Information processing system, information processing program, information processing device, and information processing method
The information processing system addresses the issue of unauthorized changes in shared game spaces by implementing a restriction mechanism that allows users to set protected areas within a virtual space, ensuring secure management and authorized modifications.
Patent Information
- Application Number
- JP2023145521
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-07
- Publication Date
- 2025-03-19
AI Technical Summary
Existing game programs cannot effectively restrict other users from changing the state of a shared game space, leading to unauthorized modifications.
An information processing system that includes a first state change means, a first region setting means, a second state change means, and a restriction means. The system allows users to set a restricted area within a virtual space, limiting changes to objects within that area based on the operational inputs of other users.
The system enables secure management of a shared game space by restricting changes to specific areas, ensuring that only authorized users can modify the state of objects within those areas.
Smart Images

Figure 2025038735000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing system, an information processing program, an information processing device, and an information processing method for performing processing using a player character in a virtual space. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there is a game program in which, in a game space shared among a plurality of users, each user places facility objects in the shared game space (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] International Publication No. 2015-046447 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the game program disclosed in the above Patent Document 1 is unable to restrict a state of a game space shared among a plurality of users from being changed by other users.
[0005] Therefore, an object of the present invention is to provide an information processing system, an information processing program, an information processing device, and an information processing method that can restrict other users from changing the state of a game space shared among multiple users. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention may employ, for example, the following configurations (1) to (16).
[0007] (1) In one configuration example of the information processing system of the present invention, in a virtual space constituted by at least a plurality of first objects, a plurality of users operate and move their corresponding player characters. The information processing system includes a first state change means, a first area setting means, a second state change means, and a limiting means. The first state change means changes a state of at least one of the first object and the second object associated with the first user, which corresponds to a position in the virtual space designated based on an operation input of the first user. The first area setting means sets a first area corresponding to the first user in the virtual space based on a position of the second object associated with the first user, which is placed in a position in the virtual space based on the operation input of the first user with reference to a position of the first player character corresponding to the first user. The second state change means changes a state of at least one of the first object and the second object associated with the second user, which corresponds to a position in the virtual space designated based on an operation input of a second user different from the first user. The limiting means limits changes to the states of the first object and the second object in the first area based on an operation input by the second user.
[0008] According to the above configuration (1), by setting a first area corresponding to a first user within a virtual space, it is possible to set an area that restricts changes to the states of a first object and a second object within the first area based on operational inputs from other users.
[0009] (2) In the above configuration (1), the first object and the second object in the first area for which the restriction means restricts the change of state may include at least one of the first object and the second object whose state has already been changed based on an operation input of the second user.
[0010] According to the above configuration (2), even if the first object or the second object is related to a creator who generated an object or an editor who changed an object, it is possible to restrict changes to the state caused by operational inputs by the creator or the editor.
[0011] (3) In the above configuration (1) or (2), the restriction means may restrict at least one of the first object and the second object from being placed within the first area, based on an operation input by a second user.
[0012] According to the above configuration (3), it is possible to secure an area in the virtual space in which at least either the first object or the second object is not placed by an operation of another user.
[0013] (4) In any one of the above configurations (1) to (3), the restriction means may restrict at least one of the first object and the second object from being removed from a position in the first area based on an operational input by a second user.
[0014] According to the above configuration (4), it is possible to secure an area in the virtual space where at least one of the first object and the second object is not removed by an operation of another user.
[0015] (5) In the above configuration (4), the restricting means may restrict erasure of at least one of the first object and the second object in the first area based on an operation input by the second user.
[0016] According to the above configuration (5), it is possible to ensure an area in the virtual space where at least one of the first object and the second object is not erased by an operation of another user.
[0017] (6) In any one of the above configurations (1) to (5), the restriction means may restrict movement of at least one of the first object and the second object within the first area based on an operation input of the second user.
[0018] According to the above configuration (6), it is possible to ensure an area in the virtual space where at least one of the first object and the second object cannot move due to an operation by another user.
[0019] (7) In any one of the configurations (1) to (6) above, a third state change means may be further provided. The third state change means changes a state of at least one of the first object and the second object associated with the third user, which corresponds to a position in the virtual space designated based on an operation input of a third user different from the first user and the second user and satisfying a predetermined condition, in the virtual space. In this case, the restriction means may not restrict the change of the states of the first object and the second object in the first area based on the operation input of the third user.
[0020] According to the above configuration (7), it is possible to set an area in which restrictions on changing the states of the first object and the second object can be lifted for users who satisfy a predetermined condition.
[0021] (8) In the above configuration (7), the predetermined condition may be satisfied by the user having a predetermined relationship with the first user.
[0022] According to the above configuration (8), the restriction on changing the state of objects within the first area can be lifted for users who have a predetermined relationship with the first user who set the first area.
[0023] (9) In the above configuration (7), the game device may further include a second region setting means and a third region setting means. The second region setting means sets a second region corresponding to the second user in the virtual space based on a position of a second object associated with the second user, the second object being arranged at a position in the virtual space based on an operation input of the second user with reference to a position of a second player character corresponding to the second user. The third region setting means sets a third region corresponding to the third user in the virtual space based on a position of a second object associated with the third user, the third object being arranged at a position in the virtual space based on an operation input of the third user with reference to a position of a third player character corresponding to the third user. In this case, the limiting means may limit a change in the states of the first object and the second object in the second region based on the operation input of the first user, but may not limit a change in the states of the first object and the second object in the third region based on the operation input of the first user. The first area setting means may, when the first area to be set overlaps with a second area that has already been set, set an area whose size has been reduced by removing at least the overlapping area as the first area, and when the first area to be set overlaps with a third area that has already been set, set the overlapping area as the first area.
[0024] According to the above configuration (9), when the first region corresponding to the first user overlaps with the second region already set, the first region is set with a reduced size by removing the overlapping region, while when the first region overlaps with the third region already set corresponding to the third user who satisfies a predetermined condition, the overlapping region is set as the first region. Therefore, the first user can set the first region without being restricted by the third region already set.
[0025] (10) In any one of the configurations (1) to (9) above, the game device may further include a first character action control means, a second character action control means, and a second area setting means. The first character action control means controls an action of a first player character in a virtual space based on an operation input of a first user. The second character action control means controls an action of a second player character in the same virtual space as the virtual space in which the first player character is placed based on an operation input of a second user. The second area setting means sets a second area corresponding to the second user in the virtual space based on a position of a second object associated with the second user, the second object being placed in a position in the virtual space based on the operation input of the second user with respect to the position of the second player character. In this case, the first state change means may change a state of at least one of the first object corresponding to a position in the virtual space based on the first action and the second object associated with the first user in response to the first player character performing a first action. The second state changing means may change a state of at least one of a first object corresponding to a position in the virtual space based on the first action and a second object associated with the second user in response to the second player character performing the first action. The limiting means may limit the second player character from performing the first action in the first area.
[0026] According to the above configuration (10), by restricting the execution of a first action of a player character that changes the state of at least one of a first object and a second object, it is possible to restrict the state of at least one of the first object and the second object from being changed based on an operation input by another user.
[0027] (11) In the above configuration (10), the game device may further include a first character action control means, a second character action control means, and a second area setting means. The first character action control means controls an action of a first player character in a virtual space based on an operation input of a first user. The second character action control means controls an action of a second player character in the same virtual space as the virtual space in which the first player character is placed based on an operation input of a second user. The second area setting means sets a second area corresponding to the second user in the virtual space based on a position of a second object associated with the second user, which is placed in a position in the virtual space based on the operation input of the second user with respect to the position of the second player character. In this case, the first state change means may place at least one of the first object constituting the virtual space and the second object associated with the first user in a position based on the first action in response to the first player character performing a first action. The second state changing means may place at least one of an object constituting the virtual space and a second object associated with the second user in a position based on a first action performed by the second player character in response to the second player character performing the first action. The limiting means may limit the second player character from performing the first action within the first area.
[0028] According to the above configuration (11), by restricting the execution of the first action of the player character who places the first object and the second object, it is possible to restrict the placement of the first object and the second object based on the operation input of another user.
[0029] (12) In any one of the configurations (1) to (9) above, a parameter may be set for each coordinate in the virtual space. The first state change means may change a parameter of the coordinate designated based on an operation input of a first user, thereby changing a state of at least one of a first object corresponding to the coordinate and a second object associated with the first user. The second state change means may change a parameter of the coordinate designated based on an operation input of a second user, thereby changing a state of at least one of a first object corresponding to the coordinate and a second object associated with the second user. The restriction means may restrict a change of a parameter set for the coordinate in the first area based on an operation input of the second user.
[0030] According to the above configuration (12), by restricting changes to parameters set at each coordinate in the virtual space, it is possible to restrict changes to the state of at least one of the first object and the second object based on operation input from another user.
[0031] (13) In the above configuration (12), the first state change means may change parameters of coordinates designated based on an operation input by a first user, thereby placing at least one of the first object and the second object associated with the first user at the coordinates where the parameters have been changed. The second state change means may change parameters of coordinates designated based on an operation input by a second user, thereby placing at least one of the first object and the second object associated with the second user at the coordinates where the parameters have been changed.
[0032] According to the above configuration (13), by restricting changes to parameters set at each coordinate in the virtual space, it is possible to restrict the placement of the first object or the second object based on the operation input of another user.
[0033] (14) In any one of the configurations (1) to (9) above, parameters may be set for the first object and the second object. The first state change means may change at least one parameter based on an operation input of a first user, thereby changing a state of at least one of the first object corresponding to the parameter and the second object associated with the first user. The second state change means may change at least one parameter based on an operation input of a second user, thereby changing a state of at least one of the first object corresponding to the parameter and the second object associated with the second user. The restriction means may restrict a change of a parameter corresponding to a first region based on an operation input of the second user.
[0034] According to the above configuration (14), by restricting changes to parameters set for each of the first object and the second object, it is possible to restrict changes to the state of at least one of the first object and the second object based on operation input by another user.
[0035] (15) In the above configuration (14), the first state change means may place at least one of the first object and the second object associated with the first user at a position corresponding to the parameter by changing a parameter based on an operation input by a first user. The second state change means may place at least one of the first object and the second object associated with the second user at a position corresponding to the parameter by changing a parameter based on an operation input by a second user.
[0036] According to the above configuration (15), by restricting changes to parameters set for the first object and the second object, it is possible to restrict the placement of at least one of the first object and the second object based on operation input by another user.
[0037] (16) In any one of the configurations (1) to (15) above, a second region setting means may be further provided. The second region setting means sets a second region corresponding to the second user in the virtual space based on a position of a second object associated with the second user, the second object being placed in a position in the virtual space based on an operation input of the second user with reference to a position of a second player character corresponding to the second user. In this case, the limiting means may limit a change in the states of the first object and the second object in the second region based on an operation input of the first user. When the second region to be set overlaps with a first region already set, the second region setting means may set an area reduced in size by removing at least the overlapping region as the second region.
[0038] According to the above configuration (16), the first user can prevent the first region already set from becoming the second region corresponding to the second user. Even if the second region overlaps with the first region, the second user can set the region reduced in size by removing the overlapping region as the second region.
[0039] Furthermore, the present invention may be embodied in the form of an information processing program, an information processing device, and an information processing method. Effect of the Invention
[0040] According to the present invention, it is possible to set an area within a virtual space that restricts changes to the state of an object based on operational inputs from other users. [Brief description of the drawings]
[0041] [Figure 1] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 2] FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are removed from the main unit 2. [Diagram 3] Six-sided views showing an example of the main unit 2 [Figure 4] Six-sided diagram showing an example of the left controller 3 [Diagram 5] Six-sided diagram showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 7] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 8] FIG. 1 is a block diagram showing an example of a configuration of an information processing system. [Figure 9] FIG. 1 is a block diagram showing an example of the configuration of a server 102. [Figure 10] FIG. 13 is a diagram showing an example of a game image in which multiple player characters PC arranged in the same game space are displayed. [Figure 11] FIG. 13 is a game image showing an example of a first stage of an action in which a first player character PC1 places a first area setting object A1 in a game space. [Figure 12] FIG. 13 is a game image showing an example of a second stage of the action in which the first player character PC1 places the first area setting object A1 in the game space. [Figure 13] FIG. 13 is a diagram showing an example of a game image in a state where a first player character PC1 is present within a first region R1. [Figure 14] FIG. 13 is a diagram showing an example of a game image in a state where a second player character PC2 is present in a first area R1. [Figure 15] FIG. 13 is a diagram showing an example of an area R1a that is set when a first area setting object A1 is placed at a relatively low position in the game space. [Figure 16]FIG. 13 is a diagram showing an example of an area R1b that is set when a first area setting object A1 is placed at a relatively high position in the game space. [Figure 17] FIG. 13 is a diagram showing a first shape example, which is another shape example of the first region R1; [Figure 18] FIG. 13 is a diagram showing a second shape example, which is another shape example of the first region R1; [Figure 19] FIG. 13 is a diagram showing an example of a state in which a second region R2 overlaps a first region R1 that has already been set. [Figure 20] FIG. 20 is a diagram showing an example in which the overlapping state in FIG. 19 is eliminated to set a second region R2. [Figure 21] FIG. 20 is a diagram showing another example in which the overlapping state in FIG. 19 is eliminated to set the second region R2. [Figure 22] A diagram showing an example of setting a first region R1 in a two-dimensional side-scrolling game. [Diagram 23] FIG. 13 is a diagram showing an example of regions that are set when a third region R3 overlaps a first region R1 that has already been set; [Figure 24] FIG. 1 shows an example of a data area set in the DRAM 85 of the main unit 2. [Diagram 25] A flowchart showing an example of a game process executed by the game system 1. [Figure 26] A subroutine showing an example of the first stage of the player character control process in step S123 of FIG. [Figure 27] A subroutine showing an example of the second stage of the player character control process in step S123 of FIG. [Figure 28] A subroutine showing an example of another player character control process in step S124 of FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0042] A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4 (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.
[0043] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the user to perform input.
[0044] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."
[0045] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.
[0046] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.
[0047] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.
[0048] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.
[0049] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.
[0050] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.
[0051] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.
[0052] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has a function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has a function of a hub device (more specifically, a USB hub).
[0053] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIG. 1 and FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.
[0054] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. Also, in this embodiment, input is possible by pressing the analog stick 32.
[0055] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.
[0056] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.
[0057] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.
[0058] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 also includes a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 also includes a second L button 65 and a second R button 66, like the left controller 3.
[0059] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.
[0060] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81-91, 97, and 98 shown in Fig. 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.
[0061] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).
[0062] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.
[0063] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.
[0064] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.
[0065] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.
[0066] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0067] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.
[0068] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.
[0069] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.
[0070] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.
[0071] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.
[0072] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.
[0073] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.
[0074] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.
[0075] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.
[0076] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.
[0077] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0078] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. In other words, the main unit 2 can determine the operations performed on each button 103 and analog stick 32 based on the operation data.
[0079] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).
[0080] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.
[0081] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.
[0082] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.
[0083] As described above, in the game system 1 of this embodiment, the left controller 3 and the right controller 4 are detachable from the main unit 2. In addition, by mounting an integrated device in which the left controller 3 and the right controller 4 are mounted on the main unit 2 or the main unit 2 alone on a cradle, it is possible to output images (and sounds) to an external display device such as a stationary monitor. In the following explanation, the game system 1 will be described in a usage mode in which images are displayed on the display 12. When using the game system 1 in a usage mode in which images are displayed on the display 12, it is also possible to use a game system 1 in a mode in which the left controller 3 and the right controller 4 are fixed to the main unit 2 (for example, a mode in which the main unit 2, the left controller 3, and the right controller 4 are integrated into one housing).
[0084] Game play is performed using a virtual space displayed on the display 12 in response to operations such as operations of the operation buttons and sticks of the left controller 3 and / or the right controller 4 in the game system 1, or touch operations on the touch panel 13 of the main unit 2. In this embodiment, as an example, game play is possible using a player character PC operating in the virtual space in response to user operations using the operation buttons and sticks.
[0085] In this embodiment, a game can be executed in which multiple users operate their respective player characters and operate them in the same virtual space. The game is realized by multiple users using a system according to multiple modes. As a first example, the game is realized by multiple users operating their respective player characters using the game system 1 and using an information processing system (e.g., an information processing system in which multiple main units 2 communicate via a network) connected by the network communication unit 82 of each game system 1 communicating via a network according to the above-mentioned first communication mode. As a second example, the game is realized by multiple users operating their respective player characters using the game system 1 and using an information processing system (e.g., an information processing system in which multiple main units 2 communicate directly) connected by the network communication unit 82 of each game system 1 directly communicating via the above-mentioned second communication mode. As a third example, the game is realized by having multiple users input operation data for operating the left controller 3 and / or the right controller 4 into one main unit 2, and controlling the player characters of each user in the same virtual space in the one main unit 2. This embodiment may use any of the systems, but the following description will use an example in which a game is realized using the information processing system of the first example.
[0086] The information processing system of the first example, which is configured by a plurality of game systems 1 and a server 102, will be described with reference to Fig. 8. Fig. 8 is a block diagram showing an example of the configuration of the information processing system. Fig. 9 is a block diagram showing an example of the configuration of the server 102.
[0087] As shown in FIG. 8, a plurality of game systems 1 (main units 2) and a server 102 are connected via a network 110 to construct an information processing system 100. The game system 1 is configured to be connectable to the network 110 in the first communication manner described above using wireless or wired communication, and constitutes a client-server system with the server 102. For example, the game system 1 is capable of executing a predetermined application (e.g., a game application). Furthermore, by executing the predetermined application, the game system 1 establishes a connection with the server 102 via the network 110, and becomes capable of communicating with the server 102.
[0088] The server 102 has a communication unit 103, a control unit 104, and a storage unit 105. The communication unit 103 communicates with the game system 1, etc., via the network 110 by transmitting and receiving communication packets. As an example, the control unit 104 manages the progress of the game with the game system 1, manages the game space used in the game, manages the scores of each user, manages information related to billing, etc., and also establishes a communication link with the game system 1, etc., via the communication unit 103, and performs data transport control and route selection in the network 110. In addition, when a game is played with a plurality of game systems 1 (for example, a game in which a plurality of users operate corresponding player characters and operate them in the same virtual space), the control unit 104 manages a combination of the game systems 1 that play the game and data communication between the game systems 1. The storage unit 105 stores a program executed by the control unit 104, various data required for the above processing, various data required for communication with the game system 1, etc. In addition, in the case of a system in which a predetermined login process is required for data transmission and reception using the network 110 or for participating in a game, authentication process for determining whether or not the user attempting to log in is a legitimate user may be performed in the server 102. In addition, the server 102 may be composed of a single server machine or may be composed of multiple server machines.
[0089] In this embodiment, in the information processing system 100, each game system 1 exchanges operation information via the server 102, and a communication game is played in which the same virtual space is used as a shared space and player characters corresponding to each of a plurality of users operate in the virtual space. The operation information exchanged when playing this communication game may be information about the player characters operated by each user using a controller or information about the game space edited by the operation of the player characters, information indicating the content of the operation using the controller of each user operating each player character, or other information that allows each user to understand the progress of the game.
[0090] An outline of an example of game processing performed in the game system 1 constituting the information processing system 100 will be described with reference to Fig. 10 to Fig. 22. First, in describing the outline of the example of game processing, an outline of a game space used in the example of game processing will be described with reference to Fig. 10. Fig. 10 is a diagram showing an example of a game image in which a plurality of player characters PC arranged in the same game space are displayed.
[0091] In FIG. 10, the shape of the terrain such as the ground in the game space used in the above game processing example is defined by a plurality of objects L (a plurality of pieces). The plurality of objects L each have a rectangular parallelepiped shape (more specifically, a cubic shape) arranged in a grid pattern in the game space. As an example, in this embodiment, the game system 1 sets parameters related to the object L at coordinates set in the game space, and stores parameters indicating whether the object L exists at each of the plurality of coordinates. In this way, the game system 1 can define the shape of the plurality of objects L in the game space by managing whether the object L exists for each coordinate in the game space (i.e., storing the above parameters for each coordinate). Note that the object L may have an uneven surface, or may have a shape with rounded corners.
[0092] In another embodiment, the game system 1 may set parameters for each object L present in the game space. The parameters set for each object L indicate at least the position of the object L in the game space. In this way, the game system 1 can define the shape of a plurality of objects L in the game space by managing the position of each object L in the game space (i.e., storing the above parameters for each object L).
[0093] The shape of the terrain in the game space can be changed by deleting or adding an object L as a unit. In this embodiment, the above parameters are rewritten so that some of the objects L are deleted from the multiple objects L that constitute the terrain, thereby changing the state of the object L and easily changing the shape of the terrain. In addition, when adding a terrain, the above parameters are rewritten so that the object L is placed as a unit, as in the case of deleting the object L, thereby changing the state of the object L and easily changing the shape of the terrain. In this way, in this embodiment, the above parameters are rewritten to change the state of the object L, and the shape of the terrain in the game space can be easily changed and edited. As a first example, when the object L is destroyed by the player character PC striking the terrain or the like, and the shape of the terrain changes, it is possible to edit the game space to change the shape of the terrain by deleting some of the objects L. As a second example, when the shape changes by the player character PC moving a part of the terrain or the like, it is possible to edit the game space to change the shape of the terrain by moving some of the objects L. As a third example, when the shape changes by the player character PC adding a terrain or the like, it is possible to edit the game space to change the shape of the terrain by newly placing an object L. In this way, the object L functions as a terrain piece or terrain block that can change the state of the terrain in the game space.
[0094] Furthermore, the terrain of the game space in this embodiment may be composed of multiple types of objects L with different properties and appearances. In this case, the parameters may include any data that can specify the properties and appearance of the placed object L. For example, the parameters may include data that can specify properties such as the material of sand, rock, soil, ice, etc., how fragile it is, whether it can be joined to other objects, and data that can specify the appearance indicating the texture used for the object L, so that the states of multiple types of objects L can be set.
[0095] Also, the object L may be changed into an integrated object by being joined with another adjacent object L. For example, in response to a predetermined action performed by the player character PC, a plurality of objects L that are targets of the action may be joined together and integrated. In this case, data or the like that can specify whether the objects L are joined together and integrated may be included in the parameters, so that it may be possible to set whether the object L is joined and integrated with another object L. The change in the state of the game space and the change in the state of the object L in this embodiment include a change in which the object L is joined and integrated with another object L and a change in which the integration is released. As a first example, in this embodiment, by joining and integrating the object L with another adjacent object L, the object L can be moved by lifting it up or the like while maintaining the positional relationship (arrangement) of these objects L. As a second example, in this embodiment, by joining and integrating the object L with another adjacent object L, the object L can be changed in orientation by lifting it up or the like while maintaining the positional relationship (arrangement) of these objects L. As a third example, by joining and integrating an object L with another adjacent object L, even if there is no other object below at least one of these objects L and it is not supported from below, as long as the other object L is supported from below, the object not supported from below will not fall and can maintain its positional relationship (arrangement).
[0096] Furthermore, when the object L is destroyed by the player character PC and thus erased from the game space, an item corresponding to the object L (e.g., a card item indicating the material of the object L) may be able to appear in the game space. The change in the state of the game space in this embodiment may include a case in which the object L is erased from the game space and the above-mentioned item appears. Furthermore, the object L may be able to be generated from the above-mentioned item, and placing the object L generated from the item in the game space may also be included in the change in the state of the game space and the change in the state of the object L.
[0097] The object L may also be capable of changing other states. For example, the change in the state of the object L may include changing the shape or type of the object L itself placed in the game space, changing the attitude or rotating the object L placed in the game space, changing the durability value or properties (e.g. whether it can be moved, whether it can be combined, etc.) of the object L placed in the game space, etc. In this embodiment, these states may be specified by the above parameters, and the state of the object L may be changed by rewriting the parameters.
[0098] In this embodiment, a game is played in which a plurality of users operate and move their corresponding player characters PC in a game space formed by a plurality of objects L. For example, in an example shown in FIG. 10, a first player character PC1 and a second player character PC2 are placed on a terrain formed by a plurality of objects L. The first player character PC1 is a player character corresponding to a user of the game system 1 (hereinafter, referred to as a first user), and moves in the game space in response to the operation of the left controller 3 and / or the right controller 4 of the game system 1 by the first user. The second player character PC2 is a player character corresponding to a user of another game system 1 (hereinafter, referred to as a second user), and moves in the same game space in which the first player character PC1 is placed, in response to the operation of the left controller 3 and / or the right controller 4 of the other game system 1 by the second user.
[0099] A plurality of users can change and edit the state of the game space by performing at least one of placing, moving, and erasing an object L in the game space by moving the player characters PC operated by each user. For example, by a movement of a first player character PC1 based on an operation input of a first user, the first user can move an object L corresponding to a position in the game space corresponding to the movement, erase an object L corresponding to a position in the game space corresponding to the movement, or newly place an object L at a position in the game space corresponding to the movement. In addition, by a movement of a second player character PC2 based on an operation input of a second user, the second user can also move an object L corresponding to a position in the game space corresponding to the movement, erase an object L corresponding to a position in the game space corresponding to the movement, or newly place an object L at a position in the game space corresponding to the movement, in the same game space.
[0100] In this embodiment, it is also possible to change and edit the state in the game space by executing at least one of placing, moving, and erasing a specific object different from the object L. Hereinafter, with reference to Figs. 11 and 12, an example in which the game space is changed using an area setting object, which is an example of the specific object, will be described. Note that Fig. 11 is a diagram showing a game image showing an example of a first stage of an action in which the first player character PC1 places the first area setting object A1 in the game space. Fig. 12 is a diagram showing a game image showing an example of a second stage of an action in which the first player character PC1 places the first area setting object A1 in the game space.
[0101] In FIG. 11, the first player character PC1 is placed on the ground (object L) in the game space with the first area setting object A1 held in the hand. The first player character PC1 can lift and move the first area setting object A1 or store the first area setting object A1 by performing a predetermined acquisition action (for example, an action of lifting or storing the first area setting object A1 placed in the game space) of the first player character PC1. The first player character PC1 moves in the game space while lifting or storing the first area setting object A1, so that the first area setting object A1 moves together with the first player character PC1. Note that the first area setting object A1 that is the target of the predetermined acquisition action of the first player character PC1 may be an object in front of the first player character PC1 or an object closest to the first player character PC1. Here, the state in which the first player character PC1 stores the first area setting object A1 means that the first player character PC1 can carry the first area setting object A1 by turning it into an item without holding or equipping it. At this time, the first area setting object A1 does not need to be displayed in the game space. The stored first area setting object A1 can basically be placed in the game space or used (including equipped or held) in response to an operation input by the first user in an appropriate situation. As an example, the first player character PC1 stores the first area setting object A1 by putting the first area setting object A1 in a container such as a pouch or an item box. Note that such a container does not need to be displayed. Also, the container such as a pouch or an item box may not exist in the game space and may simply have a function of storing the first area setting object A1.In addition, the first player character PC1 may push the first area setting object A1 on the ground (object L) in the game space, and the first area setting object A1 may move within the game space in the direction of the push, thereby moving together with the first player character PC1.
[0102] The first area setting object A1 may be an object that is placed in advance in the game space (on the object L) at the start of the game, or an object that is placed at a predetermined position when a player level reaches a predetermined level or a predetermined acquisition condition is achieved, such as clearing a mission, or an object that is dropped by another character or placed when another character is defeated, or an object that is obtained from an object that is not an area setting object. Also, the first area setting object A1 may be an object that is changed from a specific object to the first area setting object A1 when a specific action is performed on the specific object.
[0103] In FIG. 12, the first player character PC1 performs a placement action of placing or throwing the first area setting object A1 held in response to an action instruction operation input by the first user. As a result, the first area setting object A1 is placed on the object L constituting the ground of the game space based on the placement action according to the user operation input, with the position of the first player character PC1 as a reference. As an example, when the placement action of placing the first area setting object A1 held by the first player character PC1 is performed, the first area setting object A1 is placed and placed so as to come into contact with the object L placed just before the first player character PC1. As another example, when the placement action of throwing the first area setting object A1 held by the first player character PC1 is performed, the first area setting object A1 is thrown and placed so as to come into contact with the object L placed at a position away from the first player character PC1 at a predetermined distance (a distance that makes the object L a predetermined number) in the front direction of the first player character PC1.
[0104] Note that the position where the first area setting object A1 is predicted to be placed when the first player character PC1 performs the above-mentioned placing action may be drawn on the object L. For example, as shown in FIG. 11, when the first player character PC1 performs the above-mentioned placing action to place the first area setting object A1 held by the first player character PC1 illustrated in FIG. 11, the planned placement location where the first area setting object A1 is predicted to be placed is drawn a predetermined distance ahead in front of the first player character PC1. In this way, the planned placement location where the first area setting object A1 is to be placed is displayed before the above-mentioned placing action is performed, so that the user can know in advance the location where the first area setting object A1 is to be placed.
[0105] Furthermore, when no object L exists at the position where the first area setting object A1 is to be placed, the first area setting object A1 may move so as to fall through the game space. In this case, the first area setting object A1 falling through the game space may be partially damaged or completely lost by colliding with another object after falling a predetermined distance or more, or may disappear by falling to the bottom of the game space. Furthermore, even when no object L exists at the position where the first area setting object A1 is to be placed, the first area setting object A1 may be placed in a state of being adjacent to and attached to the object L by being placed in a positional relationship adjacent to the object L while the first area setting object A1 is falling through the game space. Furthermore, as will be described later, the first area setting object A1 may be placed in the game space to set a first area R1, thereby providing an effect of preventing the first area setting object A1 and the object L in the first area from falling. For example, even if an object L located directly below a first area setting object A1 or object L placed within the first area R1 is erased by being destroyed or the like, the first area setting object A1 or object L that was placed directly above the erased object L may remain floating in the air without falling, and may fall when the effect of the first area R1 is lost.
[0106] In another embodiment, the first area setting object A1 may be placed at a position on the object L based on the position of the first player character PC1, without the first player character PC1 performing the above-mentioned placing action. In this case, the first area setting object A1 held or stored by the first player character PC1 may be placed at a position a predetermined distance in front of the first player character PC1, in response to the user's placement instruction operation input, without the first player character PC1 taking any action.
[0107] The function of the first area R1, which is set by placing a first area setting object A1 in the game space, will be described with reference to Fig. 13 and Fig. 14. Fig. 13 is a diagram showing an example of a game image in a state where a first player character PC1 exists in the first area R1. Fig. 14 is a diagram showing an example of a game image in a state where a second player character PC2 exists in the first area R1.
[0108] At least one first area setting object A1 is associated with the first player character PC1, and when placed in the game space, it has a function of setting a first area R1 associated with the first player character PC1 in the game space. Here, the state associated with the first player character PC1 means a state in which the object is usable only by the first player character PC1 among a plurality of player characters, or an effect is imparted only to the first player character PC1. The first area R1 may be displayed in a display manner that makes it distinguishable from other areas in the game space. As a first example, the space within the first area R1 and the boundary of the first area R1 may be drawn in a color or brightness different from the other areas to make it distinguishable from other areas. As a second example, the object L belonging to the first area R1 may be drawn in a color or brightness different from the other objects L to make it distinguishable from other areas. As a third example, the space within the first area R1 may be brighter than the outside of the first area R1 to make it distinguishable from other areas. For example, outside the first region R1, nothing beyond a predetermined distance may be visible, whereas within the first region R1, anything beyond the predetermined distance may be visible.
[0109] In this embodiment, the motion of the first player character PC1 is controlled so that a predetermined motion is different between when the first player character PC1 is in the first region R1 and when the first player character PC1 is not in the first region R1. For example, when the first player character PC1 is in the first region R1, a buff effect is imparted to the first player character PC1. When the first player character PC1 to which the buff effect is imparted performs a predetermined motion, the motion of the first player character PC1 is controlled so that the first player character PC1 is more advantageous than when the buff effect is not imparted. Therefore, when the first player character PC1 is in the first region R1, the first player character PC1 can perform the predetermined motion more advantageously than when the first player character PC1 is not in the first region R1. As a first example, when the first player character PC1 performs an action that is executed by subtracting a parameter associated with the first player character PC1, the value of the parameter subtracted when the first player character PC1 performs the action while present within the first region R1 is smaller than the value of the parameter subtracted when the first player character PC1 performs the action while present outside the first region R1 (for example, the value of the parameter to be subtracted is 0, i.e., no parameter subtraction is performed).As a second example, when the first player character PC1 performs an action of moving in response to an operation input by the first user, the moving speed when the first player character PC1 performs the action while present within the first region R1 is faster than the moving speed when the first player character PC1 performs the action while present outside the first region R1.
[0110] The action that gives the buff effect to the first player character PC1 may be any action. For example, the action that gives the buff effect in the first example may be an action that is advantageous to the first player character PC1 and consumes remaining energy as an example of the parameter. As an example, the action that gives the buff effect in the first example may be an action in which the first player character PC1 changes the state of the game space, an action in which the first player character PC1 joins and integrates a plurality of objects L in the game space, an action in which the first player character PC1 uses specific equipment or tools, an action in which the first player character PC1 floats in the air and moves (for example, hovering), a specific action that becomes possible when the first player character PC1 satisfies a specific condition, and the like. Also, the action that gives the buff effect in the second example may be a movement action in which the first player character PC1 himself walks, runs, jumps, floats in the air and moves (for example, hovering), and the like, or may be an action in which the first player character PC1 moves while riding on another object. Also, the action that obtains the buff effect in the second example may be an action that moves another object by the action of the first player character PC1. For example, the moving speed of another object that is released from the first player character PC1 by throwing or firing the first player character PC1 may be increased by the buff effect. Also, as another embodiment, the action that obtains the buff effect in the second example may be another action that improves the ability of the first player character PC1 by the buff effect. For example, the attack power, defense power, durability, jumping power, detection power, size, life, etc. of the first player character PC1 may be improved by the buff effect, or the number or amount of other objects released from the first player character PC1 may be increased by the buff effect.
[0111] In this embodiment, in the first region R1, changes to the state of the game space are restricted except for changes to the state of the game space by the first player character PC1. For example, as described above, each player character PC can change and edit the state of the game space by executing at least one of placing, moving, and erasing an object L in the game space. However, in the first region R1, changes to the state of the game space by characters (including other player characters PC such as the second player character PC2) other than the first player character PC1 who placed the first region R1 are restricted, and the first player character PC1 is granted the right to edit the game space. As a first example, in the first region R1, an editing right is granted that does not allow characters other than the first player character PC1 to newly place objects (various objects including at least specific objects such as the object L and the region setting object). As a second example, an editing right is granted that does not allow characters other than the first player character PC1 to erase the object L or the first region setting object A1 in the first region R1. In this embodiment, even if an item related to the object L appears as a result of the object L being erased by destruction or the like, this may be included in the change in the game space caused by the object L being erased. As a third example, an editing right is granted that prevents characters other than the first player character PC1 from moving the object L in the first area R1 or the first area setting object A1. In this embodiment, even if the player character PC performs a lifting action to lift the object L from its placement position, this may be included in the change in the state of the game space caused by the object L being moved.
[0112] Furthermore, the change in the state of the restricted game space includes a change in the state of the object L by arranging, moving, or erasing the object L, but may also include other changes. As an example, the change in the state of the restricted game space may include a change in the state of the object L by integrating and joining the object L with another object L in the game space, or a change in the state of the object L by releasing the connection between the objects L that are integrated with each other in the game space. As another example, the change in the state of the restricted game space may include a change in the state of the object L itself placed in the game space, a change in the attitude or rotation of the object L placed in the game space, a change in the durability value or properties (whether it can be moved, whether it can be combined, etc.) of the object L placed in the game space, etc.
[0113] In this way, by granting the first player character PC1 the right to edit the game space in the first area R1, the state of the space in the first area R1 when the first area setting object A1 is placed, or the state of the game space in the first area R1 after it has been last changed based on the operation input of the first user is restricted from being changed by other users. Here, the restriction on changes to the game space is not limited to restrictions on changes based on operations of other users, but may also include restrictions on changes made by characters automatically controlled by a computer (e.g., non-player characters) and changes made by phenomena in the game space caused by things other than character actions (such as collapse due to wind, rain, or vibrations).
[0114] For example, in the state illustrated in FIG. 13, the first player character PC1 is placed in the "first player area" which is the first area R1 in which the first area setting object A1 is placed. In the first area R1, the first player character PC1 performs an action of destroying and erasing the object L1. Since the first player character PC1 has the right to edit the game space in the first area R1, the first player character PC1 can destroy and erase the object L1 by the above action. As an example, the remaining energy, which is a parameter associated with the first player character PC1 indicated by the gauge G1 in FIG. 13, is subtracted by the above action outside the first area R1, but is not subtracted by the above action within the first area R1. A buff effect is given to the first player character PC1 in the first area R1. As another example, when the first player character PC1 moves within the first area R1, the first player character PC1 can move at a faster moving speed than in the normal state due to the buff effect given to the first player character PC1 in the first area R1. In addition, the above-mentioned buff effect may be applied when the entirety of the first player character PC1 is located within the first area R1, or may be applied when at least a part of the first player character PC1 is located within the first area R1.
[0115] On the other hand, in the state illustrated in FIG. 14, the second player character PC2 is placed in the "first player area" by the first player character PC1, which is the first area R1 in which the first area setting object A1 is placed. In the first area R1, the second player character PC2 performs an action to destroy and erase the object L1. Since the second player character PC2 does not have the right to edit in the game space in the first area R1, the second player character PC2 cannot destroy and erase the object L1 even if he performs the above action. In addition, the remaining energy, which is a parameter associated with the second player character PC2 indicated by the gauge G2 in FIG. 14, is subtracted by a predetermined amount by the above action, since the buff effect is not given to the second player character PC2 in the first area R1. In addition, since the buff effect is not given to the second player character PC2 in the first area R1, when the second player character PC2 moves in the first area R1, the second player character PC2 moves at a normal moving speed. In addition, the above editing rights may be granted to an object (object L or a specific object) whose entirety is contained within the first area R1, or may be granted to an object whose at least a portion is contained within the first area R1.
[0116] In this embodiment, when restricting the change of the state of the game space, the restriction may be realized by any method. As a first example, when the state of at least one object L is changed in response to the player character PC performing an action for performing the change as described above, the player character PC (e.g., the second player character PC2) who is not granted the editing right in the first area R1 may be restricted from performing the action for performing the change. Specifically, the action of the player character PC attacking and destroying the object L, the action of the player character PC lifting and moving the object L, the action of the player character PC placing and arranging the object L, the action of the player character PC throwing and arranging the object L, the action of the player character PC combining and integrating the objects L, etc. are prohibited from being performed if the player character PC does not have the editing right in the first area R1. As a second example, in the case where a parameter related to the object L is set for each coordinate in the game space as described above and the state of the object L is managed for each coordinate, even if a player character PC (e.g., the second player character PC2) who is not granted the editing right in the first area R1 executes an action for making a change, the parameter of the coordinate belonging to the first area R1 may be restricted so as not to be changed. As a third example, in the case where a parameter is set for each object L in the game space as described above and the state of each object L is managed, even if a player character PC (e.g., the second player character PC2) who is not granted the editing right in the first area R1 executes an action for making a change, the parameter of the object L belonging to the first area R1 may be restricted so as not to be changed. As a fourth example, in the case where an action for moving from the outside to the inside of the first area R1 is performed in a state of a single object, the change of the above state may be restricted by performing an effect of bouncing the movement at the boundary of the first area R1 so as not to enter the inside of the first area R1.As an example, if a player character PC (e.g., the second player character PC2) that is not granted editing rights within the first area R1 performs the action of throwing a single object from outside the first area R1 into the inside of the first area R1, the single object that was thrown may bounce off the boundary of the first area R1 and fall and be placed outside the first area R1.
[0117] In this embodiment, in the first region R1, changes to the state of the game space by characters other than the first player character PC1 who set up the first region R1 are restricted, and the right to edit the game space is granted to the first player character PC1. Here, in this embodiment, when the first region R1 is set to include a portion where the second player character PC2 has changed the state of the game space, the second player character PC2 is restricted from changing the state of the portion, and characters other than the first player character PC1 and the second player character PC2 are restricted from changing the state of the portion. That is, in this embodiment, even if the party who changed the state of the object L (the creator who generated the object L or the editor who changed the object L; in this case, the second player character PC2) is involved, the first region R1 can be set to restrict the change of the object L at the portion by the party, and the first region R1 can be set to restrict the change of the object L at the portion by characters other than the first player character PC1 and the second player character PC2. Furthermore, if restrictions were always placed on characters other than the parties in question from changing the state of the object L changed by the party in question, the area in the game space in which the player character PC can make changes would become smaller as the game progresses; however, in this embodiment, such problems can be prevented by setting an area that grants editing rights associated with the player character PC as described above.
[0118] Next, an example of the position, shape, and size of the first region R1 set by placing the first region setting object A1 in the game space will be described with reference to Fig. 15 and Fig. 16. Fig. 15 is a diagram showing an example of the region R1a set when the first region setting object A1 is placed at a relatively low position in the game space, the upper diagram is a top view of the first region setting object A1 and the first region R1a in the game space looking down from above, and the lower diagram is a side view of the first region setting object A1 and the first region R1a in the game space looking from the side. Fig. 16 is a diagram showing an example of the region R1b set when the first region setting object A1 is placed at a relatively high position in the game space, the upper diagram is a top view of the first region setting object A1 and the first region R1b in the game space looking down from above, and the lower diagram is a side view of the first region setting object A1 and the first region R1b in the game space looking from the side.
[0119] 15, the first region R1a is set as a region including the position of the first region setting object A1 in the horizontal direction, and is set so as to include at least a part of the first region setting object A1 arranged in the game space when viewed from above the game space when set in a three-dimensional game space. Here, including at least a part of the first region setting object A1 arranged in the game space when viewed from above the game space means that at least the space in which the first region setting object A1 exists in the game space, the space directly above the first region setting object A1 in the game space, and / or the space directly below the first region setting object A1 in the game space are included within the region (within the first region R1a). As an example, the first region R1a is formed by a cylindrical space that extends up and down to a height limit with a vertical straight line in the game space that passes through the position of the first region setting object A1 as the cylindrical axis. In this case, the horizontal shape of the first region R1a becomes a circle, and the first region setting object A1 is placed at the center of the circle, so that the first region setting object A1 is included in the first region R1a. Here, the position of the first region setting object A1 may be a point used as a reference for placing the first region setting object A1 in the game space, or may be a point indicating the center of the lower surface of the first region setting object A1, the center of gravity of the first region setting object A1, the center of the upper surface of the first region setting object A1, or the like. In this way, by making the horizontal shape of the first region R1a a circle centered on the first region setting object A1, the distance from the placement position of the first region setting object A1 to the boundary of the first region R1a becomes the same distance on the same horizontal plane. Also, by setting the first region R1a in a cylindrical shape, as compared with a polyhedral shape, the processing load for determining whether it is within the region can be reduced.
[0120] The horizontal width of the first region R1a is set based on the height H1a in the game space where the first region setting object A1 is placed. As an example, when the horizontal x coordinate, the vertical y coordinate, and the depth z coordinate are defined in the game space, the "horizontal width" is the area of the first region R1a spreading on the xz plane in the game space, and the "height in the game space" is the y coordinate of the placement position of the first region setting object A1. For example, when the first region R1a has a horizontal width centered on the position of the first region setting object A1 and is formed in the above-mentioned cylindrical space, the radius (diameter D1a) centered on the position of the first region setting object A1 is set based on the height H1a in the game space where the first region setting object A1 is placed.
[0121] FIG. 16 illustrates a first region R1b that is set when the first region setting object A1 is placed at a height H1b that is higher than the height H1a in the game space. As illustrated in FIG. 16, the first region R1b is also set to include at least a part of the first region setting object A1 placed in the game space when viewed from above the game space. As an example, the first region R1b is also formed by a cylindrical space that extends up to the height limit in the vertical direction, with a vertical straight line in the game space that passes through the position of the first region setting object A1 as the cylindrical axis. In this case, the horizontal shape of the first region R1b is also circular, and the first region setting object A1 is placed at the center of the circle, so that the first region setting object A1 is included in the first region R1b.
[0122] Like the first region R1a, the first region R1b has a horizontal width centered on the position of the first region setting object A1, and when the first region R1b is formed in the above-mentioned cylindrical space, a radius (diameter D1b) centered on the position of the first region setting object A1 is set based on a height H1b in the game space where the first region setting object A1 is placed. Here, as is clear from FIG. 15 and FIG. 16, the horizontal width of the first region R1b is wider than that of the first region R1a, and the radius (diameter) centered on the position of the first region setting object A1 is longer in the first region R1b (D1b>D1a). For example, the horizontal width of the first region R1 is set wider as the first region setting object A1 is placed at a higher position. As an example, the horizontal width of the first region R1 is set in proportion to the height H1 at which the first region setting object A1 is placed, and when the width is less than a certain value, it is set to the certain value. Note that the height H1 may be the altitude or sea level in the game space, or may be the height from a predetermined reference position in the game space.
[0123] Therefore, the higher the first user places the first area setting object A1, the wider the first area R1 where the buff effect and editing right can be obtained can be set, so that the first user can proceed with the game advantageously. Also, the first area setting object A1 that sets the first area R1 is placed in the game space and is placed in the first area R1. In this case, the first area setting object A1 placed in the first area R1 by the grant of the above-mentioned editing right cannot be moved or erased by any character other than the first player character PC1, so it functions as an object associated with the first player character PC1 that can be used only by the first player character PC1.
[0124] The shape of the first region R1 may be a shape other than a cylindrical shape extending to the height limit in the vertical direction of the game space. For example, FIG. 17 is a diagram showing a first shape example, which is another shape example of the first region R1, where the upper figure is a top view of the first shape example of the first region R1 in the game space looking down from above, and the lower figure is a side view of the first shape example of the first region R1 in the game space looking from the side. FIG. 18 is a diagram showing a second shape example, which is another shape example of the first region R1, where the upper figure is a top view of the second shape example of the first region R1 in the game space looking down from above, and the lower figure is a side view of the second shape example of the first region R1 in the game space looking from the side.
[0125] As illustrated in FIG. 17, the first shape example of the first region R1 is set to a hemispherical cylindrical shape that combines a cylinder whose axis is a vertical straight line in the game space that passes through the position of the first region setting object A1, and a hemisphere whose center is the position of the first region setting object A1 and whose apex is above the first region setting object A1. Specifically, in the first shape example of the first region R1, the surface where the cylinder and the hemisphere are combined and joined (surface indicated by a dashed line in FIG. 17) becomes a horizontal plane that passes through the position of the first region setting object A1 (for example, the center of the lower surface of the first region setting object A1), and the first region setting object A1 is placed in the first region R1 near the center of the horizontal plane. Even when the first region R1 according to such a first shape example is set, the radius (diameter D1) of the circle on the horizontal plane is set to be longer so that the horizontal width of the first region R1 becomes wider as the height in the game space where the first region setting object A1 is placed increases.
[0126] As illustrated in FIG. 18, the second shape example of the first region R1 is set in a cylindrical shape extending from a position below the first region setting object A1 to a downward height limit of the game space, with a vertical line in the game space passing through the position of the first region setting object A1 as the cylindrical axis. Specifically, the upper surface of the cylindrical shape in the second shape example of the first region R1 is a horizontal plane that is a distance h downward from the position of the first region setting object A1 (for example, the center of the lower surface of the first region setting object A1). When the first region R1 according to such a second shape example is set, the first region R1 is set in a state in which the first region setting object A1 arranged in the game space is arranged near the center when viewed from above the game space, but the first region setting object A1 is placed outside the first region R1, which is a distance h upward from the upper surface of the first region R1. Even when the first area R1 is set according to this second shape example, the radius (diameter D1) of the circle in the above cylindrical shape is set to be longer so that the horizontal extent of the first area R1 becomes wider the higher in the game space where the first area setting object A1 is placed.
[0127] The distance h may be a fixed value including 0, or may be a value that changes depending on the height in the game space where the first area setting object A1 is placed. In the second shape example of the first area R1, the first area setting object A1 is placed outside the first area R1, so that characters other than the first player character PC1 can move or erase the first area setting object A1. However, in order to protect the first area setting object A1 from such changes by other characters, the first area setting object A1 may be set as an object that cannot be moved or erased by characters other than the first player character PC1, regardless of the position where the first area setting object A1 is placed.
[0128] The shape of the first region R1 may be any shape including a horizontal plane centered on the arrangement position of the first region setting object A1, the position directly above the arrangement position, or the position directly below the arrangement position, and may be a three-dimensional shape such as a sphere, a hemisphere, a cone, an elliptical cylinder, a polygonal prism, a regular polyhedron, a semiregular polyhedron, a rectangular parallelepiped, a polygonal pyramid, or other polyhedral shapes. In these cases, the first region setting object A1 that sets the first region R1 may be placed inside the first region R1 (for example, inside the center of the first region R1 when viewed from above the game space), on the boundary of the first region R1 (for example, the center of the upper or lower surface of a three-dimensional shape or the apex of a three-dimensional shape), or outside the first region R1. In this way, by setting the first region R1 to a shape including a horizontal plane centered on a position based on the arrangement position of the first region setting object A1, it becomes easier to grasp the center position of the first region R1.
[0129] The shape of the first region R1 may be a plane. For example, the shape of the first region R1 may be a circle, an ellipse, a sector, a polygon, or the like that spreads horizontally in the game space. The planar first region R1 thus formed may be set with the position of the first region setting object A1 as its center, or may be set at a position directly above or directly below the first region setting object A1.
[0130] In this embodiment, the horizontal width of the first region R1 is set to be wider as the height in the game space where the first region setting object A1 is placed increases, but the width may be limited, or the width may be increased in stages. For example, when the height in the game space where the first region setting object A1 is placed reaches a predetermined height (e.g., 1000 m), a limit may be set so that the horizontal width of the first region R1 does not increase beyond the width set at the predetermined height even if the first region setting object A1 is placed at a height exceeding the predetermined height. Also, the horizontal width of the first region R1 that is increased in accordance with the height in the game space where the first region setting object A1 is placed may be increased continuously and gradually, or may be increased in stages at every predetermined height (e.g., every 5 m).
[0131] Furthermore, when the first area setting object A1 moves in the game space, the first area R1 may also move with the movement. As a first example, when the first area setting object A1, which is placed at a first position and sets the first area R1, is moved to another second position and placed there, the setting of the first area R1 set by the first area setting object A1 placed at the first position may be continued during the movement until the first area setting object A1 is placed at the second position. In this case, when the first area setting object A1 is placed at the second position, the first area R1 set by the first area setting object A1 placed at the first position is released, and a new first area R1 is set by the first area setting object A1 placed at the second position. As a second example, when the first area setting object A1 is moved from the first position to another second position and placed there, the first area R1 set by the first area setting object A1 placed at the first position at the start of the movement may be released. In this case, the first region R1 is not set during the movement of the first region setting object A1, and a new first region R1 is set at the time when the first region setting object A1 is placed at the second position. As a third example, when the first region setting object A1 is moved from the first position to another second position and placed there, even after the first region setting object A1 is placed at the second position, the setting of the first region R1 set by the first region setting object A1 placed at the first position may be continued, and a further first region R1 may be set by the first region setting object A1 placed at the second position. In this case, after the first region setting object A1 is placed at the second position, a plurality of first regions R1 are set, and the first region R1 once set is not released by the movement of the first region setting object A1.
[0132] In this way, according to the first to third examples, by rearranging the first area setting object A1 to another position, the first area R17 can be set at a position different from the position of the first area R1 once set. Also, according to the first and third examples, even during the period during which the first area setting object A1 is moving until it is rearranged to another position, the first area R1 set before the movement is maintained, so that it is possible to prevent the game space in the first area R1 from being changed by another player character PC during the movement. Also, according to the first and third examples, it is possible for the first player character PC1 to rearrange the first area setting object A1 while utilizing the buff effect in the first area R1 set before the movement.
[0133] In this embodiment, in the game space, it is also possible for another player character operated by another user to place an area setting object associated with the other player character. At least one area setting object is associated with each of the other player characters, and when the area setting object is placed in the game space, the other player characters have a function of setting an area in the game space based on the placement position of the area setting object. For example, the second area setting object A2 associated with the second player character PC2 operated by the second user can be moved or stored by the second player character PC2 by the second player character PC2 performing a predetermined acquisition action (for example, an action of moving or storing the second area setting object A2 placed in the game space). The second player character PC2 can handle the second area setting object A2 in the same manner as the first player character PC1 handles the first area setting object A1 associated with the first player character PC1 described above.
[0134] The second area setting object A2 placed in the game space by the second player character PC2 is an object associated with the second player character PC2 (i.e., an object that can be used only by the second player character PC2 among a plurality of player characters). When the second area setting object A2 is placed in the game space, it has a function of setting the second area R2 associated with the second player character PC2 in the game space. The second area R2 has a function of imparting the above-mentioned buff effect and the above-mentioned editing right to the second player character PC2. For example, when the first player character PC1 performs an action to change the game space in the second area R2, the first player character PC1 does not have the editing right, so the object L1 cannot be changed even if the first player character PC1 performs the action. In addition, since the buff effect is not imparted to the first player character PC1 in the second area R2, the parameter associated with the first player character PC1 is subtracted by a predetermined amount by the above-mentioned action. Furthermore, since no buff effect is imparted to the first player character PC1 within the second area R2, the first player character PC1 moves at a normal moving speed within the second area R2.
[0135] With reference to Fig. 19 and Fig. 20, a process in this embodiment in which the first region R1 and the second region R2 are set to overlap in the game space will be described. Fig. 19 is a diagram showing an example of a state in which the second region R2 overlaps the already set first region R1, with the upper diagram being a top view of the first region R1a and the second region R2 in the game space looking down from above, and the lower diagram being a side view of the first region R1a and the second region R2 in the game space looking from the side. Fig. 20 is a diagram showing an example in which the second region R2 is set by eliminating the overlapping state in Fig. 19, with the upper diagram being a top view of the first region R1a and the second region R2 in the game space looking down from above, and the lower diagram being a side view of the first region R1a and the second region R2 in the game space looking from the side.
[0136] 19, the first area R1 is formed by a cylindrical space with a cylindrical axis that is a vertical line passing through the position of the first area setting object A1 placed at a height H1 in the game space. The horizontal extent of the first area R1 is set based on the height H1 in the game space at which the first area setting object A1 is placed.
[0137] In the game space in which the first region R1 is set by the first player character PC1, a second region setting object A2 is newly placed by the second player character PC2 at a position of height H2, which is higher than the position of height H1. The second region R2i provisionally set by placing this second region setting object A2 is a cylindrical space with a cylindrical axis that is a vertical line passing through the position of the second region setting object A2, but as shown in Fig. 19, a part of the second region R2i overlaps with a part of the first region R1 that has already been set. Specifically, the height H2 at which the second region setting object A2 is placed is higher than the height H1 at which the first region setting object A1 is placed, so that the second region R2i, which has a horizontal width of a diameter D2i centered on the position of the second region setting object A2, is provisionally set in a state wider than the horizontal width of the first region R1.
[0138] When a newly set region overlaps with an already set region, a region whose size is reduced by removing at least the overlapping region is set as a new region. For example, when a newly set second region R2i overlaps with an already set first region R1 (for example, the state illustrated in FIG. 19), a second region R2 that does not overlap with the first region R1 is set without changing the arrangement position of the second region setting object A2 by reducing the horizontal width of the region in the same shape as the shape of the region that is set when there is no overlap, as illustrated in FIG. 20, a second region R2 that does not overlap with the first region R1 is set by reducing the horizontal width of the region by reducing the diameter D2i to diameter D2 with the second region setting object A2 at the center in the same cylindrical shape as the shape of the region that is set when there is no overlap. As an example, the diameter D2 is the length of contact with the boundary of the overlapping first region R1, and a cylindrical second region R2 is set that contacts the cylindrical first region R1 at the boundary. In this way, when there is overlap with another region, by setting the second region R2 to have the same shape (i.e., cylindrical) as the shape of the region that would be set when there is no overlap, it is possible to prevent the range of the second region R2 from becoming difficult to imagine due to a change in shape, and it becomes easy for the user to grasp the range of the second region R2 when there is an overlap.
[0139] In this embodiment, the higher in the game space where the area setting object A is placed, the wider the area set by the area setting object A, and the area is set so that the area also includes the vertical positions in the game space where the area setting object A is placed. Therefore, it is not possible to place a second area setting object A2 in a space above or below a first area R1 that has been set earlier, and it is not possible to cancel the setting of the first area R1 by a second area R2 that is set later.
[0140] The manner in which the area to be set later is reduced may be a manner in which the area is reduced to an area of another shape. Another example of reducing the area to another shape in order to eliminate overlapping between areas will be described with reference to Fig. 21. Fig. 21 is a diagram showing another example in which the second area R2 is set by eliminating the overlapping state in Fig. 19.
[0141] In another example of FIG. 21, the overlapping state is eliminated and the second region R2 is set by removing only the portion overlapping with the first region R1 from the second region R2i (see FIG. 19) without changing the position of the second region setting object A2, thereby reducing the horizontal width of the region, and thus the second region R2 that does not overlap with the first region R1 is set. For example, in the example of FIG. 21, the circular shape of the second region R2i seen from above the game space (i.e., the shape exemplified in the top view of FIG. 21) is removed from the overlapping portion with the first region R1 and is reduced to a crescent shape, thereby setting the second region R2 that does not overlap with the first region R1. In other words, the second region R2 has the same range as the second region R2i except for the portion overlapping with the first region R1.
[0142] In this way, when areas corresponding to multiple player characters overlap, the area that is set first is given priority, and the area that is set later is reduced to eliminate the overlap, and the areas are set accordingly. Therefore, even when areas corresponding to multiple player characters overlap, it is possible to set the areas, and the areas can be expanded by placing area setting objects.
[0143] In the above description, a game using a three-dimensional virtual space as a game space is used, but the present embodiment may be applied to a game using a two-dimensional game world. An example of setting an area associated with a player character in a two-dimensional game world will be described below with reference to FIG. 22. FIG. 22 is a diagram showing an example of setting a first area R1 in a two-dimensional side-scrolling game.
[0144] In this embodiment, when the first region R1 is set in a two-dimensional game world, a rectangular or circular region is set as the first region R1. For example, in the example shown in Fig. 22, a first player character PC1 and a second player character PC2 are placed in the game world of a two-dimensional side-scrolling game. A first region setting object A1 associated with the first player character PC1 is placed at a height H1 in the game world, setting the first region R1 in the game world.
[0145] As shown in FIG. 22, the first region R1 is set as a region including the position of the first region setting object A1 in the horizontal direction, and is set to include the first region setting object A1 placed in the game world when set in a two-dimensional game world, that is, to include at least a part of the first region setting object A1 when viewed from above the game world. As an example, the first region R1 is formed by a rectangular space centered on a straight line in the vertical direction in the game world that passes through the position of the first region setting object A1 (for example, the center of the first region setting object A1 or the point that is the center of the underline), and extending to a height limit in the vertical direction. The horizontal width D1 of the first region R1 is set based on the height H1 in the game space where the first region setting object A1 is placed. For example, the horizontal width D1 of the first region R1 is set to be larger as the first region setting object A1 is placed at a higher position. As an example, the horizontal width D1 of the first region R1 is set in proportion to the height H1 at which the first region setting object A1 is placed, and if the width D1 is less than a certain value, it is set to the certain value. The first region R1 set in the game world gives the first player character PC1 a buff effect and editing rights, similar to the region set in the above-mentioned three-dimensional game space. In this way, even in a game using a two-dimensional game world, a region associated with each player character can be set, similar to a game using a three-dimensional game space.
[0146] In this embodiment, among the multiple users playing using the game space, one of the users may suspend the game while another user advances the game. For example, a first user who suspends the game temporarily ends the login state (logs off) and temporarily ends the game, causing the first player character PC1 operated by the first user to disappear from the game space. Then, during the period when the first user suspends the game, the game using the game space can be continued by communication between the game systems 1 used by the other users. After that, when the first user who suspended the game logs in again to resume the game, the first player character PC1 that was temporarily suspends from the game space can be reappeared in the same game space, allowing the first user to rejoin the game being continued by the other user. In this embodiment, during the game interruption, that is, after the first player character PC1 operated by the first user disappears from the game space, in the game between the other game systems 1 operated by the other users who were playing the game, the state in which the first region setting object A1 corresponding to the first player character PC1 is placed in the game space and the first region R1 is set may continue until a predetermined time has passed after the interruption. In this way, even when the first user is interrupting the game, by continuing the setting of the first region R1 corresponding to the first player character PC1 operated by the first user, it is possible to prevent the game space in the first region R1 from being changed by the other player characters PC during the interruption. In addition, by limiting the time for continuing the setting of the first region R1 during the game interruption to the predetermined time, it is possible to prevent the area of the first user who does not resume the game from remaining in the game space for a long time, thereby hindering the play of other users. In addition, when the first area R1 is released due to the lapse of the specified time during the game interruption, the first area setting object A1 that set the first area R1 may remain in the game space as it is, or may disappear from the game space when the first area R1 is released.
[0147] In addition, in the first area R1, the change of the state of the game space by characters other than the first player character PC1 who set up the first area R1 is restricted, and the first player character PC1 is granted the right to edit the game space. In other embodiments, other player characters PC to which the editing right is granted in addition to the first player character PC1 may be set in the first area R1. For example, a third player character PC3, which is a player character PC different from the first player character PC1 and the second player character PC2 and satisfies a predetermined condition, is granted the editing right to change the state of the game space in the first area R1 associated with the first player character PC1. As an example, the predetermined condition may be a player character PC (third player character PC3) operated by a user who has a predetermined relationship with the first user who operates the first player character PC1 who has the editing right (for example, a third user who has a friend relationship with the first user, a third user designated by the first user, etc.), a player character PC having a specific equipment (wearing a specific outfit, possessing a specific item, etc.), etc.
[0148] The third player character PC3 who satisfies the above-mentioned predetermined condition is given at least the right to edit the game space in the first region R1, but may or may not be given the above-mentioned buff effect in the first region R1. The third player character PC3 places the third region setting object A3 in the game space based on the operation of the third user, so that the third region R3 associated with the third player character PC3 can be set, but if the third user has the above-mentioned predetermined relationship with the first user, the first player character PC1 may also be able to change the state of the game space in the third region R3. In this case, the first player character PC1 is given at least the right to edit the game space in the third region R3, but may or may not be given the above-mentioned buff effect in the third region R3.
[0149] In addition, in the game space, when the first region R1 associated with the first player character PC1 and the third region R3 associated with the third player character PC3 that satisfies the above-mentioned predetermined condition overlap, the respective regions may be set as they are without removing the overlapping regions. Hereinafter, with reference to FIG. 23, the region set when the first region R1 and the third region R3 overlap will be described. Note that FIG. 23 is a diagram showing an example of each region set when the third region R3 overlaps the first region R1 that has already been set, in which the upper figure is a top view looking down from above the first region R1a and the third region R3 in the game space, and the lower figure is a side view looking down the first region R1a and the third region R3 in the game space.
[0150] 23, the first area R1 is formed by a cylindrical space with a cylindrical axis that is a vertical line passing through the position of the first area setting object A1 placed at a height H1 in the game space. The horizontal extent (diameter D1) of the first area R1 is set based on the height H1 in the game space at which the first area setting object A1 is placed.
[0151] In the game space in which the first region R1 is set by the first player character PC1, a third region setting object A3 is newly placed by the third player character PC3 at a height H3 higher than the height H1. The third region R3 set by placing the third region setting object A3 is a cylindrical space with a vertical line passing through the position of the third region setting object A3 as the cylindrical axis. In addition, the height H3 at which the third region setting object A3 is placed is higher than the height H1 at which the first region setting object A1 is placed, so that the third region R3 having a horizontal width of a diameter D3 centered on the position of the second region setting object A3 is provisionally set in a state (diameter D3) wider than the horizontal width of the first region R1. Then, as illustrated in FIG. 23, a part of the third region R3 overlaps with a part of the already set first region R1 in an overlapping region R13.
[0152] When the areas associated with the player characters PC operated by the first user and the third user who are in a predetermined relationship with each other are provisionally set to overlap, the overlapping state may be permitted and the respective areas may be set. For example, in a state in which the first area R1 and the third area R3 are overlapped as illustrated in FIG. 23, the first area R1 and the third area R3 are set in an overlapping state that permits the overlapping area R13. Here, the editing right to change the state of the game space in the overlapping area R13 is granted to the first player character PC1 and the third player character PC3, and the same buff effect is given to the first player character PC1 and the third player character PC3 in the overlapping area R13. Therefore, the editing right to change the state of the game space is granted to both the first player character PC1 and the third player character PC3 in any of the first area R1, the third area R3, and the overlapping area R13. On the other hand, as an example, the same buff effect may be given to both the first player character PC1 and the third player character PC3 in any of the first region R1, the third region R3, and the overlap region R13. As another example, the same buff effect may be given to both the first player character PC1 and the third player character PC3 in the overlap region R13, while the buff effect may be given only to the first player character PC1 in the first region R1 that does not overlap with the third region R3, and the buff effect may be given only to the third player character PC3 in the third region R3 that does not overlap with the first region R1.
[0153] As described above, when the areas associated with the player characters PC operated by a plurality of users who are not in the above-mentioned predetermined relationship overlap, an area whose size is reduced by removing at least the overlapping areas is set as a new area. In contrast, the areas associated with the player characters PC operated by the first user and the third user who are in the above-mentioned predetermined relationship can be set to overlap, so that a relatively large area can be set.
[0154] Next, an example of a specific process executed by the game system 1 will be described with reference to Fig. 24. Fig. 24 is a diagram showing an example of a data area set in the DRAM 85 of the main unit 2. In addition to the data shown in Fig. 24, the DRAM 85 also stores data used in other processes, but detailed description thereof will be omitted.
[0155] The program storage area of the DRAM 85 stores various programs Pa executed by the game system 1. In this embodiment, the various programs Pa store application programs (e.g., game programs) for performing information processing based on data acquired from the left controller 3 and / or the right controller 4 or the main unit 2, communication programs for communicating with other devices (the server 102 or other game systems 1), and the like. The various programs Pa may be stored in advance in the flash memory 84, or may be acquired from a storage medium (e.g., a predetermined type of storage medium attached to the slot 23) that is detachable from the game system 1 and stored in the DRAM 85, or may be acquired from another device via a network such as the Internet and stored in the DRAM 85. The processor 81 executes the various programs Pa stored in the DRAM 85.
[0156] Furthermore, the data storage area of the DRAM 85 stores various data used in processes such as information processing executed in the game system 1. In this embodiment, the DRAM 85 stores operation data Da, communication data Db, player character data Dc, other player character data Dd, game space data De, area setting object data Df, area data Dg, virtual camera data Dh, image data Di, and the like.
[0157] The operation data Da is operation data acquired appropriately from the left controller 3 and / or the right controller 4 and the main unit 2. As described above, the operation data acquired from the left controller 3 and / or the right controller 4 and the main unit 2 includes information on inputs (specifically, information on operations) from each input unit (specifically, each button, analog stick, touch panel). In this embodiment, the operation data is acquired from the left controller 3 and / or the right controller 4 and the main unit 2, and the operation data Da is appropriately updated using the acquired operation data. The update cycle of the operation data Da may be updated every frame, which is the cycle of processing executed by the game system 1 described later, or may be updated every cycle in which the above operation data is acquired.
[0158] The communication data Db includes transmission data to be transmitted to other devices (the server 102 or other game systems 1) and received data received from other devices. For example, the transmission data includes information on the actions, states, etc. of the player character PC operated by a user of the game system 1, information on the game space changed by the actions of the player character PC, etc. The reception data includes information on the actions, states, etc. of other player characters PC operated by users of other game systems 1, information on the game space changed by the actions of the other player characters PC, etc.
[0159] The player character data Dc is data indicating parameters such as the position, orientation, posture, movement, state, remaining energy, etc. in the game space of a player character (hereinafter referred to as a first player character PC1) operated by a user of the game system 1. The other player character data Dd is data indicating parameters such as the position, orientation, posture, movement, state, remaining energy, etc. in the game space of each of other player characters (hereinafter referred to as a second player character PC2) operated by users of other game systems 1.
[0160] The game space data De is data that indicates the state of the game space. For example, the game space data De has parameters related to the state of an object L set for each coordinate set in the game space, and for each of a plurality of coordinates, parameters that indicate whether an object L exists at the coordinate, and the type and state of the object L that exists are stored.
[0161] The area setting object data Df is data indicating the placement position, state, etc. in the game space of each area setting object A associated with each player character PC.
[0162] The area data Dg is data that indicates the position and shape in the game space of each area associated with each player character PC.
[0163] The virtual camera data Dh is data that indicates the position, direction, angle of view, etc. of a virtual camera placed in the game space.
[0164] The image data Di is data for displaying images (eg, images of each player character PC, images of various objects, background images, etc.) on a display screen (eg, the display 12 of the main unit 2).
[0165] Next, a detailed example of the game processing, which is an example of the information processing in this embodiment, will be described with reference to Figs. 25 to 28. Fig. 25 is a flow chart showing an example of the game processing executed by the game system 1. Fig. 26 is a subroutine showing an example of the first stage of the player character control processing in step S123 of Fig. 25. Fig. 27 is a subroutine showing an example of the second stage of the player character control processing in step S123 of Fig. 25. Fig. 28 is a subroutine showing an example of another player character control processing in step S124 of Fig. 25. In this embodiment, a series of processes shown in Figs. 25 to 28 are performed by the processor 81 executing a predetermined application program (game program) or a communication program included in the various programs Pa. In addition, the game processing shown in Figs. 25 to 28 may be started at any timing.
[0166] The processing of each step in the flowcharts shown in FIGS. 25 to 28 is merely an example, and the order of processing each step may be changed, or another processing may be performed in addition to (or instead of) the processing of each step, as long as the same result is obtained. In addition, in this embodiment, the processing of each step in the flowchart is described as being executed by the processor 81, but the processing of some steps in the flowchart may be executed by a processor other than the processor 81 or a dedicated circuit. In addition, some of the processing executed in the main unit 2 may be executed by another information processing device capable of communicating with the main unit 2 (for example, the server 102 or another game system 1 capable of communicating with the main unit 2 via a network). In other words, each processing shown in FIGS. 25 to 28 may be executed by a plurality of information processing devices including the main unit 2 working together.
[0167] In FIG. 25, the processor 81 performs initial settings in the game processing (step S121) and proceeds to the next step. For example, in the initial settings, the processor 81 initializes parameters for performing the processing described below and updates each data. As an example, when login to the server 102 is required to start a game in which multiple users participate, the processor 81 performs login processing with the server 102 in response to a login operation indicated by the operation data Da. The processor 81 obtains data related to data related to the game space assigned to the user by the login processing, and constructs the game space based on the data. Then, the processor 81 places the first player character PC1 in a predetermined posture, a virtual camera, and the like at default positions in the game space, and updates the player character data Dc, the game space data De, and the virtual camera data Dh. In addition, the processor 81 sets a first area R1 based on the position of the first area setting object A1 according to the state of the first area setting object A1 associated with the first player character PC1 in the game space (for example, when the game is first started, the first area setting object A1 is placed in a default position, and when the game is resumed midway through, the first area setting object A1 is set to the state before the game was interrupted based on data obtained in the login process, etc.), and sets the area setting object data Df and the area data Dg.
[0168] Next, the processor 81 acquires operation data from the left controller 3, the right controller 4, and / or the main unit 2, updates the operation data Da (step S122), and proceeds to the next step.
[0169] Next, processor 81 performs player character control processing (step S123), and proceeds to step S124. Hereinafter, the player character control processing in step S123 will be described with reference to FIG.
[0170] 26, the processor 81 performs a process of provisionally setting a movement of the first player character PC1 (step S131), and proceeds to the next step. For example, the processor 81 provisionally sets a movement of the first player character PC1 based on the operation data Da and the player character data Dc. As an example, the processor 81 provisionally sets a position, direction, posture, movement, state, and the like of the first player character PC1 based on the operation input indicated by the operation data Da and virtual physical calculations (for example, virtual inertia and gravity) in the game space, and the like.
[0171] Next, the processor 81 determines whether or not an action of the first player character PC1 that changes the game space is provisionally set (step S132). For example, the processor 81 refers to the player character data Dc, and when an action of the first player character PC1 that changes the game space (an action involving placement, movement, erasure, etc. of an object L, etc.) is provisionally set, makes a positive determination in the above step S132. Then, when an action of the first player character PC1 that changes the game space is provisionally set, the processor 81 advances the process to step S133. On the other hand, when an action of the first player character PC1 that changes the game space is not provisionally set, the processor 81 advances the process to step S136.
[0172] In step S133, the processor 81 determines whether or not an action of the first player character PC1 that changes the game space in the other area associated with the player character PC (second player character PC2) operated by another user is provisionally set. For example, the processor 81 makes a positive determination in the above step S133 when an action of the first player character PC1 that changes the game space in the second area R2 (an action involving placement, movement, erasure, etc. of an object L, etc., in the second area R2) is provisionally set with reference to the player character data Dc. Then, the processor 81 advances the process to step S134 when an action of the first player character PC1 that changes the game space outside the other area is provisionally set. On the other hand, the processor 81 advances the process to step S135 when an action of the first player character PC1 that changes the game space in the other area is provisionally set.
[0173] In step S134, processor 81 confirms the provisionally set action of first player character PC1, performs processing to change the game space based on the action, and proceeds to step S136. For example, processor 81 confirms the provisionally set action of first player character PC1 and updates player character data Dc. Then, when the confirmed action causes a change in the placement, movement, deletion, or the like of object L, processor 81 updates parameters of object L set for coordinates set in the game space in accordance with the change, thereby updating game space data De.
[0174] On the other hand, in step S135, processor 81 performs processing to limit changes to the game space based on the movement of the provisionally set first player character PC1, and proceeds to step S136. For example, processor 81 sets a movement of first player character PC1 that maintains the state of the game space in the other area (in the second area R2) and does not involve changes such as the placement, movement, or erasure of object L, and updates the player character data Dc.
[0175] In step S136, the processor 81 determines whether or not an action of the first player character PC1 that changes the area setting object A is provisionally set. If an action of the first player character PC1 that changes the area setting object A is provisionally set, the processor 81 proceeds to step S137. On the other hand, if an action of the first player character PC1 that changes the area setting object A is not provisionally set, the processor 81 proceeds to step S138.
[0176] In step S137, the processor 81 determines whether or not an action of the first player character PC1 that changes the area setting object A is provisionally set in the other area associated with the player character PC (second player character PC2) operated by another user. For example, when an action of the first player character PC1 that moves or deletes the second area setting object A2 that was placed in the second area R2 is provisionally set, or when an action of the first player character PC1 that places the first area setting object A1 in the second area R2 is provisionally set, the processor 81 makes a positive determination in the above step S137. Then, when an action of the first player character PC1 that changes the area setting object A in the above other area is provisionally set, the processor 81 advances the process to step S139. On the other hand, when an action of the first player character PC1 that changes the area setting object A outside the above other area is provisionally set, the processor 81 advances the process to step S138.
[0177] In step S138, the processor 81 confirms the action of the first player character PC1 that is provisionally set, performs processing to change the first area setting object A1 based on the action, sets a first area R1 based on the arrangement position of the first area setting object A1, and proceeds to step S141 (see FIG. 27). For example, the processor 81 confirms the action of the first player character PC1 that is provisionally set, and updates the player character data Dc. Then, as a first example, when the first area setting object A1 is moved in the game space by the confirmed action, the processor 81 sets a new position of the first area setting object A1 after the movement, and updates the area setting object data Df. As a second example, when the first area setting object A1 is erased from the game space by the confirmed action, the processor 81 erases the position of the first area setting object A1, updates the area setting object data Df, and cancels the first area R1 that was set based on the arrangement position of the first area setting object A1 before the erasure, and updates the area data Dg. As a third example, when the first area setting object A1 is placed in the game space by the confirmed action, the area setting object data Df is updated using the newly placed position in the game space. The processor 81 also cancels the first area R1 that was set based on the first area setting object A1 before the placement, and sets a new first area R1 in the game space based on the placement position of the newly placed first area setting object A1, and updates the area data Dg. Note that, when the newly set first area R1 in the third example overlaps with another area such as the second area R2 that is already set in association with the second player character PC2, the processor 81 adjusts the size of the first area R1 so that the overlap does not occur, and sets the first area R1, and updates the area data Dg.
[0178] 27, in step S141, processor 81 determines whether or not the action of first player character PC1 performing a predetermined action is provisionally set. For example, when it is provisionally set in step S131 that the first player character PC1 performs an action of performing a predetermined action (for example, an action that is the target of the buff effect), processor 81 makes an affirmative determination in step S132. Then, when the action of first player character PC1 performing a predetermined action is provisionally set, processor 81 advances the process to step S142. On the other hand, when the action of first player character PC1 performing a predetermined action is not provisionally set, processor 81 advances the process to step S147.
[0179] In step S142, the processor 81 determines whether or not the action of the first player character PC1 performing a predetermined action is provisionally set in the own region associated with the first player character PC1. For example, if it is provisionally set in step S131 that the first player character PC1 performs the above action in the first region R1 associated with the first player character PC1 indicated by the region data Dg, the processor 81 makes a positive determination in step S142. Then, if it is provisionally set that the first player character PC1 performs the above action in another region indicated by the region data Dg associated with the player character PC (second player character PC2) operated by another user or outside a region that does not belong to any region associated with each player character PC indicated by the region data Dg, the processor 81 proceeds to the process in step S143. On the other hand, if it is provisionally set that the first player character PC1 performs the above action in the own region, the processor 81 proceeds to the process in step S145.
[0180] In step S143, processor 81 sets an action of the first player character PC1 in a normal state, and proceeds to the next step. For example, processor 81 sets an action of the first player character PC1 in a normal state that does not add a buff effect to the action of the first player character PC1 provisionally set in step S131 above (for example, no increase in the moving speed, as in the processing of step S145 described later, is performed), and updates the player character data Dc.
[0181] Next, processor 81 sets the remaining energy due to the action of first player character PC1 in the normal state (step S144), and proceeds to step S147. For example, when the action set in step S143 above is an action that reduces the remaining energy, which is an example of the parameter set for first player character PC1, processor 81 sets the amount of subtraction of the remaining energy to a normal value corresponding to the action, subtracts it, and updates player character data Dc using the remaining energy after the subtraction.
[0182] On the other hand, in step S145, processor 81 sets an action of first player character PC1 in a buffed state, and proceeds to the next step. For example, processor 81 sets an action of first player character PC1 in a buffed state by adding a buff effect such as an increase in movement speed to the action of first player character PC1 provisionally set in step S131, and updates player character data Dc.
[0183] Next, processor 81 sets the remaining energy due to the action in the buffed state of first player character PC1 (step S146), and proceeds to step S147. For example, when the action set in step S145 is an action that reduces the remaining energy, processor 81 reduces the amount of subtraction of the remaining energy relatively (for example, the amount of subtraction is 0), and updates player character data Dc using the remaining energy after the subtraction.
[0184] In step S147, the processor 81 performs other processing related to the first player character PC1, and ends the processing of the subroutine. As an example of other processing related to the first player character PC1, the processor 81 operates the first player character PC1 in the game space based on other actions, excluding the action of executing a predetermined action determined to be positive in step S141 (for example, the action that is the target of the buff effect), among the actions of the first player character PC1 provisionally set in step S131, to update the player character data Dc. As another example, the processor 81 calculates the game score of the first player character PC1 based on the result of the player character control processing up to the current time, and updates the player character data Dc.
[0185] 25, after the player character control process in above step S123, processor 81 performs another player character control process (step S124), and proceeds to step S125. Hereinafter, the other player character control process in above step S124 will be described with reference to FIG.
[0186] 28, processor 81 determines whether or not the processes of steps S162 to S168 have been completed for all other player characters PC located in the game space (step S161). If processor 81 has not completed the processes of steps S162 to S168 for any of the other player characters PC, processor 81 advances the process to step S162. On the other hand, if processor 81 has completed the processes of steps S162 to S168 for all other player characters PC, processor 81 ends the process of this subroutine.
[0187] In step S162, processor 81 selects, from among the other player characters PC located in the game space, a player character PC for which the processing of steps S162 to S168 has not been completed, and proceeds to the next step.
[0188] Next, the processor 81 sets the action of the other player character PC to be processed based on the communication data Db (step S163), and proceeds to the next step. For example, the processor 81 acquires information on the other player character PC to be processed, received from the game system 1 of the other user who is operating the other player character PC to be processed, from the communication data Db, sets the action of the other player character PC based on the information, and updates the other player character data Dd. Note that in the game system 1 of the other user, the process including the step S123 is performed with the player character PC operated by the other user as the process target, and communication data generated according to the process result is transmitted from the game system 1. Then, in step S126 described later, the data transmitted from the game system 1 of the other user is appropriately received and stored in the communication data Db, and the data thus stored in the communication data Db is used in the process of step S163 and the processes of steps S164 to S168 described later.
[0189] Next, the processor 81 determines whether or not the game space has been changed by the action of the other player character PC being processed, based on the communication data Db (step S164). For example, the processor 81 determines whether or not the game space has been changed by the other player character PC being processed, based on information about the game space received from the game system 1 of the other user who is operating the other player character PC being processed. Then, if the game space has been changed by the action of the other player character PC being processed, the processor 81 proceeds to step S165. On the other hand, if the game space has not been changed by the action of the other player character PC being processed, the processor 81 proceeds to step S166.
[0190] In step S165, the processor 81 performs a process of changing the game space based on the action of the other player character PC being processed, based on the communication data Db, and proceeds to step S166. For example, the processor 81 acquires, from the communication data Db, information on the game space changed by the action of the other player character PC being processed, received from the game system 1 of the other user who is operating the other player character PC being processed. Then, based on the information, the processor 81 updates the game space data De by updating parameters at the coordinates in the game space related to the object L changed by the action of the other player character PC being processed.
[0191] In step S166, the processor 81 determines whether or not the other player character PC being the processing target has changed the area setting object A associated with the other player character PC based on the communication data Db. For example, the processor 81 determines whether or not the area setting object A has been changed by the other player character PC being the processing target based on information about the other player character PC and information about the game space received from the game system 1 of the other user who is operating the other player character PC being the processing target. Then, if the area setting object A has been changed by the action of the other player character PC being the processing target, the processor 81 proceeds to step S167. On the other hand, if the area setting object A has not been changed by the action of the other player character PC being the processing target, the processor 81 proceeds to step S168.
[0192] In step S167, the processor 81 performs a process of changing the area-setting object A associated with the other player character PC being the processing target based on the communication data Db, sets an area R based on the arrangement position of the area-setting object A, and proceeds to step S168. As a first example, when the area-setting object A is moved in the game space by the action of the other player character PC being the processing target, the processor 81 sets a new position of the area-setting object A after the movement, and updates the area-setting object data Df. As a second example, when the area-setting object A is erased from the game space by the action of the other player character PC being the processing target, the processor 81 erases the position of the area-setting object A to update the area-setting object data Df, and cancels the area R that was set based on the arrangement position of the area-setting object A before the erasure, and updates the area data Dg. As a third example, when the area-setting object A is arranged in the game space by the action of the other player character PC being the processing target, the processor 81 updates the area-setting object data Df using the newly arranged position in the game space. In addition, based on information regarding the game space in the communication data Db, the processor 81 releases the area R that was set based on the area setting object A prior to its placement, and sets a new area R within the game space based on the placement position of the newly placed area setting object A, thereby updating the area data Dg.
[0193] In step S168, processor 81 performs other processing for the other player character PC being the processing target, and ends the processing of the subroutine. For example, as an example of other processing for the other player character PC being the processing target, processor 81 calculates the game score of the other player character PC being the processing target based on communication data Db and the result of the player character control processing up to the current time, and updates the other player character data Dd.
[0194] Returning to FIG. 25, after the other player character control process in step S124, the processor 81 performs drawing process (step S125) and proceeds to the next step. For example, the processor 81 sets a game space including a plurality of objects L and an area setting object A and an area R corresponding to each of the player characters PC, based on the game space data De, the area setting object data Df, and the area data Dg. The processor 81 also places and operates each of the player characters PC in the game space, based on the player character data Dc and the other player character data Dd. The processor 81 also sets a position and / or a posture of a virtual camera for generating a display image, based on the virtual camera data Dh, and places the virtual camera in the game space. Then, an image of the game space as viewed from the set virtual camera is generated, and the game space image is displayed on the display 12. The processor 81 may execute a process of controlling the movement of the virtual camera in the game space, based on the position and posture of the first player character PC1, to update the virtual camera data Dh. Furthermore, the processor 81 may move the virtual camera in the game space based on the operation data Da, and update the virtual camera data Dh.
[0195] Next, the processor 81 performs communication processing (step S126) and proceeds to the next step. For example, the processor 81 prepares transmission data to be transmitted to each of the other game systems 1, stores the data in the communication data Db, and transmits the transmission data to the other game systems 1 via the server 102. As an example, the processor 81 prepares information on the movement, state, and the like of the player character PC (first player character PC1) operated by the user based on the player character data Dc, and stores the information in the communication data Db as a part of the transmission data. The processor 81 also prepares information on the game space changed by the player character PC operated by the user, information on the first region setting object A1 associated with the player character PC operated by the user, and information on the first region R1 associated with the player character PC operated by the user, based on the game space data De, the region setting object data Df, and the region data Dg, as information on the game space changed by the movement of the player character PC, and stores the information in the communication data Db as a part of the transmission data. The processor 81 also stores received data received from the other game systems 1 via the server 102 in the communication data Db.
[0196] Next, processor 81 determines whether or not to end the game processing (step S127). Conditions for ending the game processing in step S127 above include, for example, that a condition for ending the game processing is satisfied, that the user has performed an operation to end the game processing, or that the user has performed an operation to log off. If processor 81 does not end the game processing, it returns to step S122 above and repeats the process. If processor 81 ends the game processing, it transmits data indicating that the game is to be ended to server 102 and ends the process according to the flowchart. Thereafter, the series of processes from step S122 to step S127 are repeatedly executed until it is determined in step S129 that the process is to be ended.
[0197] When the server 102 receives data from the game system 1 indicating that the game is to be ended, the server 102 causes the player character PC (first player character PC1) operated by the user of the game system 1 to disappear from the game space. When the server 102 receives login data or the like indicating that the game is to be resumed from the game system 1, the player character PC (first player character PC1) that was once disappeared from the game space may be caused to reappear in the same game space to resume the game. After a user temporarily suspends a game, that is, after the first player character PC1 operated by the user temporarily disappears from the game space, in a game in another game system 1 operated by another user who was playing the game, the first region setting object A1 corresponding to the first player character PC1 may be placed in the game space and the first region R1 may be set, and the state may continue until a predetermined time has elapsed after the suspension. In this way, by continuing the setting of the region corresponding to the player character PC operated by the user even during the suspension of the game, it is possible to prevent the game space in the region from being changed by another player character PC during the suspension. Furthermore, by limiting the time for which the setting of the above-mentioned area continues while the game is interrupted to the above-mentioned specified time, it is possible to prevent the area of a user who does not resume the game from remaining in the game space for a long period of time, thereby preventing interference with the play of other users.
[0198] In this way, in this embodiment, the area in which the buff effect and editing rights are given to the player character PC can be set by a user operation of placing an area setting object, and the position and size of the area are automatically set by the placement position of the area setting object, so that the position and size of the area to be set in the game space can be set based on a simple user operation. Also, in this embodiment, by setting the first area R1 associated with the first player character PC1, the state of the game space in the first area R1 is restricted from being changed by other player characters PC. Therefore, in a game space shared among multiple users, an area that restricts the state of the game space from being changed by other users can be set.
[0199] The first area R1 may be an area where another effect can be obtained in addition to the above-mentioned buff effect and the effect of granting editing rights. As an example, when the first player character PC1 places a predetermined object in the first area R1, the predetermined object may be changed into another object. As another example, when the first player character PC1 places a predetermined object in the first area R1, the predetermined object may be changed into a non-player character, etc.
[0200] Furthermore, the area setting object A may have further functions in addition to the above-mentioned functions. As one example, when the game is over for a player character PC, the position in the game space where the player character PC respawns may be in the vicinity of the area setting object A placed by the player character PC. As another example, the destination of a delivery such as an item sent from another player character PC to the player character PC may be in the vicinity of the area setting object A placed by the player character PC.
[0201] In the above embodiment, the area setting object A held or stored by the player character PC is placed in the game space by the placing operation of the player character PC, but the area setting object A may be placed in the game space in response to a user operation without the player character PC. For example, the area setting object A associated with the user may be placed at a specified position by a user instruction operation in which the user directly specifies a position (coordinates) in the game space. In this case, the player character operated by the user does not need to appear in the game space, and only the user who placed the area setting object A is granted the right to edit the game space within the area R set by the area setting object A. In this embodiment, objects other than the object L and the area setting object A may be placed at a position on the object L that constitutes the ground of the game space. In this case, the other objects may be placed in the game space by the placing operation of the player character PC, or may be placed in the game space in response to a user operation without the player character PC.
[0202] In addition, in this embodiment, a public area in which editing rights and buff effects are given to all player characters PC placed in the game space may be set in the game space. For example, a public area setting object that sets the public area may be placed in the game space, and a public area having a shape similar to the first area R1 described above may be set based on the placement position of the public area setting object. The public area setting object may be placed in advance in the game space at the start of the game, or may be placed at a predetermined position by achieving a predetermined acquisition condition such as at least one player's level reaching a predetermined level or clearing a mission, or may be dropped by another character or placed in response to another character being defeated, or may be obtained from an object that is not a public area setting object. The public area setting object may be a specific object that changes when a specific action is performed on the specific object.
[0203] Furthermore, the game system 1 may be any device, such as a portable game device, any portable electronic device (such as a PDA (Personal Digital Assistant), a mobile phone, a personal computer, a camera, or a tablet).
[0204] In the above description, an example was used in which the information processing (game processing) is performed by the game system 1, but at least a part of the above processing steps may be performed by another device. For example, if the game system 1 is configured to be capable of communicating with another device (e.g., a server, another information processing device, another image display device, another game device, another mobile terminal), the above processing steps may be executed by the cooperation of the other device. In this way, by performing at least a part of the above processing steps by another device, processing similar to the above processing is possible. In addition, the above information processing can be executed by one processor or by cooperation between multiple processors included in an information processing system composed of at least one information processing device. In the above embodiment, the processor 81 of the game system 1 can execute a predetermined program to perform information processing, but a part or all of the above processing may be executed by a dedicated circuit provided in the game system 1.
[0205] According to the above-mentioned modified example, the present invention can be realized in a so-called cloud computing system form or a distributed wide area network and local network system form. For example, in a distributed local network system form, the above-mentioned processing can be executed by cooperation between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). In these system forms, there is no particular limitation on which device performs the above-mentioned processing, and it goes without saying that the present invention can be realized regardless of the division of processing load.
[0206] Furthermore, the processing sequence, setting values, conditions used for judgment, and the like used in the above-described information processing are merely examples, and it goes without saying that this embodiment can be realized even with other sequences, values, and conditions.
[0207] The program may be supplied to the game system 1 through an external storage medium such as an external memory, or may be supplied to the device through a wired or wireless communication line. The program may be pre-recorded in a non-volatile storage device inside the device. The information storage medium for storing the program may be a non-volatile memory, a CD-ROM, a DVD, or an optical disk-shaped storage medium similar to these, a flexible disk, a hard disk, a magneto-optical disk, a magnetic tape, or the like. The information storage medium for storing the program may be a volatile memory for storing the program. Such a storage medium may be a recording medium that can be read by a computer or the like. For example, the various functions described above can be provided by having a computer or the like read and execute the programs from these recording media.
[0208] Although the present invention has been described in detail above, the above description is merely illustrative of the present invention in all respects and is not intended to limit its scope. Needless to say, various improvements and modifications can be made without departing from the scope of the present invention. In addition, it is understood that a person skilled in the art can implement an equivalent range based on the description of the present invention and technical common sense from the description of specific examples of the present invention. In addition, it should be understood that the terms used in this specification are used in the sense commonly used in the field unless otherwise specified. Therefore, unless otherwise defined, all technical terms and technical terms used in this specification have the same meaning as commonly understood by a person skilled in the art to which this invention belongs. In the event of a conflict, this specification (including definitions) shall prevail. [Industrial Applicability]
[0209] As described above, the present invention can be used as an information processing system, information processing program, information processing device, information processing method, etc. that can restrict other users from changing the state of a game space shared among multiple users. [Explanation of symbols]
[0210] 1. Information processing system 2. Main unit 3. Left controller 4…Right controller 11. Housing 12…Display 13...Touch panel 32, 52…Analog stick 42, 64…Terminals 81…Processor 82…Network communication section 83...Controller communication section 85…DRAM 101, 111...Communication control unit 102...Server
Claims
1. An information processing system in which a plurality of users operate respective corresponding player characters in a virtual space constituted by at least a plurality of first objects, a first state changing means for changing a state of at least one of the first object and a second object associated with the first user, the state corresponding to a position in the virtual space designated based on an operation input by a first user; a first area setting means for setting a first area corresponding to the first user in the virtual space based on a position of the second object associated with the first user, the second object being placed in a position in the virtual space based on an operation input of the first user with reference to a position of a first player character corresponding to the first user; a second state changing means for changing a state of at least one of the first object and a second object associated with a second user different from the first user, the second object corresponding to a position in the virtual space designated based on an operation input of the second user; and and a limiting means for limiting changes to states of the first object and the second object in the first area based on an operation input by the second user.
2. 2. The information processing system according to claim 1, wherein the first object and the second object in the first area for which the restriction means restricts the change of state include at least one of the first object and the second object whose state has already been changed based on the operation input of the second user.
3. The information processing system according to claim 1 , wherein the restricting means restricts at least one of the first object and the second object from being placed within the first area based on an operation input by the second user.
4. The information processing system according to claim 1 , wherein the restriction means restricts at least one of the first object and the second object from being removed from a position in the first area based on an operational input by the second user.
5. The information processing system according to claim 4 , wherein the restricting means restricts erasure of at least one of the first object and the second object in the first area based on an operation input by the second user.
6. The information processing system according to claim 1 , wherein the restricting means restricts movement of at least one of the first object and the second object in the first area based on an operation input by the second user.
7. a third state change means for changing a state of at least one of the first object and a second object associated with a third user, the third object corresponding to a position in the virtual space designated based on an operation input of the third user different from the first user and the second user and satisfying a predetermined condition, in the virtual space; The information processing system according to claim 1 , wherein the limiting means does not limit changes to the states of the first object and the second object in the first area based on an operation input by the third user.
8. The information processing system according to claim 7 , wherein the predetermined condition is satisfied by the user having a predetermined relationship with the first user.
9. a second area setting means for setting a second area corresponding to the second user in the virtual space based on a position of the second object associated with the second user, the second object being arranged at a position in the virtual space based on an operation input of the second user with reference to a position of a second player character corresponding to the second user; a third area setting means for setting a third area corresponding to the third user in the virtual space based on a position of the second object associated with the third user, the second object being arranged at a position in the virtual space based on an operation input of the third user with reference to a position of a third player character corresponding to the third user; the limiting means limits changes to states of the first object and the second object in the second area based on the operation input of the first user, while not limiting changes to states of the first object and the second object in the third area based on the operation input of the first user; The first region setting means When the first region to be set overlaps with the second region that has already been set, an area whose size is reduced by removing at least the overlapping region is set as the first region; The information processing system according to claim 7 , wherein, when the first area to be set overlaps with the third area that has already been set, the area in the overlapping state is set as the first area.
10. a first character action control means for controlling an action of the first player character in the virtual space based on an operation input by the first user; a second character action control means for controlling an action of a second player character in the same virtual space as the virtual space in which the first player character is placed, based on an operation input by the second user; a second area setting means for setting a second area corresponding to the second user in the virtual space based on a position of the second object associated with the second user, the second object being arranged at a position in the virtual space based on an operation input by the second user with respect to a position of the second player character; the first state change means changes a state of at least one of the first object corresponding to a position in the virtual space based on a first action and the second object corresponding to the first user in response to the first player character executing the first action; the second state change means changes a state of at least one of the first object corresponding to a position in the virtual space based on the first action and the second object associated with the second user in response to the second player character executing the first action; The information processing system according to claim 1 , wherein the restricting means restricts the second player character from performing the first action within the first area.
11. a first character action control means for controlling an action of the first player character in the virtual space based on an operation input by the first user; a second character action control means for controlling an action of a second player character in the same virtual space as the virtual space in which the first player character is placed, based on an operation input by the second user; a second area setting means for setting a second area corresponding to the second user in the virtual space based on a position of the second object associated with the second user, the second object being arranged at a position in the virtual space based on an operation input by the second user with respect to a position of the second player character; the first state change means, in response to the first player character performing the first action, places at least one of the first object constituting the virtual space and a second object associated with the first user at a position based on the first action; the second state change means, in response to the second player character performing the first action, places at least one of an object constituting the virtual space and a second object associated with the second user at a position based on the first action; The information processing system according to claim 1 , wherein the restricting means restricts the second player character from performing the first action within the first area.
12. A parameter is set for each coordinate in the virtual space, the first state change means changes the parameters of coordinates designated based on an operation input by the first user, thereby changing a state of at least one of the first object corresponding to the coordinates and the second object associated with the first user; the second state change means changes the parameters of coordinates designated based on an operation input by the second user, thereby changing a state of at least one of the first object corresponding to the coordinates and the second object associated with the second user; The information processing system according to claim 1 , wherein the limiting means limits a change of the parameter set at a coordinate in the first area based on an operation input by the second user.
13. the first state change means changes the parameters of coordinates designated based on an operation input by the first user, thereby placing at least one of the first object and the second object associated with the first user at the coordinates where the parameters have been changed; The information processing system of claim 12, wherein the second state change means changes the parameters of coordinates specified based on operation input by the second user, thereby placing at least one of the first object and the second object associated with the second user at the coordinates where the parameters have been changed.
14. The first object and the second object each have a parameter set therefor; the first state change means changes at least one of the parameters based on an operation input by the first user, thereby changing a state of at least one of the first object corresponding to the parameter and the second object associated with the first user; the second state change means changes at least one of the parameters based on an operation input by the second user, thereby changing a state of at least one of the first object corresponding to the parameter and the second object associated with the second user; The information processing system according to claim 1 , wherein the limiting means limits a change of the parameter corresponding to the first area based on an operation input by the second user.
15. the first state change means changes the parameter based on an operation input by the first user, thereby placing at least one of the first object and the second object associated with the first user at a position corresponding to the parameter; The information processing system according to claim 14, wherein the second state change means places at least one of the first object and the second object associated with the second user at a position corresponding to the parameter by changing the parameter based on an operation input by the second user.
16. a second area setting means for setting a second area corresponding to the second user in the virtual space based on a position of the second object associated with the second user, the second object being arranged in a position in the virtual space based on an operation input of the second user with reference to a position of a second player character corresponding to the second user; the limiting means limits a change in a state of the first object and the second object in the second area based on an operation input by the first user; 2. The information processing system according to claim 1, wherein when the second area to be set overlaps with the first area that has already been set, the second area setting means sets as the second area an area whose size has been reduced by removing at least the overlapping area.
17. A computer of an information processing device in which a plurality of users operate and move corresponding player characters in a virtual space constituted by at least a plurality of first objects, a state changing means for changing a state of at least one of the first object and a second object associated with a user, the state changing means being configured to change a state of the first object and the second object associated with the user, the state changing means being configured to change a state of the first object and the second object, the state changing means being configured to change a state of the second object and the second object ... a region setting means for setting a first region in the virtual space corresponding to the user of the information processing device based on a position of the second object associated with the user, the second object being placed in a position in the virtual space based on an operation input by the user with reference to a position of a first player character corresponding to the user of the information processing device; An information processing program that causes the state change means functioning in another information processing device to function as a restriction means that restricts the change of the state of at least one of the first object and the second object in the first area based on operation input by a user of the other information processing device when the state of at least one of the first object and the second object in the same virtual space as the virtual space in which the first player character is placed is changed based on operation input by a user of the other information processing device.
18. An information processing device in which a plurality of users operate respective corresponding player characters in a virtual space constituted by at least a plurality of first objects, a state changing means for changing a state of at least one of the first object and a second object associated with a user, the state changing means being configured to change a state of the first object and the second object associated with the user, the state changing means being configured to change a state of the first object and the second object, the state changing means being configured to change a state of the second object and the second object ... a region setting means for setting a first region in the virtual space corresponding to the user of the information processing device based on a position of the second object associated with the user, the second object being placed in a position in the virtual space based on an operation input by the user with reference to a position of a first player character corresponding to the user of the information processing device; an information processing device comprising: a restriction means for restricting a change of a state of at least one of the first object and the second object in the first area based on an operation input by a user of another information processing device when the state change means functioning in the other information processing device changes a state of at least one of the first object and the second object in the same virtual space as the virtual space in which the first player character is placed based on an operation input by the user of the other information processing device.
19. An information processing method in which a plurality of users operate respective corresponding player characters in a virtual space constituted by at least a plurality of first objects, the method comprising: a first state changing step of changing a state of at least one of the first object and a second object associated with a first user, the state corresponding to a position in the virtual space designated based on an operation input by the first user; a first area setting step of setting a first area corresponding to the first user in the virtual space based on a position of the second object associated with the first user, the second object being arranged at a position in the virtual space based on an operation input of the first user with reference to a position of a first player character corresponding to the first user; a second state changing step of changing a state of at least one of the first object and a second object associated with a second user different from the first user, the state corresponding to a position in the virtual space designated based on an operation input of the second user different from the first user; and a limiting step of limiting changes to states of the first object and the second object in the first area based on an operation input by the second user.
Citation Information
Patent Citations
Computer control method, control program and computer
WO2015046447A1