Game program, game processing method, and information processing device
By changing game character parameters during game events based on overlapping real space positions, the game program enhances character appeal and player engagement, addressing the lack of fun and engagement in existing games.
Patent Information
- Application Number
- JP2023144263
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-06
- Publication Date
- 2025-03-18
AI Technical Summary
Existing game programs and methods do not effectively enhance the appeal of game characters, leading to a lack of engagement and fun for players.
A game program and processing method that change parameters related to game characters during game events when the position of a real space associated with the game character overlaps with the player's position or the event location, thereby increasing the character's appeal and gameplay experience.
The solution increases player engagement and fun by enhancing the appeal of game characters, making the gameplay experience more enjoyable and interactive.
Smart Images

Figure 2025037370000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, a game processing method, and an information processing device. [Background technology]
[0002] For example, Patent Document 1 describes a game management device that includes a user information storage control means for storing in a storage device limited items that are associated with specific real-space positions acquired by a user, and an effect variation means for generating an effect that is different from an effect that occurs when a user who has acquired the limited item interacts with other users whose reference position is the real-space position corresponding to the limited item, when the user has not acquired the limited item. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6017599 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned conventional technology, since there is no relationship between the limited item and the game character, it is not possible to enhance the appeal of the game character.
[0005] The present invention has been made in consideration of such problems, and aims to provide a game program, a game processing method, and an information processing device that can make the game more interesting by enhancing the appeal of game characters. [Means for solving the problem]
[0006] In order to achieve the above-mentioned object, the game program of the present invention causes an information processing device to function as a modification unit that modifies parameters related to a game character in a game event when a first real-space position corresponding to at least one of current or past position information of a player performing a game event in a virtual space and position information in the virtual space where the game event occurs overlaps with all or part of a second real-space position previously associated with the game character.
[0007] In addition, in order to achieve the above-mentioned object, the game processing method of the present invention is a game processing method executed by an information processing device, and includes a step of changing a parameter related to the game character in the game event when a position in a first real space corresponding to at least one of current or past position information of a player performing a game event in a virtual space and position information in the virtual space where the game event occurs overlaps with all or part of a position in a second real space previously associated with a game character.
[0008] In addition, in order to achieve the above-mentioned object, the information processing device of the present invention has a modification unit that modifies parameters related to the game character in the game event when a first real-space position corresponding to at least one of current or past position information of a player performing a game event in a virtual space and position information in the virtual space where the game event occurs overlaps with all or part of a second real-space position previously associated with the game character. Effect of the Invention
[0009] According to the game program, game processing method, and information processing device of the present invention, the game can be made more interesting by enhancing the appeal of the game characters. [Brief description of the drawings]
[0010] [Figure 1] 1 is a diagram illustrating an example of the overall configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server device and a terminal device. [Diagram 3] 13 is a diagram illustrating an example of a character information screen including a place of association. FIG. [Figure 4] 13 is a flowchart illustrating an example of a processing procedure executed by the server device when a game event is an expedition. [Diagram 5] FIG. 13 is a diagram showing an example of an expeditionary general selection screen. [Figure 6] A figure showing an example of an expedition setting screen when the location in real space corresponding to the expedition destination does not overlap with a place associated with the expeditionary general. [Figure 7] 13 is a diagram showing an example of an expedition setting screen when a location in real space corresponding to the expedition destination overlaps with a place associated with the expeditionary general. FIG. [Figure 8] 13 is a flowchart illustrating an example of a processing procedure executed by the server device when a game event is a siege battle. [Figure 9] FIG. 13 is a diagram illustrating an example of a game field screen. [Figure 10] FIG. 13 is a diagram illustrating an example of a siege battle execution screen. [Figure 11] FIG. 13 is a diagram illustrating an example of a unit formation screen. [Figure 12] FIG. 13 is a diagram illustrating an example of a siege effect screen. [Figure 13] 13 is a flowchart illustrating an example of a processing procedure executed by the server device when a game event is the appearance of a game character in a game field. [Figure 14] FIG. 13 is a diagram illustrating an example of a game field screen on which a game character appears. [Figure 15] 13 is a diagram illustrating an example of a game field screen in which the current position of the player is within a predetermined range from a position in real space corresponding to a specific object. FIG. [Figure 16] FIG. 2 is a block diagram illustrating an example of a hardware configuration of a server device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0012] <1. Overall structure of the game system> An example of the overall configuration of a game system 1 according to this embodiment will be described with reference to FIG. 1. As shown in FIG. 1, the game system 1 has a plurality of terminal devices 3 each operated by a plurality of players, and a server device 5. The terminal devices 3 and the server device 5 are communicatively connected via a network NW such as the Internet or a LAN. The network NW may be either wireless or wired. In FIG. 1, the server device 5 is configured by a single computer, but may be configured by multiple computers. The number of terminal devices 3 is not limited to multiple, and may be one.
[0013] The terminal device 3 is, for example, a smartphone, a tablet computer, a portable game machine, etc. However, it is not limited to these, and may be, for example, a desktop computer, a notebook computer, a stationary game machine, etc. The terminal device 3 has a touch panel 7 on which various displays and various input operations are performed by the player. The player performs desired operation input by touching the touch panel 7 with a finger, a pen, etc.
[0014] The detection method of the touch panel 7 is not particularly limited, and various detection methods can be adopted, such as a resistive film method, a capacitance method, an optical method, an electromagnetic induction method, etc. The terminal device 3 may include an input unit such as a button, a switch, a lever, a joystick, etc., in addition to the touch panel 7. The terminal device 3 also includes an audio output unit such as a speaker.
[0015] The server device 5 (an example of an information processing device) is a so-called server computer. The server device 5 accepts access from the terminal device 3 of each player who receives the game service via the network NW, accumulates and manages the game information of each player in a recording device, and provides the terminal device 3 of each player with an online game service via the network NW.
[0016] The server device 5 may provide a game service in the form that a game program is implemented in the server device 5, and the server device 5 executes the game in response to an operation input by a player on the terminal device 3, instead of executing the game on the terminal device 3, and transmits the execution result to the terminal device 3 of each player. For example, the server device 5 may provide a so-called browser game in which the game can be played on a web browser installed on the terminal device 3 of each player. The server device 5 may also provide a so-called cloud game in which game images resulting from the execution of the game on the server device 5 are transmitted to the terminal device 3 in, for example, a streaming format. Alternatively, the server device 5 may provide a so-called social game executed by application software created based on an operating environment such as an API (Application Programming Interface) that operates on a web browser in an SNS (Social Networking Service). Note that a part of the game program may be installed in the terminal device 3, and the game processing may be partially executed not only on the server device 5 but also on the terminal device 3.
[0017] <2. Overview of the game> Next, an example of the general content of the game according to this embodiment, that is, the game provided by the server device 5 executing the game program or game processing method of the present invention, will be described.
[0018] The game according to this embodiment is a location information game that utilizes the location measurement function of the terminal device 3 to link the location in the real space with the location in the virtual space of the game. In this embodiment, an example will be described in which the location information game is applied to a Sengoku simulation game. The player becomes, for example, one of the Sengoku warlords, and aims to unify the country by building up a force (for example, a daimyo) while increasing the number of subordinate warlords and expanding his territory by actually walking in the real space.
[0019] In a game field (an example of a virtual space), sections are arranged that are divided according to, for example, city blocks on a map of real space, and one base is arranged in each section. That is, a section is an area having a predetermined area corresponding to a city block in real space. A player moves a player character corresponding to the player in the game field by walking in the real space. Game characters such as military commanders appear in the game field based on a predetermined appearance probability. The player strengthens his / her army by employing military commanders that the player character meets along the way. The player seizes a base to turn the section corresponding to the base into a territory, thereby expanding the territory.
[0020] The types of game characters that appear in the game are not particularly limited, but in the embodiment, for example, they are military commanders, farmers, merchants, etc. Note that other male or female characters may also appear, as well as characters such as non-human animal characters, virtual creature characters other than humans or animals, and non-living robots, objects, etc.
[0021] In the game field, for example, appropriate field objects are displayed in places where stations and parks are located in the real space. The field objects may be the same objects as those existing in the real space. The field objects include objects whose ownership can be competed for with other players. In the embodiment, for example, the field objects are castles. Note that the ownership of objects other than castles, such as forts, checkpoints, settlements, and mansions, may also be competed for. If another player owns a castle, a siege can be challenged to the castle, and if victorious, the castle can be acquired. The troops of the player who acquired the castle are deployed in the acquired castle to defend it from other players.
[0022] The player can send his / her subordinates on expeditions to distant bases. The player can carry out the expedition of the general by consuming certain parameters (e.g. time and supplies), and when the expedition is completed, the player can challenge the base to a battle. If the player wins the battle, the player can take control of the base and make the distant area his / her territory.
[0023] In the game according to this embodiment, a real-space position is associated with each game character in advance. When a game event such as the appearance of a game character in the game field, a siege, or an expedition takes place, parameters related to the game event of each game character are changed based on the real-space position associated with each game character. This will be described in detail below.
[0024] <3. Functional configuration of the server> Next, an example of a functional configuration of the server device 5 and the terminal device 3 will be described with reference to FIG.
[0025] As shown in FIG. 2, the server device 5 includes a database 9, an event execution unit 11, a selection unit 13, a position determination unit 15, and a parameter change unit 17.
[0026] The database 9 records game data required for executing the game provided by the server device 5, progress data showing the progress of each player's game, and the like. The game data includes parameters such as ability values of each game character appearing in the game, information related to each character, and the like. The information related to the character includes a real-space position previously associated with the game character described above. The real-space position is not a virtual-space position in the game, but a position in the real world. The type of real-space position associated with the game character is not particularly limited, but may be, for example, a place with some kind of connection, such as a birthplace or location set for the game character, or a place where a game event related to the game character occurs. For example, if the game character is a historical figure or a real person, the real-space position may be a place with some kind of connection, such as the person's birthplace, place of death, area where the person contributed to the development, area where the person made an achievement, and the like. The real-space position may be, for example, a specific pinpoint represented by an address or a geographic coordinate system (latitude, longitude), or may be an area with a certain range, such as a city, town, prefecture, region, province, country, continent, and the like. In the embodiment, a real-space location previously associated with a game character is appropriately referred to as a "place associated with" the game character (an example of a second real-space location). In other words, the database 9 records the game character and the place associated with the game character in association with each other.
[0027] Note that the number of places associated with each game character is not limited to one, and multiple places associated with each game character may be associated with each game character. Also, the same person may appear as multiple game characters divided into different age groups, such as childhood, adolescence, and old age. In this case, the places associated with each person may be different depending on the age group.
[0028] The player can check the places of connection of the subordinate warlords he owns on the character information screen. FIG. 3 shows an example of the character information screen. As shown in FIG. 3, the character information screen 21 displays an image display section 22 in which the image of the warlord is displayed, an information display section 23 for displaying various information about the warlord, and buttons 25, 26, and 27 for switching the information displayed on the information display section 23. FIG. 3 shows an example in which the button 27 is operated, and the information display section 23 displays information such as the name, place of service, sex, region representing the place of connection, and biography. Note that information other than these may also be displayed. In the example shown in FIG. 3, the place of connection of the warlord is, for example, the Kanto region.
[0029] The event execution unit 11 executes various game events including the appearance of game characters in the game field, sieges, expeditions, and the like. The terminal device 3 has a position measurement unit 29, and measures the current position of the terminal device 3 (player) using, for example, a GPS (Global Positioning System) signal or the like. The event execution unit 11 displays the player character at a position corresponding to the current position information on the game field, which is a virtual space, based on the current position information of the player acquired from the position measurement unit 29 of the terminal device 3. The event execution unit 11 moves the player character on the game field according to the movement of the player in the real space. The event execution unit 11 makes game characters such as military commanders appear around the player character in the game field with a predetermined appearance probability based on a predetermined lottery table. For example, a game character randomly selected from a lottery table including game characters to be appeared may be made to appear whenever a predetermined time has passed or the player moves a predetermined distance. The lottery table is not limited to one whose related place overlaps with the current position of the player, and also includes characters whose related place does not overlap with the current position of the player. For example, a game character may be included whose place of origin is far away from the player's current location.
[0030] The event execution unit 11 executes a siege battle in which a game character attacks a castle owned by another player as an event in which the game character fights. The castle to be attacked may be selected by, for example, the player tapping on a castle displayed on the game field. In this case, the castle may be selectable when the real-space position corresponding to the castle and the player's current position are within a predetermined distance. Alternatively, a list of castles that can be attacked in a siege battle may be displayed regardless of the player's current position, and the player may select from the list. In the siege battle, a battle is fought between a warrior selected by the player and a warrior of another player who is placed in the castle to be attacked. The selection unit 13 selects a warrior to participate in the siege battle based on the player's operation. In this case, the selection unit 13 may select multiple warriors based on the player's operation, organize a unit with the selected multiple warriors, and have the unit fight against the unit of the other player.
[0031] The event execution unit 11 executes an expedition in which a subordinate warlord is sent to a distant base as an event in which a game character moves to a predetermined destination in the virtual space by consuming a predetermined parameter. The warlord to be sent on an expedition may be selected from a list of subordinate warlords displayed, for example. Similarly, the expedition destination may be selected from a list of bases that can be visited and fought in an expedition displayed, for example. The expedition origin, which is the starting point of the expedition, may be automatically set to a starting point (e.g., a base, etc.) previously set by the player, or a list of expedition origins may be displayed as described above and the player may select from the list, or the corresponding expedition origin may be selected based on the player's current position information.
[0032] The position determination unit 15 determines whether or not a real-space position corresponding to at least one of the current position information of the player who executes the game event and the position information of the virtual space where the game event occurs overlaps with all or a part of the place associated with the game character in advance. In the embodiment, a plurality of sections each having a predetermined area are arranged in the game field, and the position determination unit 15 determines whether or not a real-space position corresponding to at least one of the section corresponding to the current position information of the player and the section where the game event occurs overlaps with all or a part of the place associated with the game character. The parameter change unit 17 (an example of a change unit) changes a parameter related to the game character in the game event when the position determination unit 15 determines that there is an overlap.
[0033] For example, when the game event is an expedition, the position determination unit 15 determines whether or not the position in the real space corresponding to the expedition destination (an example of the position in the first real space) overlaps with all or a part of the place associated with the warlord who will be on the expedition and is selected by the player. Note that "all overlaps" refers to a case where the location ranges of the two coincide, for example, when the expedition destination is a base in a section of Kyoto prefecture, and the warlord's place of association is also set as Kyoto prefecture. On the other hand, "partial overlap" refers to a case where the place of association is wider than the section of the base, for example, when the expedition destination is a base in a section of Kyoto prefecture, and the warlord's place of association is set as the Kinki region. The parameter change unit 17 reduces the consumption of a predetermined parameter (for example, time or military provisions) when the position determination unit 15 determines that there is an overlap. Note that instead of reducing the consumed parameters, parameters related to the warlord's abilities, such as ability values (intelligence, etc.) related to shortening the expedition time and ability values (politics, etc.) related to reducing military provisions, may be increased.
[0034] For example, when the game event is a siege, the position determination unit 15 determines whether or not the position in the real space corresponding to the castle to be attacked (one example of the position in the first real space) overlaps with all or a part of the land associated with the military commander to be selected by the player to participate in the siege. When the player's current position approaches the castle to be attacked and taps on the castle displayed in the game field to select it, the position determination unit 15 may determine whether or not the position in the real space corresponding to the player's current position information overlaps with all or a part of the land associated with the military commander to be selected by the player to participate in the siege. When the position determination unit 15 determines that there is an overlap, the parameter change unit 17 increases the military commander's battle-related parameters. The higher the battle-related parameters, the more advantageous the battle becomes, and are, for example, leadership, bravery, intelligence, attack power, defense power, and the like. When a unit is formed by selecting multiple military commanders, the battle-related parameters set for the entire unit, not for each military commander, may be increased. When the battle-related parameters are damage received from an enemy character, the battle-related parameters may be decreased.
[0035] In addition, when a player wins a siege and captures a castle, a defense force is deployed to the captured castle. In this state, when another player launches a siege, the defense force is executed as a game event. In this case, as in the siege, the position determination unit 15 determines whether or not the position in real space corresponding to the castle to be defended overlaps with all or part of the place associated with the military commander to be involved in the defense force selected by the player. When the position determination unit 15 determines that there is an overlap, the parameter change unit 17 increases the battle-related parameters of the military commander of the defense force. In addition, the defense force may be deployed with the same organization as the unit selected by the player in the siege, or may be reorganized as a new defense force. In this case, if the position in real space corresponding to the castle to be defended overlaps with the place associated with the military commander, the military commander may be exchangeable.
[0036] For example, when the game event is the appearance of a game character in a game field, the position determination unit 15 determines whether or not a position in real space corresponding to the player's current position information (an example of a position in the first real space) overlaps with all or a part of the place associated with the game character. When the position determination unit 15 determines that there is an overlap, the parameter change unit 17 increases the appearance probability of a game character whose place of association overlaps with the player's current position. For example, the probability that a game character whose place of association overlaps with the player's current position is selected in the lottery table may be relatively increased compared to game characters that do not overlap, or the lottery table may be changed to be composed of only game characters whose place of association overlaps with the player's current position. As a result, for example, when the player is moving around Yokohama Station, a military commander whose place of association is set in the Kanto region including Yokohama becomes more likely to appear in the game field. The appearance probability of a game character whose place of association overlaps with the player's current position may be decreased.
[0037] Note that the game character and a specific object may be associated in advance, and the specific object may be displayed as a field object in the game field. The specific object is not particularly limited, and may be, for example, an object related to a place associated with the game character (such as a castle in the place). In this case, the position determination unit 15 may determine whether or not the position in real space corresponding to the player's current position information is within a predetermined range from the position in real space corresponding to the specific object. The predetermined range may be a distance at which the player can be considered to have reached the position in real space corresponding to the specific object, for example, about 50m to 100m. When the position determination unit 15 determines that the position is within the predetermined range, the parameter change unit 17 may set the appearance probability of the game character associated with the specific object to 100%. Thereby, for example, in the case where the game character is Kato Kiyomasa, a historical military commander, the Kyushu region including Kumamoto, where Kato Kiyomasa served as a feudal lord, is set as the place associated with the game character, and Kumamoto Castle is set as the specific object, the game character of Kato Kiyomasa can be definitively made to appear in the game field by the player going to Kumamoto Castle in the real space.
[0038] The event execution unit 11 may have a function of registering an occurring game event and executing the registered game event at any timing. In this case, the position information of the player at the time when the game event occurred is registered. The position determination unit 15 may determine whether or not a real-space position (the player's position at the time when the game event occurred) corresponding to the past position information of the player who executes the game event overlaps with a place of connection, and the parameter change unit 17 may change the parameters of the game character when the position determination unit 15 determines that there is an overlap.
[0039] The above-described processes in each processing unit are not limited to the above-described examples of division of processing, and may be processed by a smaller number of processing units (e.g., one processing unit), or may be processed by a further subdivided processing unit. The functions of each processing unit described above are implemented by a game program executed by a CPU 501 (see FIG. 16), which will be described later, but some of them may be implemented by actual devices such as dedicated integrated circuits such as ASICs (Application Specific Integrated Circuits) and FPGAs (Field Programmable Gate Arrays), or other electric circuits. The above-described functions of each processing unit are not limited to being implemented in their entirety on the server device 5 side, and may be implemented in their entirety or in their entirety on the terminal device 3 side. <4. Server device processing procedure> Next, an example of a processing procedure executed by the CPU 501 of the server device 5 will be described with reference to Figures 4 to 15. The server device 5 executes the processing shown in Figures 4, 8, and 13 individually for each player (terminal device 3).
[0040] First, a case where the game event is an expedition will be described with reference to FIGS.
[0041] As shown in FIG. 4, in step S10, the server device 5 displays an expeditionary general selection screen on the touch panel 7 of the terminal device 3.
[0042] In step S20, the server device 5 causes the selection unit 13 to select an expeditionary general based on the player's operation on the expeditionary general selection screen.
[0043] FIG. 5 shows an example of the expeditionary general selection screen 31. As shown in FIG. 5, the expeditionary general selection screen 31 displays a list display section 33 of subordinate generals owned by the player, an information display section 35 in which detailed information of the general selected in the list display section 33 is displayed, and a decision button 37. The information display section 35 displays the above-mentioned buttons 25, 26, and 27 for switching the displayed information. In the example shown in FIG. 4, the button 25 is operated, and the ability parameters related to the general's expedition, such as time and military supplies, are displayed. The player can check the places associated with the general by operating the button 27 (see FIG. 3). When the player operates the decision button 37, the general displayed in the information display section 35 is selected as the general to go on an expedition.
[0044] Returning to FIG. 4, in step S30, the server device 5 displays an expedition destination selection screen on the touch panel 7 of the terminal device 3.
[0045] In step S40, the server device 5 selects a destination for the tour based on the player's operation on the destination selection screen.
[0046] In step S50, the server device 5 determines whether or not the location in real space corresponding to the expedition destination selected in step S40 overlaps with the place associated with the expeditionary general selected by the player in step S20, by using the location determination unit 15. If the two overlap (step S50: YES), the server device 5 proceeds to the next step S60.
[0047] In step S60, the server device 5 changes a predetermined parameter related to the expeditionary general selected in step S20 by the parameter change unit 17. For example, the time and the amount of military provisions consumed in the expedition are reduced. This makes it possible to shorten the time required for the expedition and reduce the amount of military provisions consumed in the expedition, compared to when the expedition destination and the place of connection do not overlap.
[0048] In addition, in step S50 above, if the location in real space corresponding to the expedition destination does not overlap with a place associated with the expeditionary general (step S50: NO), the specified parameters (time, military supplies) are not decreased and the process proceeds to step S70 described below.
[0049] 6 and 7 show an example of the expedition setting screen 39. Fig. 6 is an example of a screen when the real-space location corresponding to the expedition destination does not overlap with the place associated with the expeditionary general, and Fig. 7 is an example of a screen when the real-space location corresponding to the expedition destination overlaps with the place associated with the expeditionary general. As shown in Figs. 6 and 7, the expedition setting screen 39 displays an expedition destination display section 41 that displays the expedition destination, an expeditionary general display section 43 that displays the general to be led on an expedition, an effect display section 45 that displays special effects due to the place associated with the expeditionary general, a back button 46, and a decision button 47.
[0050] In Fig. 6, as shown in the expedition destination display section 41, for example, a materials storehouse in Kakimoto-cho, Shimogyo-ku, Kyoto City is selected as the expedition destination. The region of this expedition destination is the Kinki region. Also, the place associated with the expeditionary general displayed in the expeditionary general display section 43 is set to, for example, the Kanto region. In this case, since the real-space position corresponding to the expedition destination and the place associated with the expeditionary general do not overlap, the parameters of time and provisions do not change, as shown in the effect display section 45.
[0051] On the other hand, in FIG. 7, as shown in the expedition destination display section 41, for example, a munitions storehouse in Minatomirai, Nishi-ku, Yokohama City is selected as the expedition destination. The region of this expedition destination is the Kanto region. Also, the place of origin of the expeditionary general displayed in the expeditionary general display section 43 is set to, for example, the Kanto region. In this case, since the position in the real space corresponding to the expedition destination and the place of origin of the expeditionary general overlap, the consumption of the parameters of time and munitions is reduced by a predetermined value, as shown in the effect display section 45. Also, effect occurrence marks 49 and 51 indicating that the parameter reduction effect due to the place of origin is occurring are displayed on the expedition destination display section 41 and the expeditionary general display section 43, respectively. The form of the mark is not particularly limited, but for example, the effect occurrence mark 49 is displayed as a polygonal mark emphasizing the area name, and the effect occurrence mark 51 is displayed as an arrow.
[0052] When the back button 46 is operated on the expedition setting screen 39, the player returns to the expeditionary general selection screen or the expedition destination selection screen, where the player can reselect the general to be sent on the expedition or the expedition destination. When the decision button 47 is operated, the expedition is carried out according to the settings made.
[0053] 4, in step S70, the server device 5 determines whether or not an expedition execution instruction has been given by the player. If there is no expedition instruction, for example, if the back button 46 is operated on the expedition setting screen 39 (step S70: NO), the process returns to step S10. On the other hand, if there is an expedition instruction, for example, if the decision button 47 is operated on the expedition setting screen 39 (step S70: YES), the process proceeds to step S80.
[0054] In step S80, the server device 5 executes the expedition by the event execution unit 11. This ends the process of this flowchart.
[0055] Next, a case where the game event is a siege will be described with reference to FIGS.
[0056] 8, in step S110, the server device 5 acquires the current position information of the player from the position measurement unit 29 of the terminal device 3, and displays a game field of an area including a position corresponding to the current position information on the touch panel 7. Also, a player character is displayed on the game field at a position corresponding to the current position information of the player.
[0057] FIG. 9 shows an example of a game field screen. The game field 53 in FIG. 9 is an example in which, for example, a player is moving in the vicinity of Yokohama Station. In the game field 53, roads 55 are arranged along the roads on the map in the real space, and the player character 57 moves along the roads 55 etc. according to the player's movement in the real space. The game screen is not limited to a third-person perspective, and may be a first-person perspective in which the player character 57 is not displayed. Various field objects 59 are displayed in the game field 53. Also, for example, a castle 61 is displayed at the location where Yokohama Station is located in the real space. If the castle 61 is not owned by another player, the player can cause his / her own troops to enter the castle. If the castle 61 is owned by another player, the player can launch a siege against the troops of the other player who have entered the castle 61.
[0058] 8, in step S120, the server device 5 selects a castle to be attacked based on the player's operation through the event execution unit 11. As described above, the player may select the castle 61 by approaching a real-space position corresponding to the castle 61 (Yokohama Station in the example of FIG. 9) and tapping on the castle 61, or may display a list screen of castles available for siege and select from the list.
[0059] In step S130, the server device 5 causes the event executing unit 11 to display a squad organization screen on the touch panel 7 of the terminal device 3 based on a predetermined operation by the player.
[0060] In step S140, the server device 5 organizes the troops to participate in the siege battle based on the player's operation on the troop organization screen. In the embodiment, one troop is organized with multiple (e.g., five) generals, and multiple (e.g., five) such troops are further organized. For example, when five troops each consisting of five generals are organized, a maximum of 25 generals can be used to launch a siege battle.
[0061] In step S150, the server device 5 determines, via the location determination unit 15, for each of the generals in the unit organized in step S140 above, whether or not the place associated with each general overlaps with the area in which the castle to be attacked selected in step S120 above is located, and determines the number of overlapping generals.
[0062] In step S160, the server device 5 changes the parameters of the troops by the parameter change unit 17 according to the number of generals determined in step S150. For example, the parameters related to the troops' battles (attack, defense, etc.) are increased. The parameter change unit 17 increases the degree of increase in the parameters as the number of generals determined in step S150 increases.
[0063] 10 to 12 show examples of game screens related to siege battles. FIG. 10 shows an example of a siege battle execution screen, FIG. 11 shows an example of a unit formation screen, and FIG. 12 shows an example of a siege effect screen. As shown in FIG. 10, the siege battle execution screen 63 displays a formation display section 65, a formation button 66, a march button 67, a stop button 69, and a siege effect button 71. The formation display section 65 displays the military commanders 73 who are the commanders of the five units formed together with the unit names. If there is one or more military commanders in the unit whose area overlaps with the area where the castle to be attacked is located, an effect occurrence mark 87 is displayed together with the military commander 73. When the formation button 66 is operated by the player on the siege battle execution screen 63, the unit formation screen of FIG. 11 is displayed.
[0064] As shown in FIG. 11, the unit formation screen 75 displays an formation section 77 for forming warriors for each unit, and a decision button 79. In the formation section 77, the player selects one of, for example, five units using a tab 81, and selects, for example, five warriors who will make up the unit in a warrior selection section 83. The formation section 77 also displays parameters 85 that indicate the capabilities of the unit. The parameters 85 include parameters (e.g., attack, defense) related to the battle of the unit consisting of the five warriors. The unit parameters 85 change depending on the selected warrior.
[0065] In the warrior selection section 83, an effect occurrence mark 87 is displayed for warriors whose area overlaps with the area in which the castle to be attacked is located. In the example shown in FIG. 11, effect occurrence marks 87 are displayed for three of the five warriors in unit 1. The more warriors there are who have effect occurrence marks 87 displayed, the greater the degree of increase in the parameters related to the unit's battles. In the example shown in FIG. 11, for example, the attack and defense values of unit 1 increase according to the number of warriors who have effect occurrence marks 87 displayed. Effect occurrence marks 87 are also displayed for the increased parameters.
[0066] The player selects five generals for each unit to organize them. When the confirm button 79 is operated on the unit organization screen 75, the organization is confirmed and is reflected in the organization display section 65 of the siege battle execution screen 63.
[0067] When the player operates the siege effect button 71 on the siege battle execution screen 63 shown in Fig. 10, the siege effect screen 89 of Fig. 12 is displayed. On the siege effect screen 89, an effect display section 91 is displayed showing how many of the generals in the entire organized unit (maximum 25 people) have an overlapping connection with the area in which the castle to be attacked is located. The more people in the effect display section 91, the higher the parameters related to the battle of the entire unit, so the player can roughly grasp the effect of increasing the parameters by referring to the number in the effect display section 91. When the player operates the back button 93, the screen returns to the siege battle execution screen 63.
[0068] When the player operates the march button 67 on the siege battle execution screen 63 shown in Fig. 10, a siege battle is executed by the organized troops. When the cancel button 69 is operated, the siege battle is canceled.
[0069] 8, in step S170, the server device 5 determines whether or not a siege execution instruction has been given by the player. If there is no siege execution instruction, for example, if the cancel button 69 on the siege battle execution screen 63 is operated (step S170: NO), the process returns to step S110. On the other hand, if there is a siege execution instruction, for example, if the march button 67 on the siege battle execution screen 63 is operated (step S170: YES), the process proceeds to step S180.
[0070] In step S180, the server device 5 executes a siege battle by the event executing unit 11. This ends the process of this flowchart.
[0071] Next, a case where a game event is the appearance of a game character on a game field will be described with reference to FIGS.
[0072] 13, in step S210, the server device 5 acquires the current position information of the player from the position measurement unit 29 of the terminal device 3, and displays a game field of an area including a position corresponding to the current position information on the touch panel 7. Also, a player character is displayed on the game field at a position corresponding to the current position information of the player.
[0073] In step S220, the server device 5 causes the event executing unit 11 to make a game character such as a military commander appear with a predetermined probability of appearance based on a lottery table including game characters to be made to appear.
[0074] In step S230, the position determination unit 15 determines whether or not there is a game character in the lottery table whose place of connection overlaps in whole or in part with a real-space position corresponding to the player's current position information. If there is a game character whose place of connection overlaps with the player's current position (step S230: YES), the server device 5 proceeds to the next step S240. On the other hand, if there is no game character whose place of connection overlaps with the player's current position (step S230: NO), the server device 5 proceeds to step S250 described below.
[0075] In step S240, the appearance probability in the game field of a game character whose place of association overlaps with the player's current location is increased, so that a game character whose place of association is set in an area corresponding to the player's current location is more likely to appear around the player character in the game field.
[0076] Fig. 14 shows an example of a game field screen on which a game character appears. In the example shown in Fig. 14, a game character 97, for example a military commander, appears around the player character 57 in the game field 53. Character information 99 such as a face image and a name may be displayed together with the appearance of the game character 97. The player can make the appeared game character 97 his / her ally or engage in battle.
[0077] 13, in step S250, the server device 5 determines, by the position determination unit 15, whether or not the real-space position corresponding to the player's current position information is within a predetermined range from the real-space position corresponding to the specific object. If the player's current position is within the predetermined range from the real-space position corresponding to the specific object (step S250: YES), the server device 5 proceeds to the next step S260. On the other hand, if the player's current position is not within the predetermined range from the real-space position corresponding to the specific object (step S250: NO), the server device 5 proceeds to step S270, which will be described later.
[0078] In step S260, the server device 5 causes the parameter change section 17 to increase the appearance probability of a game character associated with a specific object to 100%.
[0079] In step S270, the server device 5 determines whether or not to end the display of the game field. If the server device 5 does not end the display of the game field (step S270: NO), the process returns to step S220. On the other hand, if the server device 5 ends the display of the game field (step S270: YES), the process ends this flowchart.
[0080] Fig. 15 shows an example of a game field screen in which the player's current position is within a predetermined range from a real-space position corresponding to a specific object. In the example shown in Fig. 15, it is shown that the player character 57 is located within a predetermined range 101 from a castle 61, which is a specific object, and the player's real-space position is within the predetermined range from the real-space position corresponding to the castle 61. As a result, the game character 97 associated with the castle 61 appears definitively.
[0081] 4, 8, and 13 are merely examples, and at least some of the above steps may be deleted or changed, or steps other than those described above may be added. Also, the order of at least some of the above steps may be changed. For example, in the flowchart shown in FIG. 13, steps S230 and S240 may be left and steps S250 and S260 may be omitted, or steps S230 and S240 may be omitted and steps S250 and S260 may be left.
[0082] <5. Effects of the embodiment> As described above, in this embodiment, the parameters related to the game character vary depending on whether or not at least one of the player's position and the occurrence position of the game event overlaps with the place associated with the game character. Therefore, the player can be encouraged to play the game while being aware of these relationships. This strengthens the relationship between the game character and the place associated with the game character in advance, thereby enhancing the appeal of the game character and making the game more interesting.
[0083] In particular, in this embodiment, the degree of change of parameters related to the game character increases according to the result of the selection of the game character by the player. This makes it possible to encourage the player to select a game character to participate in a game event while being aware of the place of origin of the game character. For example, it is possible to encourage the player to select many game characters whose places of origin overlap with the occurrence location of the game event. This makes it possible to strengthen the relationship between the game character and the place of origin, thereby enhancing the appeal of the game character and making the game more interesting.
[0084] In particular, in this embodiment, when the game event is an event in which the game character fights (e.g., a siege battle), if at least one of the player's position and the occurrence position of the game event overlaps with a place associated with the game character, the parameters related to the game character's fight are increased. This allows the player to progress advantageously through the game event. Therefore, the player can be encouraged to play the game while being aware that these positions overlap. This strengthens the relationship between the game character and the place associated with the game character, thereby enhancing the appeal of the game character and making the game more interesting.
[0085] In particular, in this embodiment, when a game event is an event (such as an expedition) in which a game character consumes a predetermined parameter and moves to a predetermined destination in a virtual space, if the destination of the game character in the game event overlaps with a place associated with the game character, the amount of parameters consumed in the game event can be reduced. Therefore, the player can be encouraged to play the game while being aware that these locations overlap. This can strengthen the relationship between the game character and the place associated with the game character, thereby enhancing the appeal of the game character and making the game more interesting.
[0086] In particular, in this embodiment, when the game event is an event that causes a game character to appear on the game screen based on a predetermined appearance probability, the appearance probability of the game character appearing on the game screen varies depending on the current or past location of the player. This makes it possible to prompt the player to move the current location depending on the game character that is desired or not desired to appear. This makes it possible to realize a location-based game that strengthens the relationship between the game character and the place associated with it.
[0087] In particular, in this embodiment, the appearance probability of a game character appearing on the game screen increases according to the player's current or past location, so that the player can be prompted to move to a real-space location corresponding to a place associated with the game character that the player wants to appear, thereby realizing a location-based game that strengthens the relationship between the game character and the place associated with the game character.
[0088] In particular, in this embodiment, a plurality of sections each having a predetermined area are arranged in the virtual space, and when at least one of the section corresponding to the player's current or past position information and the section in which the game event occurs overlaps with a place associated with the game character, a parameter related to the game character is changed in the game event. This makes it possible to judge whether the player's position or the location in which the game event occurs overlaps with a place associated with the game character between areas (sections and regions) each having a predetermined area, making the judgment easier and reducing the processing load on the server device 5.
[0089] <6. Modifications, etc.> The present invention is not limited to the above-described embodiment, and various modifications are possible without departing from the spirit and technical concept of the present invention.
[0090] For example, in the above embodiment, the present invention has been described as being applied to a so-called online game in which the terminal device 3 receives game services from the server device 5, but it can also be applied to a so-called standalone game in which the terminal device 3 executes the game by itself. In this case, the server device 5 is unnecessary, and the terminal device 3 executes each function of the server device 5 shown in Fig. 2. The terminal device 3 is an example of an information processing device.
[0091] In addition to the above, the methods according to the above-mentioned embodiments and each modified example may be appropriately combined and used. Although not illustrated individually, the above-mentioned embodiments and each modified example may be implemented with various modifications without departing from the spirit thereof.
[0092] <7. Server hardware configuration> Next, an example of a hardware configuration of the server device 5 that realizes each processing unit implemented by the program executed by the CPU 501 described above will be described with reference to Fig. 16. Note that the terminal device 3 may have a similar hardware configuration.
[0093] 16, the server device 5 includes, for example, a CPU 501, a ROM 503, a RAM 505, a GPU 506, a dedicated integrated circuit 507 constructed for a specific application, such as an ASIC or an FPGA, an input device 513, an output device 515, a recording device 517, a drive 519, a connection port 521, and a communication device 523. These components are connected to each other via a bus 509, an input / output interface 511, etc. so as to be able to transmit signals to each other.
[0094] The game program can be recorded, for example, in the ROM 503, the RAM 505, or the recording device 517 such as a hard disk.
[0095] The game program may also be temporarily or permanently (non-temporarily) recorded on a removable recording medium 525 such as a magnetic disk such as a flexible disk, various types of CDs, MO disks, DVDs, and other optical disks, or a semiconductor memory. Such recording medium 525 may also be provided as so-called package software. In this case, the game program recorded on the recording medium 525 may be read by the drive 519 and recorded on the recording device 517 via the input / output interface 511, the bus 509, and the like.
[0096] The game program may also be recorded, for example, on a download site, another computer, or another recording device (not shown). In this case, the game program is transferred via a network NW such as a LAN or the Internet, and the communication device 523 receives this program. The program received by the communication device 523 may then be recorded in the recording device 517 via the input / output interface 511, the bus 509, etc.
[0097] The game program may also be recorded in, for example, an appropriate external connection device 527. In this case, the game program may be transferred via an appropriate connection port 521 and recorded in the recording device 517 via the input / output interface 511, the bus 509, etc.
[0098] Then, the CPU 501 executes various processes in accordance with the programs recorded in the recording device 517, thereby realizing processes by the event execution unit 11, selection unit 13, position determination unit 15, parameter change unit 17, etc. described above. At this time, the CPU 501 may, for example, directly read out and execute the programs from the recording device 517, or may execute the programs after first loading them into the RAM 505. Furthermore, when the CPU 501 receives a program via the communication device 523, the drive 519, or the connection port 521, for example, the CPU 501 may directly execute the received program without recording it in the recording device 517.
[0099] In addition, the CPU 501 may perform various types of processing based on signals and information input from an input device 513 such as a mouse, keyboard, or microphone, as necessary, in addition to signals input from the touch panel 7 of each terminal device 3 via the network NW.
[0100] The GPU 506 performs processing for image display, such as rendering processing, in response to instructions from the CPU 501 .
[0101] The CPU 501 and the GPU 506 then output the results of the above processing to the touch panel 7 of each terminal device 3 via the network NW, and, if necessary, output the results from an output device 515 including an audio output unit (not shown) such as a speaker or headphones. Furthermore, the CPU 501 and the GPU 506 may transmit the processing results via the communication device 523 or the connection port 521, or may record the results in the recording device 517 or the recording medium 525, if necessary. [Explanation of symbols]
[0102] 1. Game System 3. Terminal device (an example of an information processing device) 5. Server device (an example of an information processing device) 7. Touch Panel 9. Database 11 Event Organizing Department 13 Selection section 15 Position determination section 17 Parameter change section (example of change section) 29 Position measurement unit
Claims
1. An information processing device, a modification unit which modifies a parameter associated with the game character in a game event when a position in a first real space corresponding to at least one of current or past position information of a player executing a game event in a virtual space and position information in the virtual space in which the game event occurs overlaps with all or a part of a position in a second real space previously associated with the game character; A game program to function as a.
2. The information processing device, a selection unit that selects a plurality of the game characters to be caused to participate in the game event based on an operation of the player; It also functions as The change unit is the degree of change of the parameter is increased as the number of the game characters whose positions in the first real space and the positions in the second real space all or partly overlap increases; The game program according to claim 1 .
3. the game event is an event in which the game character engages in combat, The change unit is When a position in the first real space and a position in the second real space entirely or partially overlap, the parameter related to the battle of the game character is increased.
3. The game program according to claim 1 or 2.
4. the game event is an event in which the game character moves to a predetermined destination in the virtual space by consuming a predetermined parameter; The change unit is reducing the consumption of the predetermined parameter when a location in the first real space corresponding to the destination overlaps entirely or partially with a location in the second real space; 3. The game program according to claim 1 or 2.
5. the game event is an event for making the game character appear on the game screen based on a predetermined appearance probability; The change unit is changing the appearance probability when a position in the first real space corresponding to current or past position information of the player overlaps with a whole or part of a position in the second real space; The game program according to claim 1 .
6. The change unit is When the position in the first real space and the position in the second real space entirely or partially overlap, the appearance probability is increased. The game program according to claim 5.
7. A plurality of sections each having a predetermined area are arranged in the virtual space, The change unit is changing the parameter in the game event when a position in the first real space corresponding to at least one of the section corresponding to the current or past position information of the player and the section in which the game event occurs overlaps with a whole or part of a position in the second real space; 3. The game program according to claim 1 or 2.
8. A game processing method executed by an information processing device, comprising: changing a parameter associated with the game character in the game event when a position in a first real space corresponding to at least one of current or past position information of a player executing a game event in a virtual space and position information in the virtual space where the game event occurs overlaps with all or a part of a position in a second real space previously associated with the game character; The game processing method includes:
9. a modification unit which modifies a parameter associated with the game character in a game event when a position in a first real space corresponding to at least one of current or past position information of a player executing a game event in a virtual space and position information in the virtual space in which the game event occurs overlaps with all or a part of a position in a second real space previously associated with the game character; An information processing device having the above configuration.
Citation Information
Patent Citations
Announcement processor
JP1985017599A
Cited By
Game programs, information processing methods, information processing devices.
JP7909849B1