realized by a memory 120 and a storage 130. As an example, the communication unit 106 can be realized by a communication interface 140. As an example, the input / output unit 107 can be realized by the processor 110, a touch sensor 182, and an input / output interface 150.

[0032] The input / output unit 107 detects an input operation by the user 11 on the touch sensor 182, and an input operation by the user 11 on an external operating device via the input / output interface 150. As an example, when the input / output unit 107 receives an input operation by the user 11 on the touch sensor 182, the input / output unit 107 detects the coordinates of the input position and identifies the type of the input operation. For example, the types of input operations that the input / output unit 107 can identify may include a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations in other modes. When a series of input operations that have been detected are interrupted, the input / output unit 107 detects that the contact input from the touch sensor 182 has been released. As an example, the input / output unit 107 may function as a means for receiving an input operation by the user 11.

[0033] The communication unit 106 receives various information from one or more servers 200. As an example, the information that the communication unit 106 receives from the server 200 may include game progress information and user information. The game progress information is information for controlling the progress of the game. The game progress information may include various requests. The user information may include information regarding objects owned by the user 11.

[0034] The communication unit 106 transmits various types of information to one or more servers 200. As an example, the information transmitted by the communication unit 106 to the server 200 may include game play information and user information. The game play information is information for reflecting an input operation by the user 11 in the progress of the game. The game play information is output in response to an input operation received by the input / output unit 107. The game play information may include various requests.

[0035] The game control unit 101 identifies the instruction of the user 11 according to the coordinates of the input position accepted by the input / output unit 107, the type of input operation, and the game progress information received by the communication unit 106 from the server 200. The game control unit 101 may perform various judgments regarding the progress of the game. The game control unit 101 may perform various lotteries regarding the progress of the game. The game control unit 101 generates game play information according to the game progress information, the instruction of the user 11, various judgment results, and various lottery results. The game play information generated by the game control unit 101 is transmitted to the server 200 by the communication unit 106. As an example, the processor 110, as the game control unit 101, may execute a step for receiving various information, thereby performing a function corresponding to the step. As an example, the processor 110, as the game control unit 101, may execute a step for transmitting various information, thereby performing a function corresponding to the step. As an example, the processor 110, as the game control unit 101, may execute a step for progressing the game, thereby performing a function corresponding to the step.

[0036] The display control unit 104 creates an image to be displayed on the monitor 181. The display control unit 104 creates an image of a game screen according to game progress information received via the communication unit 106. The display control unit 104 creates an image of a game screen according to game play information generated by the game control unit 101. The display control unit 104 displays an image of the game screen on the monitor 181. The display control unit 104 may be configured to display an image of the game screen on an external display device via the input / output interface 150. The display control unit 104 may be configured to display an image of the game screen on an external display device via the communication interface 140. The game screen is an image in which 2D or 3D objects are controlled and drawn.

[0037] The display control unit 104 may control and draw objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) necessary for input operations of the user 11. The UI objects are information for assisting the input operations of the user 11 necessary for progressing through the game. For example, the UI objects are icons, buttons, lists, windows, and menus. The various UI objects shown in this disclosure are merely examples and are not limited to these aspects. As an example, the processor 110, as the display control unit 104, may execute steps for controlling the display contents of the monitor 181, thereby exerting a function corresponding to the steps.

[0038] The steps in the terminal 100 can be realized by hardware and software (program) executed by the processor 110. The software may be stored in advance in the storage 130. The software may be stored in a computer-readable non-volatile data storage medium such as a CD-ROM and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device or downloaded from another computer such as the server 200 via the communication interface 140, and then stored in the storage 130. The software is read from the storage 130 by the processor 110 and stored in the memory 120 in the form of an executable program. The processor 110 executes the program.

[0039] [Server Functions] As shown in FIG. 3, one or more of the components of the server 200 are combined to form a functional unit (module) having a cohesive function. As an example, the server 200 may include a game control unit 201, a memory unit 205, a communication unit 206, and an input / output unit 207. As an example, the game control unit 201 can be realized by a processor 210. As an example, the memory unit 205 can be realized by a memory 220 and a storage 230. As an example, the communication unit 206 can be realized by a communication interface 240. As an example, the input / output unit 207 can be realized by the processor 210 and an input / output interface 250.

[0040] The communication unit 206 receives various information from the terminal 100. As an example, the information that the communication unit 206 receives from the terminal 100 includes event information and user information. The communication unit 206 transmits various information to the terminal 100. As an example, the information that the communication unit 206 transmits to the terminal 100 includes update information and user information. The input / output unit 207 may detect and accept an input operation by the user 11 on an external input device via the input / output interface 250.

[0041] The game control unit 201 progresses the game according to the game play information received by the communication unit 206 from the terminal 100. The game control unit 201 may perform various judgments regarding the progress of the game. The game control unit 201 may perform various lotteries regarding the progress of the game. The game control unit 201 generates game progress information according to the results of these processes. The game progress information is transmitted to the terminal 100 by the communication unit 206. As an example, the processor 210, as the game control unit 201, may perform a function corresponding to the step by executing a step for receiving various information. As an example, the processor 210, as the game control unit 201, may perform a function corresponding to the step by executing a step for transmitting various information. As an example, the processor 210, as the game control unit 201, may perform a function corresponding to the step by executing a step for progressing the game.

[0042] The steps in the server 200 can be realized by hardware and software (programs) executed by the processor 210. The software may be stored in advance in the storage 230. The software may be stored in a non-volatile data storage medium that can be read by a computer, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device, or downloaded from another computer, such as an external storage device, via the communication interface 240, and then stored in the storage 230. The software is read from the storage 230 by the processor 210 and stored in the memory 220 in the form of an executable program. The processor 210 executes the program.

[0043] [Game Overview] As an example, a game according to the present disclosure includes multiple parts. As an example, the game includes an event part in which a player can participate in an event and a preparation part in which a player can prepare for the event. Without being limited thereto, the game may be composed of three or more parts, or may be composed of a single part.

[0044] [Event part] An example of a specific specification of the event part will be described. As an example, the event may include user 11 as a player operating a player character that is his / her avatar. The player character may be a character selected in advance by user 11 from among a plurality of characters. As an example, the event may include user 11 accomplishing a predetermined task by operating the player character. As an example, the task may be for the player character to defeat a non-player character. As an example, the non-player character is a monster that is hostile to the player character. The player character is an example of a first object that is the object of operation by user 11. The non-player character is an example of a second object that is not the object of operation by user 11.

[0045] As an example, the event may be executed with a battle between a single player character and multiple non-player characters. As an example, in the event, the non-player characters act according to the action of the player character. As an example, the action may include movement and attack. As an example, the attack may include an attack using a weapon, an attack using magic, and an attack using a skill. The hit points (hereinafter referred to as HP) of the player character decrease when an attack by the non-player character hits. HP is one of the ability values ​​of the player character. The HP of the non-player character decreases when an attack by the player character hits. The event is not achieved when the HP of the player character becomes 0 before the HP of all the non-player characters becomes 0. The event is achieved when the HP of all the non-player characters becomes 0 before the HP of the player character becomes 0. The target to be defeated in the event is any non-player character that is multiple among the multiple types of non-player characters. As an example, the multiple non-player characters that are the target to be defeated in the event may all be of the same type, or some or all of them may be of different types. As an example, some non-player characters can attack using a sword, and some non-player characters can attack using a bow and arrow.

[0046] As an example, the event may involve a battle between a single player character and a single non-player character. As an example, the event may involve a battle between multiple player characters and multiple non-player characters. As an example, the event may involve a battle between multiple player characters and a single non-player character. When multiple player characters are made to participate in an event, each player character may be operated by a single user 11, or may be operated by a different user 11. In other words, the event may be one in which multiple users 11 can participate.

[0047] The event is not limited to the above-mentioned contents. For example, the event may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, the event may be a race such as a car race, a yacht race, a ski race, or an airplane race. The event may be a content that is executed including an object that is the object of operation of the player and an object that is not the object of operation of the player, and is not limited to a competitive content. As an example, the event may be a cooperative content in which an object that is the object of operation of the player and an object that is not the object of operation of the player cooperate to accomplish a task. In this case, the task may be a content in which a player character raises a non-player character, or a content in which a player character and a non-player character build a city or a building.

[0048] [Preparation part] An example of a specific specification of the preparation part will be described. In the preparation part, user 11 may prepare for the event. As an example, preparation for the event may include selecting a player character, which is the user's avatar, from among the characters owned by user 11. Preparation for the event may include adding, exchanging, or deleting equipment for the player character, skills for the player character, and items owned by the player character. Preparation for the event may include changing the appearance of the player character. For example, the appearance of the player character may be the race, gender, body shape, hairstyle, and facial expression. In other words, preparation for the event may involve changing the settings of the player character.

[0049] [Overview of screen transitions on devices] An overview of screen transitions on the terminal 100 will now be described. 4, various screens may be displayed on the monitor 181 of the terminal 100 depending on the game part, the game progress, and instructions from the user 11. As an example, the game screen may include a home screen 40 and an event screen 50. The home screen 40 is displayed in the preparation part. The event screen 50 is displayed in the event part.

[0050] [An example of the process flow for executing an event] As shown in FIG. 5, in step S100, the processor 110 of the terminal 100 displays the home screen 40 on the monitor 166 in the preparation part. In step S102, when the processor 110 of the terminal 100 receives a start operation instructing the start of an event, the processor 110 starts the event and transmits an event start notification including information that can identify that the event is starting to the server 200. As an example, the event start notification may include user information. When starting an event, the processor 110 defines a virtual space and places a virtual camera in the virtual space, thereby displaying an event screen 50 including a range that can be captured by the virtual camera on the monitor 166. As an example, a player character and a non-player character are placed in the virtual space. In step S103, the processor 210 of the server 200 receives the event start notification. As an example, the processor 210 of the server 200 determines whether the event is valid based on the user information in the event start notification and the user information stored in the storage 230. As an example, the processor 210 of the server 200 determines that the event is valid if the user information in the event start notification matches the user information stored in the storage 230 .

[0051] In step S104, the processor 110 of the terminal 100 executes an event control process for controlling the event. In the event control process, the processor 110 of the terminal 100 controls the actions of the player character, the actions of the non-player character, the HP of the player character, and the HP of the non-player character. In step S105, when an end condition of the event is satisfied, the processor 110 of the terminal 100 ends the event and transmits an event end notification including information capable of identifying that the event has ended to the server 200. As an example, the end condition of the event is satisfied when the HP of the player character becomes 0 or when the HP of all non-player characters becomes 0. As an example, the event end notification may include event information. The event information may include result information capable of identifying a result of the event.

[0052] In step S106, the processor 210 of the server 200 receives the event end notification. In step S107, the processor 210 of the server 200 updates the user information stored in the storage 230 based on the result information of the event end notification when the event is valid. As an example, when the event is valid, the processor 210 updates the user information stored in the storage 230 so as to grant rewards such as in-game currency and in-game items to the user 11 based on the achievement level of the event. As an example, when the event is not valid, the processor 210 does not grant rewards to the user 11. In step S108, the processor 210 of the server 200 transmits update information capable of identifying the updated user information to the terminal 100.

[0053] In step S109, the processor 110 of the terminal 100 receives the update information. The processor 110 updates the user information stored in the storage 130 based on the update information. In step S110, the processor 110 of the terminal 100 displays an object indicating the event result on the monitor 166. As an example, the event result may include information that allows the degree of achievement of the event to be recognized. As an example, the event result may include information that allows the reward to be recognized. In step S111, the processor 110 of the terminal 100 displays the home screen 40 on the monitor 166.

[0054] [An example of the flow of event control processing] The flow of the event control process will be described. The event control process is executed at a predetermined cycle from when the event is started in step S102 to when the event is ended in step S105. As an example, the predetermined cycle is 1 / 60 seconds.

[0055] As shown in Fig. 6, in step S201, processor 110 of terminal 100 determines whether or not an action operation instructing an action of the player character has been received. If an action operation has been received (step S201: YES), in step S202, processor 110 of terminal 100 controls the action of the player character in accordance with the action operation. That is, processor 110 makes the player character act in accordance with the action operation. As an example, when an action operation instructing the player character to move is received, processor 110 moves the player character in accordance with the action operation. When an action operation instructing the player character to attack is received, processor 110 makes the player character attack in accordance with the action operation.

[0056] When no action operation has been received (step S201: NO) and when step S202 ends, processor 110 of terminal 100 executes action control processing for a non-player character. In the action control processing for a non-player character, processor 110 controls the action of the non-player character. That is, processor 110 makes the non-player character act. As an example, processor 110 makes the non-player character move and attack according to the distance from the player character. In step S204, processor 110 of terminal 100 executes action result determination processing. In the action result determination processing, processor 110 controls the HP of the player character and the HP of the non-player character. As an example, in the action result determination processing, processor 110 determines whether or not the attack of the player character has hit the non-player character as a result of step S202. When it is determined that the attack of the player character has hit the non-player character, processor 110 reduces the HP of the non-player character. As an example, in the action result determination process, processor 110 determines whether or not the attack of the non-player character hits the player character as a result of step S203. If it is determined that the attack of the non-player character hits the player character, processor 110 reduces the HP of the player character.

[0057] [Outline of non-player character behavior control process] The action control process for non-player characters will now be described. In the action control process for non-player characters, the processor 110 of the terminal 100 determines the action timing for non-player characters, and causes the non-player characters to act when the action timing arrives.

[0058] As shown in FIG. 7 and FIG. 8, the timing of the action of a non-player character changes depending on the position of the non-player character and the number of non-player characters located in the hostile range. As an example, the hostile range is a cylindrical range with a circle at the base centered on the player character. Non-player characters located in the hostile range take actions hostile to the player character. In other words, the number of non-player characters located in the hostile range can be said to be the number of non-player characters that can take actions hostile to the player character. The hostile range is an example of a predetermined range.

[0059] The action timing of the non-player characters changes depending on the number of non-player characters located in the hostile range. As an example, the action timing of the non-player characters becomes slower as the number of non-player characters located in the hostile range increases. As an example, the action timing of the non-player characters is proportional to the number of non-player characters located in the hostile range.

[0060] As an example, the action timing of a non-player character changes depending on the distance between the player character and the non-player character (hereinafter, referred to as the inter-character distance). As an example, the action timing of a non-player character located in the hostile range changes depending on the range of the non-player character. As an example, the hostile range has a first range, a second range, and a third range in which the action timing of a non-player character is different. That is, the action timing of a non-player character located in the hostile range differs when the non-player character is located in the first range, the second range, and the third range in the hostile range. As an example, the first range is a cylindrical range whose distance from the player character is less than the first distance and whose base is a circle centered on the player character. As an example, the second range is a cylindrical range whose distance from the player character is less than a second distance longer than the first distance and whose base is a circle centered on the player character, excluding the first range. As an example, the third range is a cylindrical range that is a distance from the player character that is equal to or less than the third distance, which is longer than the second distance, and has a base that is a circle centered on the player character, excluding the first range and the second range. A non-player character may take hostile action against a player character when the inter-character distance is equal to or less than the third distance. The third distance is the distance at which a non-player character may take hostile action against a player character (hereinafter referred to as hostile distance).

[0061] As one example, the action timing of a non-player character is slower when the non-player character is located in the second range than when the non-player character is located in the first range. As one example, the action timing of a non-player character is slower when the non-player character is located in the third range than when the non-player character is located in the second range. In other words, the action timing of a non-player character is slower the farther the non-player character is from a player character.

[0062] As an example, the timing of the action of a non-player character changes depending on whether a specific condition is satisfied. As an example, the specific condition may be satisfied regardless of the number of non-player characters located in the hostile range. As an example, the specific condition may be satisfied regardless of the distance between the characters. As an example, the fulfillment status of the specific condition may change depending on the operation of the player. As an example, the specific condition is satisfied when a part or the entire body of the non-player character is not within the shooting range of a virtual camera placed above and behind the player character. In other words, the specific condition is satisfied when the non-player character is not displayed on the monitor 166.

[0063] [An example of the flow of non-player character behavior control processing] As described above, an example of the flow of a non-player character action control process for causing a non-player character to act at different action timing depending on the position of the non-player character and the number of non-player characters located in the hostile range will be described.

[0064] As shown in FIG. 9, in step S301, the processor 110 of the terminal 100 determines the number of non-player characters located in the hostile range from the player character. In step S302, the processor 110 of the terminal 100 determines a first delay coefficient. The first delay coefficient is used to change the action timing of the non-player character. The action timing of the non-player character is determined based on the first delay coefficient and a second delay coefficient described later. The first delay coefficient is determined based on the number of non-player characters located in the hostile range. As an example, the first delay coefficient becomes larger as the number of non-player characters located in the hostile range increases. As an example, the first delay coefficient is proportional to the number of non-player characters located in the hostile range. As an example, the first delay coefficient is the product of the quotient obtained by dividing the number of non-player characters located in the hostile range by a specific number and multiplying it by a delay constant. In other words, the first delay coefficient increases by the delay constant each time the number of non-player characters located in the hostile range increases by a specific number. The specific number is an arbitrary positive number. As an example, the specific number is an arbitrary natural number. In one example, the specific number is 2. The delay constant is any positive number. In one example, the delay constant is a positive number less than 1. In one example, the delay constant is 0.1.

[0065] In step S303, the processor 110 of the terminal 100 determines whether the first delay coefficient determined in step S302 is greater than the first maximum delay number. If the first delay coefficient is greater than the first maximum delay number (step S303: YES), in step S304, the processor 110 of the terminal 100 changes the first delay coefficient to the first maximum delay number. As an example, the first maximum delay number is an arbitrary positive number. As an example, the first maximum delay number is a positive number less than 1. As an example, the first maximum delay number is 0.3. If the first delay coefficient is equal to or less than the first maximum delay number (step S303: NO) and if step S304 is terminated, in step S305, a second delay coefficient is determined. The second delay coefficient is used to change the action timing of the non-player character. The second delay coefficient is determined based on the distance between the characters. That is, the second delay coefficient is determined for each non-player character. As an example, the second delay coefficient becomes larger as the distance between the characters becomes greater. As an example, the second delay coefficient is determined depending on whether the inter-character distance reaches a specific distance, which is the above-mentioned first distance and second distance.

[0066] As an example, the second delay coefficient is 0 when the inter-character distance is less than the first distance. As an example, the second delay coefficient is an arbitrary positive number when the inter-character distance is equal to or greater than the first distance and less than the second distance. As an example, the second delay coefficient is a positive number less than 1 when the inter-character distance is equal to or greater than the first distance and less than the second distance. As an example, the second delay coefficient is 0.1 when the inter-character distance is equal to or greater than the second distance. The second delay coefficient is an arbitrary positive number greater than the second delay coefficient when the inter-character distance is equal to or greater than the first distance and less than the second distance. As an example, the second delay coefficient is a positive number less than 1 when the inter-character distance is equal to or greater than the second distance. As an example, the second delay coefficient is 0.4 when the inter-character distance is equal to or greater than the second distance.

[0067] In step S306, processor 110 of terminal 100 determines whether or not the non-player character satisfies a specific condition. As an example, processor 110 of terminal 100 determines whether or not the position of the non-player character is a position that is not within the shooting range of the virtual camera. If the non-player character satisfies the specific condition (step S306: YES), in step S307, processor 110 of terminal 100 changes the second delay coefficient to a second maximum delay number. As an example, the second maximum delay number is any positive number that is greater than the second delay coefficient when the inter-character distance is equal to or greater than the second distance. As an example, the second maximum delay number is a positive number less than 1. As an example, the second maximum delay number is 0.7.

[0068] When the non-player character does not satisfy the specific condition (step S306: NO), or when step S307 is ended, in step S308, the processor 110 of the terminal 100 determines the provisional action timing of the non-player character. The processor 110 determines the provisional action timing of the non-player character based on the first delay coefficient and the second delay coefficient. As an example, the processor 110 determines the provisional action timing of the non-player character based on the sum of the first delay coefficient and the second delay coefficient. As an example, the processor 110 calculates the delay time based on the sum of the first delay coefficient and the second delay coefficient. As an example, the processor 110 measures the delay time. As an example, the provisional action timing of the non-player character arrives when the delay time has elapsed. That is, the processor 110 determines the provisional action timing by calculating the delay time. As an example, the delay time is the product of the sum of the first delay coefficient and the second delay coefficient multiplied by the reference delay time. As an example, the reference delay time is an arbitrary positive number. As an example, the reference delay time is 4 seconds.

[0069] In step S309, the processor 110 of the terminal 100 determines whether the provisional action timing determined in step S308 is earlier than the action timing of the non-player character being set. As an example, the processor 110 determines whether the delay time determined in step S308 is less than the delay time being timed. The delay time being timed is stored in the storage 130. In step S308, the processor 110 determines that the provisional action timing is earlier than the action timing of the non-player character being set even when the delay time being timed is 0, that is, when the delay time is not being timed. If the provisional action timing is earlier than the action timing of the non-player character being set (step S309: YES), the processor 110 of the terminal 100 sets the provisional action timing as the action timing of the non-player character. As an example, the processor 110 times the delay time determined in step S308.

[0070] In step S310, processor 110 of terminal 100 determines whether or not the timing for a non-player character to act has arrived. As an example, processor 110 subtracts a delay time, and determines that the timing for a non-player character to act has arrived when the delay time after subtraction becomes 0. When the timing for a non-player character to act has arrived (step S310: YES), processor 110 of terminal 100 controls the action of the non-player character. As an example, processor 110 controls the action of the non-player character according to the distance between the characters. As an example, processor 110 controls the action of the non-player character according to the type of the non-player character. As an example, processor 110 determines whether or not the non-player character can attack the player character based on the distance between the characters and the type of the non-player character. If the non-player character can attack the player character, processor 110 controls the non-player character to attack the player character. If the non-player character cannot attack the player character, processor 110 controls the movement of the non-player character to approach the player character. Processor 110 controls the actions of multiple non-player characters by executing steps S305 to S312 for each non-player character located in the hostile range. Processor 110 executes steps S301 to S304 and steps S308 to S312, causing terminal 100 to exhibit a function of changing the action timing of non-player characters depending on the number of non-player characters located within the hostile range from the player character. More specifically, processor 110 executes these steps, causing terminal 100 to exhibit a function of delaying the action timing of non-player characters as the number of non-player characters located in the hostile range increases.Furthermore, by processor 110 executing step S305 and steps S308 to S312, terminal 100 exhibits the function of changing the action timing of non-player characters according to the inter-character distance.

[0071] [Example of display screen and display process flow] [Home screen] 10, in the preparation part, a home screen 40 is displayed on the monitor 166 of the terminal 100. The home screen 40 may include various objects. As an example, the home screen 40 may include a character window 401, an event icon 404, and a character icon 406.

[0072] As an example, a player character 81 is displayed in the character window 401. The appearance of the player character 81 changes as the settings of the player character are changed. As an example, a start operation for instructing the start of an event can be performed by tapping on the portion where the event icon 404 is displayed. The event icon 404 is a UI object that assists the start operation. As an example, an operation for instructing the display of a preparation window (not shown) for preparing for the event can be performed by tapping on the portion where the character icon 406 is displayed. The character icon 406 is a UI object that assists the operation for instructing the display of the preparation window.

[0073] [Outline of virtual space] As shown in FIG. 11, in the event part, a virtual space 80 is defined by the terminal 100. Various objects may be placed in the virtual space 80. Various objects that may be placed in the virtual space 80 include a player character 81. Various objects that may be placed in the virtual space 80 include a non-player character 82. Various objects that may be placed in the virtual space 80 include a terrain object 92 for constituting a field 92A. As an example, the terrain object 92 may include an object that affects the movement of the player character 81 and the non-player character 82. For example, the terrain object 92 may include an object that restricts the movement of the player character 81 and the non-player character 82, such as a tree, a rock, a river, an ocean, and a mountain. For example, the terrain object 92 may include an object that reduces the movement speed of the player character 81 and the non-player character 82, such as a swamp. For example, the terrain object 92 may include an object that increases the movement speed of the player character 81 and the non-player character 82, such as an ice sheet. As an example, the terrain object 92 may include objects that affect the ability values ​​of the player character 81 and the non-player characters 82. For example, the terrain object 92 may include objects, such as a poisonous swamp, that reduce the HP of the player character 81 and the non-player characters 82. For example, the terrain object 92 may include objects, such as a recovery spring, that increase the HP of the player character 81 and the non-player characters 82.

[0074] As shown in FIG. 11 and FIG. 12, in the event part, an event screen 50 is displayed on the monitor 166 of the terminal 100. The event screen 50 includes various objects. As an example, the event screen 50 may include a player character 81. As an example, the event screen 50 may include an HP bar 61 indicating the HP of the player character 81. As an example, the event screen 50 includes a terrain object 92. As an example, by tapping a portion where the terrain object 92 is displayed, an operation to instruct the player character 81 to move to that position can be performed. The terrain object 92 is a UI object that assists the operation to instruct the player character 81 to move. As an example, the event screen 50 may include a non-player character 82. As an example, by tapping a portion where the non-player character 82 is displayed, an operation to instruct an attack on the non-player character 82 can be performed. The non-player character 82 is a UI object that assists the operation to instruct an attack on the non-player character 82. As an example, the event screen 50 may include an HP bar 62 indicating the HP of a non-player character 82. As an example, in the event screen 50, the player character 81 is displayed in the center of the monitor 166. As an example, in the event screen 50, the range contained within the viewing area of ​​a virtual camera 98 placed above and behind the head of the player character 81 is displayed on the monitor 166. In other words, in the event screen 50, the object displayed on the monitor 166 may change as the player character acts in response to the player's operation. In this way, in the event part, the state of the event is displayed on the monitor 166 of the terminal 100.

[0075] As shown in Figures 11, 12, and 13, it is assumed that eight non-player characters 82 are located in the hostile range. In this case, it is assumed that two non-player characters 82 are located in the first range. It is assumed that three non-player characters 82 are located in the second range. It is assumed that three non-player characters 82 are located in the third range. It is assumed that two non-player characters 82 out of the three non-player characters 82 located in the second range satisfy a specific condition. It is assumed that two non-player characters 82 out of the three non-player characters 82 located in the third range satisfy a specific condition.

[0076] In step S302, the processor 110 of the terminal 100 determines 0.4 as the first delay coefficient because eight non-player characters 82 are located in the hostile range. In steps S303 and S304, the processor 110 of the terminal 100 determines 0.3, which is the first maximum delay number, as the first delay coefficient because the first delay coefficient is greater than the first maximum delay number. In step S305, the processor 110 of the terminal 100 determines 0 as the second delay coefficient of the non-player characters 82 located in the first range. In step S305, the processor 110 of the terminal 100 determines 0.1 as the second delay coefficient of the non-player characters 82 located in the second range. In step S305, the processor 110 of the terminal 100 determines 0.4 as the second delay coefficient of the non-player characters 82 located in the third range. In steps S306 and S307, the processor 110 of the terminal 100 determines the second delay coefficient of the non-player character 82 that satisfies the specific condition as 0.7, which is the second maximum delay number. In step S308, the processor 110 of the terminal 100 determines the delay time of the non-player character 82 based on the first delay coefficient and the second delay coefficient.

[0077] Specifically, processor 110 determines 1.2 seconds as the delay time for non-player characters 82 located in the first range. Processor 110 determines 1.6 seconds as the delay time for non-player characters 82 located in the second range who do not satisfy a specific condition. Processor 110 determines 4 seconds as the delay time for non-player characters 82 located in the second range who satisfy a specific condition. Processor 110 determines 2.8 seconds as the delay time for non-player characters 82 located in the third range who do not satisfy a specific condition. Processor 110 determines 4 seconds as the delay time for non-player characters 82 located in the second range who satisfy a specific condition.

[0078] In steps S309 and S310, if the tentative action timing determined in step S308 is earlier than the action timing being set, the processor 110 of the terminal 100 sets the tentative action timing as the action timing. That is, the processor 110 can advance the action timing of the non-player character 82. As an example, the action timing of the non-player character 82 can be advanced by one or both of a decrease in the number of non-player characters located within the hostile range and a decrease in the distance between the characters. In steps S311 and S312, the processor 110 of the terminal 100 controls the action of the non-player character 82 when the action timing of the non-player character 82 arrives.

[0079] In this way, in the action control process for non-player characters, the processor 110 of the terminal 100 controls the action of the non-player characters 82 so that the action timing corresponds to the number of non-player characters 82 located within the hostile range. Similarly, in the action control process for non-player characters, the processor 110 of the terminal 100 controls the action of the non-player characters 82 so that the action timing corresponds to the distance between the characters. Similarly, in the action control process for non-player characters, the processor 110 of the terminal 100 controls the action of the non-player characters 82 so that the action timing corresponds to whether or not a specific condition is satisfied. When one or both of a decrease in the number of non-player characters located within the hostile range and a decrease in the distance between the characters occur, the processor 110 of the terminal 100 controls the action of the non-player characters 82 so that the action timing corresponds to the situation after the decrease.

[0080] The effects of the present disclosure will be described. (1-1) The timing of a non-player character's actions changes depending on the number of non-player characters within the hostile range of the player character. Therefore, the timing of a non-player character's actions can be changed depending on the situation.

[0081] (1-2) By delaying the action timing of non-player characters that are within hostile range of the player character the more numerous they are, it is possible to give the player more leeway in manipulating the player character.

[0082] (1-3) The timing of actions of non-player characters in the hostile range changes depending on the number of non-player characters in the hostile range as well as the distance between the characters. This allows the timing of actions of non-player characters to be changed according to the situation.

[0083] (1-4) Even if the distance between non-player characters is the same, the timing of their actions changes depending on whether or not certain conditions are met. This allows the timing of actions of non-player characters to be changed according to the situation.

[0084] (1-5) The specific condition is satisfied when a non-player character is not displayed on the monitor 166. In other words, the action timing of a non-player character changes depending on whether or not the player can recognize the non-player character. Therefore, the action timing of a non-player character can be changed according to the situation.

[0085] (1-6) In particular, the timing of actions of non-player characters is delayed when they are not displayed on the monitor 166. This reduces the frequency with which a player character is attacked by non-player characters that are not conscious of the player. This makes it possible to prevent a decline in interest.

[0086] (1-7) The first delay coefficient is not greater than the first maximum delay number. Therefore, even if the number of non-player characters in the hostile range becomes huge, the non-player characters can be made to act at a frequency according to the first maximum delay number. This makes it possible to prevent a decrease in interest.

[0087] (1-8) In the action control process for non-player characters, the action timing may be accelerated by either or both of the decrease in the number of non-player characters within the hostile range and the decrease in the distance between characters. In other words, the action timing of non-player characters can be updated according to the change in the situation. Therefore, the action timing of non-player characters can be changed more according to the situation.

[0088] Second embodiment A second embodiment will be described below. In the following description, the same configurations and the same controls as those in the already described embodiments are denoted by the same reference numerals, and overlapping descriptions will be omitted or simplified.

[0089] In the second embodiment, the timing of the action of the non-player characters located in each range is determined according to the number of non-player characters located in each of the first range, second range, and third range. Specifically, in the second embodiment, in the action control process of the non-player characters, a first delay coefficient corresponding to each range is determined according to the number of non-player characters located in each range. That is, the first delay coefficient corresponding to the first range is determined according to the number of non-player characters located in the first range. The first delay coefficient corresponding to the second range is determined according to the number of non-player characters located in the second range. The first delay coefficient corresponding to the third range is determined according to the number of non-player characters located in the third range.

[0090] An example of the flow of the non-player character behavior control process in the second embodiment will be described below, focusing on the differences from the first embodiment. In step S301, the processor 110 of the terminal 100 identifies the number of non-player characters located in each range. In step S302, the processor 110 of the terminal 100 determines a first delay coefficient corresponding to each range based on the number of non-player characters located in each range. As an example, each of the first delay coefficients is a product of a quotient obtained by dividing the number of non-player characters located in the corresponding range by a specific number and multiplying the quotient by a delay constant. In steps S303 and S304, the processor 110 of the terminal 100 determines whether each of the first delay coefficients is greater than a first maximum delay number, and changes the first delay coefficient greater than the first maximum delay number to the first maximum delay number. In step S308, the processor 110 of the terminal 100 determines a tentative action timing of the non-player characters based on the first delay coefficient corresponding to the range in which the non-player characters are located and the second delay coefficient. By processor 110 executing steps S301 to S304 and steps S308 to S312 of the action control processing for non-player characters in the second embodiment, terminal 100 exhibits a function of changing the action timing of non-player characters located in the first range in accordance with the number of non-player characters located in the first range. Similarly, by processor 110 executing steps S301 to S304 and steps S308 to S312 of the action control processing for non-player characters in the second embodiment, terminal 100 exhibits a function of changing the action timing of non-player characters located in the second range in accordance with the number of non-player characters located in the second range.

[0091] The effects of the present disclosure will be described. (2-1) Within the hostile range, the action timing of non-player characters located in a first range changes according to the number of non-player characters located in the first range. Meanwhile, the action timing of non-player characters located in a second range changes according to the number of non-player characters located in the second range. Thus, the action timing of non-player characters can be changed depending on the situation in the first range and the second range.

[0092] (2-2) Similarly, the action timing of non-player characters located in the third range changes depending on the number of non-player characters located in the third range. Therefore, the action timing of non-player characters can be changed depending on the situation in the first range, second range, and third range.

[0093] Third embodiment A third embodiment will be described. In the third embodiment, the action timing of the non-player character is determined according to the action of the player character. Specifically, in the third embodiment, in the action control process of the non-player character, the second delay coefficient is determined according to the action of the player character.

[0094] An example of the flow of the non-player character behavior control process in the third embodiment will be described below, focusing on the differences from the first embodiment. In step S305, processor 110 of terminal 100 determines the second delay coefficient in accordance with the action of the player character. As an example, in step S305, processor 110 of terminal 100 determines the second delay coefficient in accordance with the immediately preceding action of the player character. As an example, in step S305, processor 110 of terminal 100 determines the second delay coefficient so that the second delay coefficient is larger when the immediately preceding action of the player character is a movement than when the immediately preceding action is an attack. By processor 110 executing step S305 and steps S308 to S312 of the action control process of the non-player character in the third embodiment, terminal 100 exhibits a function of changing the action timing of the non-player character in accordance with the action of the player character.

[0095] The effects of the present disclosure will be described. (3-1) The timing of actions of non-player characters in the hostile range changes depending on the number of non-player characters in the hostile range as well as the actions of player characters. This allows the timing of actions of non-player characters to be changed according to the situation.

[0096] (3-2) When the player character's previous action is a movement, the timing of the action of the non-player character is slower than when the previous action is an attack. This makes it easier for the player to flee from a battle with a non-player character.

[0097] (Fourth embodiment) A fourth embodiment will be described. In the fourth embodiment, the action timing of the non-player character is determined according to the state of the player character. Specifically, in the fourth embodiment, in the action control process of the non-player character, the second delay coefficient is determined according to the state of the player character.

[0098] An example of the flow of the non-player character behavior control process in the fourth embodiment will be described below, focusing on the differences from the first embodiment. In step S305, the processor 110 of the terminal 100 determines the second delay coefficient according to the state of the player character. As an example, in step S305, the processor 110 of the terminal 100 determines the second delay coefficient according to a predetermined ability value of the player character. As an example, in step S305, the processor 110 of the terminal 100 determines the second delay coefficient according to the HP of the player character. As an example, in step S305, the processor 110 of the terminal 100 determines the second delay coefficient so that the lower the HP of the player character is, the larger the second delay coefficient becomes. The processor 110 of the terminal 100 determines the second delay coefficient so that, when the HP of the player character is equal to or lower than a specified value, the second delay coefficient becomes larger than when the HP of the player character is not equal to or lower than the specified value. The processor 110 executes step S305 and steps S308 to S312 of the action control process of the non-player character in the fourth embodiment, so that the terminal 100 exhibits a function of changing the action timing of the non-player character according to the state of the player character.

[0099] The effects of the present disclosure will be described. (4-1) The timing of actions of non-player characters in the hostile range changes depending on the number of non-player characters in the hostile range as well as the state of the player character. Therefore, the timing of actions of non-player characters can be changed to better suit the situation.

[0100] (4-2) In particular, the lower the HP of the player character, the slower the timing of the actions of the non-player characters. When the HP of a player character is low, it is conceivable that the player does not have enough time to control the player character. In such a situation, by delaying the timing of the actions of the non-player characters, it is possible to give the player more time to control the player character.

[0101] Fifth embodiment A fifth embodiment will be described. In the fifth embodiment, the action timing of the non-player character is determined according to the type of the non-player character. Specifically, in the fifth embodiment, in the action control process of the non-player character, the second delay coefficient is determined according to the type of the non-player character. As an example, the different types of the non-player character may include different designs of the non-player character. As an example, the different types of the non-player character may include different ability values ​​of the non-player character at the start of the event.

[0102] An example of the flow of the non-player character behavior control process in the fifth embodiment will be described below, focusing on the differences from the first embodiment. In step S305, the processor 110 of the terminal 100 determines the second delay coefficient according to the type of the non-player character. As an example, in step S305, the processor 110 of the terminal 100 determines the second delay coefficient according to the ability value of the non-player character at the start of the event. As an example, in step S305, the processor 110 of the terminal 100 determines the second delay coefficient according to the weapon of the non-player character. As an example, in step S305, the processor 110 of the terminal 100 determines the second delay coefficient according to the attackable distance of the non-player character. As an example, in step S305, the processor 110 of the terminal 100 determines the second delay coefficient such that the longer the attackable distance of the non-player character, the larger the second delay coefficient becomes. In other words, the processor 110 of the terminal 100 determines the second delay coefficient such that the second delay coefficient is larger for a non-player character capable of attacking using a bow and arrow than for a non-player character capable of attacking using a sword. By processor 110 executing step S305 and steps S308 to S312 of the non-player character action control process in the fifth embodiment, terminal 100 exhibits the function of changing the action timing of the non-player character depending on the type of the non-player character.

[0103] The effects of the present disclosure will be described. (5-1) Even if non-player characters are in the same hostile range, their action timing changes depending on their type. This allows the action timing of non-player characters to be changed according to the situation.

[0104] (5-2) In particular, the longer the attack distance of a non-player character, the slower their timing for action becomes. This gives players more time to control their player characters.

[0105] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. (Modification 1) In the first embodiment, the action timing of the non-player characters does not have to change according to the distance between the characters, and may become earlier the greater the distance between the characters.

[0106] (Modification 2) In the first embodiment, the action timing of the non-player characters may be proportional to the distance between the characters, or may be inversely proportional to the distance between the characters. (Modification 3) In the second embodiment, the action timing of the non-player character located in the first range may change according to the number of non-player characters located in any range that is one or more of the first range to the third range. As an example, the action timing of the non-player character located in the first range may become earlier as the number of non-player characters located in any range that is one or more of the first range to the third range increases. As an example, the action timing of the non-player character located in the first range may become later as the number of non-player characters located in any range that is one or more of the first range to the third range increases. As an example, the action timing of the non-player character located in the first range may change according to the number of non-player characters located in any range including the first range. As an example, the action timing of the non-player character located in the first range may change according to the number of non-player characters located in any range that does not include the first range. As an example, the any range may include one or more ranges farther from the player character than the first range.

[0107] (Modification 4) In the second embodiment, the action timing of the non-player characters located in the second range may change according to the number of non-player characters located in any one or more of the first to third ranges. As an example, the action timing of the non-player characters located in the second range may become earlier as the number of non-player characters located in any one or more of the first to third ranges increases. As an example, the action timing of the non-player characters located in the second range may become later as the number of non-player characters located in any one or more of the first to third ranges increases. As an example, the action timing of the non-player characters located in the second range may change according to the number of non-player characters located in any one or more of the first to third ranges. As an example, the action timing of the non-player characters located in the second range may change according to the number of non-player characters located in any one or more of the second ranges not including the second range. As an example, the arbitrary range may include one or more ranges closer to the player character than the second range. As an example, the arbitrary range may include one or more ranges farther from the player character than the second range.

[0108] (Modification 5) In the second embodiment, the action timing of the non-player character located in the third range may change according to the number of non-player characters located in any one or more of the first to third ranges. As an example, the action timing of the non-player character located in the third range may become earlier as the number of non-player characters located in any one or more of the first to third ranges increases. As an example, the action timing of the non-player character located in the third range may become later as the number of non-player characters located in any one or more of the first to third ranges increases. As an example, the action timing of the non-player character located in the third range may change according to the number of non-player characters located in any one or more of the first to third ranges. As an example, the action timing of the non-player character located in the third range may change according to the number of non-player characters located in any one or more of the first to third ranges. As an example, the any one or more of the ranges may include one or more ranges closer to the player character than the third range.

[0109] (Modification 6) In the third embodiment, the action timing of the non-player characters may change according to the inter-character distance in addition to the number of non-player characters located in the hostile range and the action of the player character. As an example, in step S305, processor 110 of terminal 100 may determine the second delay coefficient according to the inter-character distance and the action of the player character.

[0110] (Modification 7) In the third embodiment, the action timing of a non-player character may be earlier when the player character's previous action is a movement than when the previous action is an attack.

[0111] (Modification 8) In the third embodiment, the action timing of the non-player character may change according to the action of the player character in a specific period. As an example, the specific period is a period from the start of an event until a predetermined time has elapsed. For example, it is possible to estimate the player's skill level from the action of the player character in the specific period. As an example, the player's skill level can be estimated from the number of non-player characters defeated by the player character in the specific period. As an example, the player's skill level can be estimated from the HP of the non-player character reduced by the player character in the specific period. As an example, the player's skill level can be estimated from the distance traveled by the player character in the specific period. According to this, by estimating the player's skill level from the action of the player character in the specific period, it is possible to change the action timing of the non-player character according to the player's skill level. As an example, the action timing of the non-player character may be made earlier when the player's skill level is relatively low, and may be made later when the player's skill level is relatively low.

[0112] (Modification 9) In the fourth embodiment, the action timing of the non-player characters may change according to the inter-character distance in addition to the number of non-player characters located in the hostile range and the state of the player character. As an example, in step S305, processor 110 of terminal 100 may determine the second delay coefficient according to the inter-character distance and the state of the player character.

[0113] (Modification 10) In the fourth embodiment, the action timing of a non-player character may be earlier the higher the ability value, or may be later the higher the ability value. (Modification 11) In the fourth embodiment, the action timing of a non-player character may be changed according to one or more ability values ​​different from HP, in addition to or instead of the HP of a player character. As an example, the one or more ability values ​​different from HP are the level, player rank, attack power, attack range, attack area, defense power, evasion power, intelligence, mental strength, movement speed, attack speed, and jumping power. In this way, the action timing of a non-player character can be changed according to the strength of the player character.

[0114] (Modification 12) In the fourth embodiment, the action timing of the non-player character may change depending on whether the player character is in an abnormal state or not, in addition to or instead of the ability value of the player character. As an example, the abnormal state is a state in which the ability value of the character decreases by a specified value over a certain period of time, or a state in which the ability value gradually decreases at a predetermined cycle. As an example, the abnormal state includes a paralysis state that reduces the movement speed and attack speed, a poison state that reduces HP, and the like. As an example, the action timing of the non-player character may be faster when the player character is in an abnormal state than when the player character is not in an abnormal state. As an example, the action timing of the non-player character may be slower when the player character is in an abnormal state than when the player character is not in an abnormal state. Furthermore, when this modification is applied, the action timing of the non-player character may change depending on the type of abnormal state.

[0115] (Modification 13) In the fourth embodiment, the action timing of the non-player character may change according to the ability value of the player character at the start of the event. As an example, the action timing of the non-player character may be earlier the higher the ability value of the player character at the start of the event, or may be later the higher the ability value of the player character at the start of the event.

[0116] (Modification 14) In the fifth embodiment, the action timing of the non-player characters may vary depending on the distance between the characters, in addition to the number of non-player characters located in the hostile range and the type of the non-player characters. As an example, in step S305, processor 110 of terminal 100 may determine the second delay coefficient depending on the distance between the characters and the type of the non-player character.

[0117] (Modification Example 15) In the fifth embodiment, the action timing of a non-player character may change depending on the state of the non-player character. As an example, the action timing of a non-player character may change depending on the ability value of the non-player character at that time. As an example, the action timing of a non-player character may be earlier the higher the ability value of the non-player character at that time, and may be later the higher the ability value of the non-player character at that time. As an example, the action timing of a non-player character may change depending on whether or not the non-player character is in an abnormal state. As an example, the action timing of a non-player character may be earlier when the player character is in an abnormal state than when the player character is not in an abnormal state. As an example, the action timing of a non-player character may be later when the player character is in an abnormal state than when the player character is not in an abnormal state.

[0118] (Modification 16) In the fifth embodiment, the action timing of a non-player character may be earlier the higher the ability value of the non-player character at the start of the event, or may be later the higher the ability value of the non-player character at the start of the event.

[0119] (Modification 17) In the fifth embodiment, the action timing of a non-player character may be made earlier as the attack distance of the non-player character becomes longer. (Modification 18) In the fifth embodiment, the action timing of a non-player character may change depending on the combination of types of non-player characters located in the hostile range. As one example, the action timing of a non-player character may change depending on whether there are multiple types of non-player characters located in the hostile range. As one example, the action timing of a non-player character may change depending on whether there is a specific combination of types of non-player characters located in the hostile range.

[0120] (Modification 19) The object as the first object operated by the player is not limited to the player character and may be changed arbitrarily. (Modification 20) The plurality of objects serving as second objects that are not the object of operation by the player are not limited to non-player characters, and may be changed arbitrarily.

[0121] (Modification Example 21) The timing of actions of non-player characters may be made faster the greater the number of non-player characters within the hostile range. (Modification 22) The timing of actions of non-player characters may be inversely proportional to the number of non-player characters located within the hostile range.

[0122] (Modification 23) The action timing of a non-player character may change depending on whether or not the number of non-player characters located in the hostile range exceeds a predetermined number.

[0123] (Modification Example 24) The action timing of a non-player character may change depending on the type of event. As one example, the action timing of a non-player character may change depending on the difficulty level of the event. As one example, the action timing of a non-player character may be faster the higher the difficulty level of the event, or may be slower the higher the difficulty level of the event. As one example, the difficulty level of an event may be changeable by performing a predetermined operation on the home screen 40.

[0124] (Modification 25) The action timing of non-player characters may change according to setting information that can be changed by the player. In other words, the setting information that can be changed by the player may include setting information that makes the action timing of non-player characters relatively faster and setting information that makes the action timing of non-player characters relatively slower. The setting information may include three or more pieces of setting information, each of which specifies the action timing of a non-player character. As an example, the setting information may be changeable by performing a predetermined operation on the home screen 40. It can be said that the setting information is information that can change the difficulty level of an event.

[0125] (Modification 26) The hostile range is exemplified as the predetermined range, but is not limited thereto. The predetermined range may be set arbitrarily as long as it is a predetermined range from the player character. As an example, the predetermined range may be different from the hostile range in which the non-player character may take hostile action against the player character. As an example, the predetermined range may be smaller than the hostile range. In this case, the action timing of the non-player character that is outside the predetermined range and located within the hostile range does not change depending on the number of non-player characters located within the predetermined range. As an example, the predetermined range may be larger than the hostile range. In this case, the action timing of the non-player character that is not taking hostile action against the player character also changes depending on the number of non-player characters located within the predetermined range. As an example, the predetermined range may not include the player character. In other words, the predetermined range may be a range centered on a predetermined position from the player character. In this case, there may be a plurality of predetermined positions. As an example, the predetermined range may be a hemispherical range. According to this, whether the non-player character is within the predetermined range or outside the predetermined range can change depending on the height at which the non-player character is located.

[0126] (Modification 27) The action timing of a non-player character located in any one or more of the first to third ranges may not change according to the number of non-player characters located in the hostile range. In this case, when there is no non-player character located in the any range, the action timing of a non-player character located in one or more ranges different from the any range may not change according to the number of non-player characters located in the hostile range. In other words, when the first range is an arbitrary range, when there is no non-player character located in the first range, the action timing of a non-player character located in the second range may not change according to the number of non-player characters located in the hostile range. In this case, when there is no non-player character located in the second range, the action timing of a non-player character located in the third range may not change according to the number of non-player characters located in the hostile range.

[0127] (Modification 28) A non-player character with a set action timing may be made to face the player character. This makes it possible to infer from the direction of the non-player character whether or not the character is waiting for the action timing to arrive.

[0128] (Modification 29) On the event screen 50, the virtual camera 98 may be movable or rotated by performing a predetermined operation. This allows the player to adjust the type and number of non-player characters 82 displayed on the monitor 166 by changing the orientation of the virtual camera 98. In other words, the player can satisfy a specific condition for any non-player character 82 by moving or rotating the virtual camera 98. Therefore, the player can change the action timing of any non-player character 82 by moving or rotating the virtual camera 98.

[0129] (Modification Example 30) There may be an ally character who fights alongside the player character. As an example, the ally character may be a player character operated by another player, or a non-player character. As an example, the action timing of the non-player character may change depending on the number of non-player characters located within an enemy range from the enemy character. As an example, the enemy range may be arranged so that the player character and the ally character may overlap, or may not overlap.

[0130] (Modification 31) The hostile distance may differ depending on the type of non-player character. In this case, the hostile range may be a range based on the maximum hostile distance, a range based on the minimum hostile distance, or a range based on the average hostile distance. In addition, as one example, the hostile range does not have to be a predetermined range, and may be a variable range that includes only non-player characters that can take hostile actions against a player character.

[0131] (Modification Example 32) A non-player character that is not located in a hostile range may perform any action. As one example, the any action may include moving within a predetermined range. As one example, the any action may include turning toward a player character. As one example, the action timing of a non-player character that is not located in a hostile range may change depending on the number of non-player characters that are located in the hostile range.

[0132] (Modification Example 33) The action timing of a non-player character may change depending on the action of another non-player character. As an example, the action of a non-player character may include an action that changes the action timing of another non-player character. As an example, the action of a non-player character may include an action that speeds up the action timing of another non-player character. As an example, the action of a non-player character may include an action that slows down the action timing of another non-player character.

[0133] (Modification 34) The above-described processes and the order of steps are merely examples, and are not limited to these. The processes and the order of steps can be changed as desired without departing from the scope of the embodiments and modifications.

[0134] (Example 35) One or more modules or functions provided in the terminal 100 and the server 200 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).

[0135] (Example 36 of Modification) One or more modules or functions of the terminal 100 and the server 200 may be realized by software using a processor. The computer includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are deployed in the memory. The processor then reads the programs from the storage and executes them to realize the functions of the present disclosure. The storage may be realized as a non-volatile storage device, as already explained.

[0136] (Modification 37) The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communications network or broadcast waves). (Example 38 of Modification) The program may be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).

[0137] (Modification 39) The game program of the server 200 and the game program of the terminal 100 can be understood as one program, or each can be understood as a separate program. The server 200 may perform all processing, and the processing results may be displayed as an image on the monitor 181 of the terminal 100.

[0138] (Modification 40) In the above-described embodiments and modifications, some or all of the processes and steps executed by processor 210 of server 200 as game control unit 201 may be executed by processor 110 of terminal 100 as game control unit 101. In the above-described embodiments and modifications, some or all of the processes and steps executed by processor 110 of terminal 100 as game control unit 101 may be executed by processor 210 of server 200 as game control unit 201. In other words, all of the processes and steps described in the embodiments and modifications may be executed by processor 210 of server 200, or may be executed by processor 110 of terminal 100.

[0139] Among the processes and steps described in the embodiment and the modified example, an arbitrary specific process and step may be executed by the processor 210 of the server 200, and among the processes and steps described in the embodiment and the modified example, a process and step other than the specific process and step may be executed by the processor 110 of the terminal 100. That is, in the information processing system 10, the computer may be configured by one or more terminals 100 and one or more servers 200. As an example, various means and functions that can be realized by the processor 210 of the server 200 may be entirely realized by the processor 110 of the terminal 100. As an example, various means and functions that can be realized by the processor 210 of the server 200 may be partly realized by the processor 210 of the server 200, and the remaining part may be realized by the processor 110 of the terminal 100.

[0140] Various functions that can be realized by the game control unit 201 are not limited to being configured by one processor 210, but may be configured by multiple processors included in one server 200 or multiple servers 200. Various functions that can be realized by the game control unit 101 and the display control unit 104 are not limited to being configured by one processor 110, but may be configured by multiple processors included in one terminal 100 or multiple terminals 100. Furthermore, various functions may be configured by one or multiple processors included in one or multiple terminals 100 and one or multiple servers 200. In this way, the computer may be configured by one or more terminals 100, may be configured by one or more servers 200, or may be configured to include one or more terminals 100 and one or more servers 200.

[0141] (Modification 41) When the terminal 100 executes all of the processes and steps described in the embodiments and modifications, the terminal 100 may be configured not to communicate with other devices when executing these processes and steps. Furthermore, the computer is not limited to being configured by one or both of the terminal 100 and the server 200. The computer may be a device that does not communicate with other devices. As an example, the computer may be a stationary device for home or business use, or may be a portable device.

[0142] This disclosure includes the following examples, in which elements of the embodiments are numbered as an aid to understanding and not by way of limitation. (Additional Note 1) A program that causes a computer (100, 200) to act on a first object (81) that is the object of operation of a player and a second object (82) that is not the object of operation of the player, and changes the timing of the action of the second object (82) depending on the number of the second objects (82) located within a predetermined range from the first object (81).

[0143] (Supplementary Note 2) The program described in Supplementary Note (1), which causes a computer (100, 200) to delay the action timing of the second objects (82) as the number of the second objects (82) located within the specified range increases.

[0144] (Appendix 3) The program described in appendix (1) or (2), wherein the predetermined range includes a first range and a second range, and the program causes a computer (100, 200) to change the action timing of the second object (82) located in the first range depending on the number of the second objects (82) located in the first range, and to change the action timing of the second object (82) located in the second range depending on the number of the second objects (82) located in the second range.

[0145] (Supplementary Note 4) The program according to any one of Supplementary Note (1) to Supplementary Note (3), which causes a computer (100, 200) to change the action timing of the second object (82) depending on the distance from the first object (81).

[0146] (Supplementary Note 5) The program according to any one of Supplementary Notes (1) to (4), which causes a computer (100, 200) to change an action timing of the second object (82) in accordance with an action of the first object (81).

[0147] (Supplementary Note 6) The program according to any one of Supplementary Notes (1) to (5), which causes a computer (100, 200) to change the action timing of the second object (82) depending on the state of the first object (81).

[0148] (Supplementary Note 7) The program according to any one of Supplementary Notes (1) to (6), which causes a computer (100, 200) to change the action timing of the second object (82) depending on the type of the second object (82).

[0149] (Appendix 8) An information processing system that causes a computer (100, 200) to act on a first object (81) that is the object of operation of a player and a second object (82) that is not the object of operation of the player, and changes the timing of the action of the second object (82) depending on the number of the second objects (82) located within a predetermined range from the first object (81).

[0150] (Appendix 9) An information processing method in which a computer (100, 200) causes a first object (81) that is the object of operation of a player and a second object (82) that is not the object of operation of the player to act, and changes the action timing of the second object (82) depending on the number of the second objects (82) located within a predetermined range from the first object (81).

[0151] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the technical spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The same applies to procedures. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which the claims are entitled. [Explanation of symbols]

[0152] 10...information processing system 11...user 20...network 40...home screen 50...event screen 61...HP bar 62...HP bar 80...virtual space 81...player character 82...non-player character 92...terrain object 92A...field 98...virtual camera 100...terminal 101...game control unit 104...display control unit 105...storage unit 106...communication unit 107...input / output unit 110...processor 120...memory 130...storage 140...communication interface 150...input / output interface 160...microphone 166...monitor 170...speaker 180...touch screen 181...monitor 182...touch sensor 190...communication bus 200...server 201...game control unit 205...storage unit 206...communication unit 207...input / output unit 210...processor 220...memory 230...storage 240...communication interface 250...input / output interface 290...communication bus 300...input device 401...character window 404...event icon 406...character icon

Claims

1. On the computer, causing a first object that is an object to be operated by a player and a second object that is not an object to be operated by the player to act; A program that changes an action timing of the second object depending on the number of the second objects located within a predetermined range from the first object.

2. The program according to claim 1 , further comprising causing a computer to delay the action timing of the second objects as the number of the second objects located within the predetermined range increases.

3. The predetermined range includes a first range and a second range, a computer that varies action timings of the second objects located in the first range in accordance with the number of the second objects located in the first range; The program according to claim 1 , further comprising: varying action timings of the second objects located in the second range in accordance with the number of the second objects located in the second range.

4. The program according to claim 1 , further comprising causing a computer to change a timing of an action of the second object depending on a distance from the first object.

5. The program according to claim 1 , further comprising causing a computer to change a timing of an action of the second object in response to an action of the first object.

6. The program according to claim 1 , further comprising causing a computer to change a timing of an action of the second object depending on a state of the first object.

7. The program according to claim 1 , further comprising: causing a computer to change a timing of the action of the second object depending on a type of the second object.

8. On the computer, causing a first object that is an object to be operated by a player and a second object that is not an object to be operated by the player to act; An information processing system that changes an action timing of the second object depending on the number of the second objects located within a predetermined range based on the first object.

Citation Information

Patent Citations

  • Game information, information storage medium, and game apparatus

    JP2003103048A

  • Shooting game machine and program

    JP2004000305A

  • Game device, game processing method, and program

    JP2008067863A

  • Game program, storage medium, and computer

    JP2010155052A

  • Game apparatus, game processing method, and program

    JP2012210521A