Program, and information processing system

The program addresses the challenge of selecting objects affected by another in information processing systems by using a position detection and auxiliary visual information output to facilitate the selection of second objects within object groups, thereby enhancing user interaction.

JP2025042934AActive Publication Date: 2025-03-28COLOPL
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Patent Information

Application Number
JP2023150143
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-15
Publication Date
2025-03-28
Estimated Expiration
2043-09-15

AI Technical Summary

Technical Problem

Existing information processing systems do not adequately facilitate the selection of objects that are affected by another object, making it difficult for users to choose the appropriate object for an action.

Method used

A program that functions as a position detection means to identify user operations, a first selection means to select a first object based on the user's operation, and an auxiliary means to output auxiliary visual information that assists in selecting a second object within an object group when the user's operation corresponds to that group.

Benefits of technology

This solution enhances the selection process by providing auxiliary visual information, making it easier for users to select objects within object groups, thereby improving user interaction and reducing selection difficulties.

✦ Generated by Eureka AI based on patent content.

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Abstract

To be able to assist in the selection of an object.SOLUTION: A program causes a processor to function as detection means for detecting a position of an operation by a user, first selection means for selecting a first object based on the position of a first operation by the user, and output means for, when the operation by the user is detected at a position corresponding to an object group including a second object to be affected by the first object, outputting auxiliary visual information for assisting in the selection of the second object included in the object group.SELECTED DRAWING: Figure 11
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Description

[Technical field]

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

[0002] Conventionally, information processing systems have been used to assist users in selecting objects. For example, Patent Document 1 discloses that when it is determined that multiple icons overlap on a map, a representative icon including multiple codes corresponding to the multiple icons determined to overlap is drawn. For example, Patent Document 2 discloses that when a first element is moved on a display area, a third element is generated from a second element corresponding to the moving direction of the first element, and the third element is displayed in a position close to the first element. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2007-206608 A [Patent Document 2] JP 2016-146221 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, today there is a desire to make it easier to select the objects that an object will affect. [Means for solving the problem]

[0005] A program according to one embodiment of the present disclosure causes a processor to function as: a position detection means for detecting a position of a user's operation; a first selection means for selecting a first object based on the position of a first operation by the user; and an auxiliary means for outputting auxiliary visual information for assisting in the selection of a second object included in a group of objects when a user's operation is detected at a position corresponding to a group of objects including a second object that is to be affected by the first object. Effect of the Invention

[0006] According to the present disclosure, the selection of objects can be made easier. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram illustrating an overview of an information processing system. [Diagram 2] FIG. 2 is a diagram illustrating an example of a module configuration of a terminal. [Diagram 3] FIG. 3 is a diagram illustrating an example of a module configuration of the server. [Figure 4] FIG. 4 is a diagram showing an example of a screen transition on the terminal of FIG. [Diagram 5] FIG. 5 is a diagram illustrating an example of a process flow for executing an event. [Figure 6] FIG. 6 is a diagram showing an example of the flow of processing for selecting a unit. [Figure 7] FIG. 7 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 8] FIG. 8 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 9] FIG. 9 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 10] FIG. 10 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 11] FIG. 11 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 12] FIG. 12 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 13] FIG. 13 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 14] FIG. 14 is a diagram showing an example of a change to an auxiliary UI object. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

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

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

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

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

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

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

[0015] For example, the data stored in storage 130 may include data for defining a virtual space, data defining various objects, and user information. The various objects may include characters, equipment, and objects constituting screens for various games. As an example, the user information may include a user ID, a user name, gender, age, address, and the like. The user information may include in-game currency, in-game items, and various rewards owned by user 11.

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

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

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

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

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

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

[0022] The touch sensor 182 transmits an output value based on an operation of the user 11 on the monitor 181 to the processor 110. As an example, the touch sensor 182 can be realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or other touch sensors. The input surface of the touch sensor 182 is a part or the whole of the display surface of the monitor 181. The touch sensor 182 can be used as an operation device configured to accept an input operation of the user 11. For example, when the operation device is the touch sensor 182, the processor 110 accepts a physical contact operation of the user 11 on the input surface of the touch sensor 182 as the input operation of the user 11. For example, the manner of the input operation using the touch sensor 182 can include tapping, swiping, dragging, flicking, and other manners.

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

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

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

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

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

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

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

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

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

[0032] The input / output unit 107 detects an input operation by the user 11 on the touch sensor 182, and an input operation by the user 11 on an external operating device via the input / output interface 150. As an example, the input / output unit 107 can identify the mode of the input operation based on the input operation by the user 11 on the touch sensor 182. For example, the mode of the input operation that the input / output unit 107 can identify may include tapping, swiping, dragging, flicking, and other modes. Hereinafter, touching the touch sensor 182 with a finger or the like of the user 11 will simply be referred to as "touch."

[0033] When a touch on the touch sensor 182 starts, the input / output unit 107 specifies the coordinates of the touch position (hereinafter referred to as the touch start position). When the touch on the touch sensor 182 stops, the input / output unit 107 specifies the coordinates of the last touch position (hereinafter referred to as the touch end position). While the touch on the touch sensor 182 continues, the input / output unit 107 specifies the coordinates of the touch position at each time (hereinafter referred to as the current touch position). The input / output unit 107 specifies the mode of the input operation by the user 11 based on the touch time from the start of the touch to the end of the touch and the change in the touch position. In this way, the processor 110 of the terminal 100 can function as a detection means for detecting the position of the operation by the user.

[0034] The communication unit 106 receives various information from one or more servers 200. As an example, the information that the communication unit 106 receives from the server 200 may include game progress information and user information. The game progress information is information for controlling the progress of the game. The game progress information may include various requests. The user information may include information regarding objects owned by the user 11.

[0035] The communication unit 106 transmits various types of information to one or more servers 200. As an example, the information transmitted by the communication unit 106 to the server 200 may include game play information and user information. The game play information is information for reflecting an input operation by the user 11 in the progress of the game. The game play information is output in response to an input operation received by the input / output unit 107. The game play information may include various requests.

[0036] The game control unit 101 defines a virtual space. The game control unit 101 arranges various objects in the virtual space. The various objects include objects that constitute a field on which an event is held. The various objects include objects that operate according to a user's operation. The various objects may include objects that operate without a user's operation. The game control unit 101 specifies an instruction from the user 11 according to the touch position accepted by the input / output unit 107, the mode of the input operation, the coordinates of each object in the virtual space, and the game progress information received by the communication unit 106 from the server 200. The game control unit 101 can make various determinations regarding the progress of the game. The game control unit 101 can make various lotteries regarding the progress of the game. The game control unit 101 generates game play information according to the game progress information, the instruction from the user 11, various determination results, and various lottery results. The game play information generated by the game control unit 101 is transmitted to the server 200 by the communication unit 106. As one example, processor 110, as game control unit 101, may perform a function corresponding to a step by executing a step for receiving various information. As one example, processor 110, as game control unit 101, may perform a function corresponding to a step by executing a step for transmitting various information. As one example, processor 110, as game control unit 101, may perform a function corresponding to a step by executing a step for progressing the game.

[0037] The display control unit 104 creates an image to be displayed on the monitor 181 by rendering the virtual space data. The display control unit 104 creates an image of the game screen according to game progress information received via the communication unit 106. The display control unit 104 creates an image of the game screen according to game play information generated by the game control unit 101. The display control unit 104 displays the image of the game screen on the monitor 181. The display control unit 104 may be configured to display the image of the game screen on an external display device via the input / output interface 150. The display control unit 104 may be configured to display the image of the game screen on an external display device via the communication interface 140. The game screen is an image in which 2D or 3D objects are controlled and drawn.

[0038] The display control unit 104 may control and draw objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) necessary for the input operation of the user 11. The UI object is information for assisting the input operation of the user 11 necessary for progressing through the game. For example, the UI object is an icon, a button, a list, a window, and a menu. The various UI objects shown in this disclosure are merely examples and are not limited to these aspects. As an example, the processor 110, as the display control unit 104, may execute steps for controlling the display contents of the monitor 181, thereby exerting a function corresponding to the steps.

[0039] The steps that can be executed in each terminal 100 can be realized by hardware and software (programs) executed by the processor 110. The software may be stored in advance in the storage 130. The software may be stored in a non-volatile data storage medium that can be read by a computer, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device, or downloaded from another computer such as the server 200 via the communication interface 140, and then stored in the storage 130. The software is read from the storage 130 by the processor 110 and stored in the memory 120 in the form of an executable program. The processor 110 executes the program.

[0040] [Server Functions] As shown in FIG. 3, the components of the server 200 are combined to form a functional unit (module) having a cohesive function. As an example, the server 200 may include a game control unit 201, a memory unit 205, a communication unit 206, and an input / output unit 207. The server 200 may include a display control unit (not shown). As an example, the game control unit 201 can be realized by a processor 210. As an example, the memory unit 205 can be realized by a memory 220 and a storage 230. As an example, the communication unit 206 can be realized by a communication interface 240. As an example, the input / output unit 207 can be realized by the processor 210 and an input / output interface 250.

[0041] The communication unit 206 receives various information from each terminal 100. As an example, the information that the communication unit 206 receives from each terminal 100 includes game play information and user information. The communication unit 206 transmits various information to each terminal 100. As an example, the information that the communication unit 206 transmits to each terminal 100 includes game progress information and user information. The input / output unit 207 may detect and accept an input operation by the user 11 on an external input device via the input / output interface 250.

[0042] The game control unit 201 defines a virtual space. The game control unit 201 places various objects in the virtual space. The various objects include objects that configure a field. The various objects include objects that operate according to a user's operation. The various objects may include objects that operate without a user's operation. The game control unit 201 progresses the game according to game play information received by the communication unit 206 from each terminal 100. The game control unit 201 may perform various determinations regarding the progress of the game. The game control unit 201 may perform various lotteries regarding the progress of the game. The game control unit 201 generates game progress information according to the results of these processes. The game progress information is transmitted to each terminal 100 by the communication unit 206. As an example, the processor 210, as the game control unit 201, may execute a step for receiving various information, thereby performing a function corresponding to the step. As an example, the processor 210, as the game control unit 201, may execute a step for transmitting various information, thereby performing a function corresponding to the step. As an example, the processor 210, as the game control unit 201, can execute steps for progressing the game, thereby exerting a function corresponding to the steps.

[0043] The steps that can be executed in the server 200 can be realized by hardware and software (programs) executed by the processor 210. The software may be stored in advance in the storage 230. The software may be stored in a non-volatile data storage medium that can be read by a computer, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device, or downloaded from another computer, such as an external storage device, via the communication interface 240, and then stored in the storage 230. The software is read from the storage 230 by the processor 210 and stored in the memory 220 in the form of an executable program. The processor 210 executes the program.

[0044] [Game Overview] As an example, the game according to the present disclosure includes multiple parts. As an example, the game may include an event part in which a player can participate in an event and a preparation part in which a player can prepare for the event. Without being limited thereto, the game may be composed of three or more parts, or may be composed of a single part.

[0045] [Event part] An example of a specific specification of the event part will be described. As an example, the event may include accomplishing a predetermined task. As an example, the task may be to defeat an enemy unit. The event may include user 11 controlling his / her own unit. The unit may be a character selected in advance by user 11 from among a plurality of characters. The unit is the smallest unit in which user 11 can direct actions in the event. One unit may be a single character, or may be a party including a plurality of characters.

[0046] The event may be executed with a battle between multiple friendly units and multiple enemy units. The event may employ a turn system in which friendly and enemy units take turns acting. The condition for victory in the event is for all enemy units to be rendered incapacitated before all friendly units are rendered incapacitated. Each unit is rendered incapacitated when its hit points (hereafter referred to as HP), which is one of its ability values, reach 0. Each unit's HP decreases when it is attacked by an enemy unit.

[0047] In an event, each unit is assigned a role. The roles may include tank, healer, attacker, and supporter. The tank's main role is to protect friendly units as the party's vanguard (hereafter referred to as defensive actions). The healer's main role is to recover the HP of friendly units (hereafter referred to as recovery actions). The attacker's main role is to attack enemy units to reduce their HP (hereafter referred to as attack actions). The supporter's main role is to strengthen friendly units and weaken enemy units (hereafter referred to as support actions). It is preferable that any role is capable of movement and self-defense.

[0048] An event may involve a battle between multiple friendly units and a single enemy unit, a battle between a single friendly unit and multiple enemy units, or a battle between a single friendly unit and a single enemy unit. When multiple units are involved in an event, each unit may be operated by a single user 11. The multiple units may each be operated by a different user 11. In other words, an event may involve content in which multiple users 11 can participate.

[0049] The event is not limited to the above-mentioned contents. For example, the event may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, the event may be a race such as a car race, a yacht race, a ski race, or an airplane race. The event is not limited to a competitive content. The event may be a cooperative content in which multiple users or multiple groups cooperate to accomplish a task. In this case, the task may be a content of raising a character, or a content of creating a city or a building.

[0050] [Preparation part] An example of a specific specification of the preparation part will be described. As an example, the user 11 selects a prescribed number of characters from among a plurality of characters as friendly units to participate in the event. As an example, the prescribed number may be 4. The characters selectable as units are an example of a first object that the user 11 can use in the game. Without being limited to this, the user 11 may change the appearance of the character to be used as a unit in preparation for the event. For example, the character's appearance may be the race, gender, body shape, hairstyle, and facial expression. The preparation for the event may include adding, exchanging, and deleting equipment, items, and skills. The equipment may be weapons, armor, and accessories. By equipping these pieces of equipment, the ability values ​​of the character may be enhanced.

[0051] [Overview of screen transitions on each device] An overview of screen transitions on the terminal 100 will now be described. 4, various screens may be displayed on the monitor 181 of each terminal 100 in accordance with the game part, the game progress, and instructions from the user 11. As an example, the game screens may include a home screen 40 and an event screen 50.

[0052] The home screen 40 may be displayed in the preparation part. The home screen 40 is an initial screen, and is a screen for instructing the display of the event screen 50. The home screen 40 is a screen for selecting characters to participate in the event as a unit.

[0053] The event screen 50 may be displayed in the event part. The event screen 50 is a screen for displaying the progress of the event. The event screen 50 may include a screen for displaying the result of the event. The result of the event may include information indicating whether the event has been accomplished.

[0054] [An example of the process flow for executing an event] As shown in FIG. 5, the processor 110 of the terminal 100 accepts an event start operation while displaying the home screen 40 (step S200). The event start operation may include an operation to instruct the start of an event. The processor 110 of the terminal 100 transmits an event start request to the server 200 via the communication interface 140 (step S201). The event start request may include information capable of identifying the start of the event. The processor 110 of the terminal 100 displays the event screen 50 on the monitor 181 (step S202). That is, the processor 110 starts the event. The processor 110 proceeds to step S204.

[0055] Processor 110 of terminal 100 executes terminal-side event processing (step S204). In step S204, processor 110 transmits and receives various information to and from server 200 via communication interface 140. Processor 110 executes an event based on various information received from server 200. As an example, processor 110 defines a virtual space. Processor 110 constructs a field in which an event is staged by arranging a field object in the virtual space. Processor 110 arranges friendly units and enemy units in the virtual space. As an example, when processor 110 receives an operation to instruct an action of a friendly unit (hereinafter, referred to as an action instruction operation), processor 110 transmits play information indicating the operation content to server 200. As an example, processor 110 receives progress information from server 200. Processor 110 updates virtual space data according to the progress information. Processor 110 renders and images the shooting range of a virtual camera arranged in the virtual space, and displays the image on monitor 181 as event screen 50. The process of receiving an action instruction operation will be described later in detail.

[0056] The processor 210 of the server 200 receives an event start request via the communication interface 240 (step S205). The processor 210 of the server 200 executes server-side event processing (step S206). In step S206, the processor 210 transmits and receives various information to and from the terminal 100 via the communication interface 240. The processor 210 controls the event based on the various information received from the terminal 100. As an example, the processor 210 defines a virtual space. The processor 210 constructs a field in which the event will be held by placing a field object in the virtual space. The processor 210 places friendly units and enemy units in the virtual space. As an example, the processor 210 may receive play information from the terminal 100. The processor 210 manages the actions of each unit in the virtual space according to the play information.

[0057] As an example, when a movement instruction is given by an ally unit, the processor 210 moves the ally unit designated as the instruction target to a position designated as the movement destination. As an example, when a defensive action by a tank is instructed, the processor 210 causes the ally unit designated as the defense target to defend. As an example, when a recovery action by a healer is instructed, the processor 210 restores the HP of the ally unit designated as the recovery target. As an example, when an attack action by an attacker is instructed, the processor 210 reduces the HP of the enemy unit designated as the attack target. The processor 210 puts the enemy unit whose HP has become 0 into an incapacitated state. As an example, when a strengthening action by a supporter is instructed, the processor 210 strengthens the ally unit designated as the strengthening target. As an example, when a weakening action by a supporter is instructed, the processor 210 weakens the enemy unit designated as the weakening target. It should be noted that, together with various actions according to the role, there may be cases where a movement to a position adjacent to the target unit of the action is instructed at the same time. Processor 210 transmits progress information indicating the results of the actions of the friendly units to terminal 100.

[0058] When all friendly units have finished acting, processor 210 causes enemy units to act. As an example, processor 210 moves enemy units. Processor 210 causes enemy units to attack friendly units. When processor 210 causes enemy units to attack friendly units, processor 210 reduces the HP of the friendly units. When processor 210 causes enemy units to attack friendly units defended by a tank, processor 210 may reduce the HP of the tank that is performing a defensive action. Processor 210 puts friendly units whose HP has reached 0 into an inability to act. Processor 210 causes friendly units and enemy units to act alternately.

[0059] The processor 210 determines whether or not the end condition of the event is met. The end condition of the event may be met when the HP of all friendly units becomes 0 or when the HP of all enemy units becomes 0. When the end condition of the event is met, the processor 210 proceeds to step S207. In step S207, the processor 210 of the server 200 transmits event result information to the terminal 100 via the communication interface 240. The event result information may include information that can specify whether the event has been achieved. In addition, in step S207, the processor 210 determines whether or not the achievement condition of the event has been achieved. The processor 210 generates event result information indicating the determination result. As an example, the achievement condition of the event is met when the HP of all enemy units becomes 0 before the HP of all friendly units becomes 0. The achievement condition of the event is not met when the HP of all friendly units becomes 0 before the HP of all enemy units becomes 0. After that, the processor 210 of the server 200 ends the series of processes.

[0060] Processor 110 of terminal 100 receives the event result information via communication interface 140 (step S208). Processor 110 of terminal 100 displays the event result on event screen 50 on monitor 181 (step S209). Processor 110 of terminal 100 displays home screen 40 on monitor 181 (step S210). After that, processor 110 of terminal 100 ends the series of processes.

[0061] [An example of the process flow for accepting action instruction operations] As shown in FIG. 6, the processor 110 of the terminal 100 judges whether or not an instruction to select an instruction target unit from among a plurality of friendly units has been received (step S300). As an example, in step S300, the processor 110 judges the instruction to be positive when the touch start position is within the selection judgment range of any friendly unit. If the judgment result of step S300 is positive, the processor 110 of the terminal 100 selects the friendly unit corresponding to the selection judgment range to which the touch start position belongs as the instruction target unit (step S301). The processor 110 of the terminal 100 can function as a first selection means for selecting a first object based on the position of a first operation by the user. A touch or a touch start is an example of a first operation. The instruction target unit is an example of a first object. On the other hand, if the judgment result of step S300 is negative, the processor 110 repeats step S300. In this way, the processor 110 does not select the instruction target unit when the touch start position is not within the selection judgment range of any friendly unit. Processor 110 waits until it selects a target unit.

[0062] When the instruction target unit is selected, the processor 110 of the terminal 100 judges whether or not there is an action target unit at a position corresponding to the touch current position (step S302). The action target unit is a unit that is the target of an action according to the role of the instruction target unit. As an example, in step S302, the processor 110 judges as positive when the touch current position is within the selection judgment range of any unit among units that can be selected as the action target unit (hereinafter, referred to as selectable units). The selectable unit may differ depending on the role of the friendly unit selected as the instruction target unit. For example, when the instruction target unit is a tank or a healer, the selectable unit is a friendly unit. For example, when the instruction target unit is an attacker, the selectable unit is an enemy unit. For example, when the instruction target unit is a supporter, the selectable unit is a friendly unit and an enemy unit.

[0063] If the determination result in step S302 is positive, the processor 110 of the terminal 100 determines whether the selectable units form a unit group (step S303). As an example, in step S302, the processor 110 of the terminal 100 determines that the selectable units form a unit group when a specific condition is satisfied. Here, the specific condition may be established when a plurality of selectable units exist within a determination area centered on the touch current position. Whether a unit exists within a certain area may be determined based on whether the position of a reference point set for each unit is included in the area. Whether a unit exists within a certain area may be determined based on whether the entirety of each unit is included in the area. Whether a unit exists within a certain area may be determined based on whether a part of each unit is included in the area. The specific condition may be established when another selectable unit exists within a specified range based on a selectable unit corresponding to a selection determination range to which the touch current position belongs. The specific condition may be established when a plurality of selectable units overlap when rendering virtual space data to generate the event screen 50. In this way, the specific condition may be a condition that defines a situation in which a plurality of selectable units are close to each other, making it difficult for user 11 to select one of them.

[0064] If the determination result in step S303 is positive, the processor 110 of the terminal 100 displays an auxiliary UI object on the monitor 181 (step S304). The auxiliary UI object is an example of information that assists the user 11 in selecting an action target unit from among the selectable units that make up the unit group. The auxiliary UI object is configured to include candidate icons that indicate each of the selectable units that make up the unit group. As an example, each candidate icon may include information that indicates a selectable unit.

[0065] The auxiliary UI object is an example of auxiliary visual information that assists in the selection of a second object included in the object group. The selectable unit is an example of a second object that is the target of the influence of the instruction target unit. Each candidate icon constituting the auxiliary UI object is an example of an auxiliary object that indicates a second object included in the object group. The processor 110 of the terminal 100 can function as an output means by executing step S304. When an operation by a user is detected at a position corresponding to the object group, the output means outputs auxiliary visual information that assists in the selection of a second object included in the object group. The position at which a specific condition is satisfied for a plurality of second objects is a position corresponding to the object group. The specific condition may be established when a plurality of second objects exist within a determination area centered on the touch current position. The specific condition may be established when one or more other objects exist within a predetermined range based on an object existing at a position corresponding to the touch current position. The processor 110 functioning as an output means does not output auxiliary visual information when an operation by a user is detected at a position not corresponding to the object group.

[0066] When the determination result of step S303 is negative, and when step S304 is completed, the processor 110 of the terminal 100 determines whether or not an operation for selecting an action target unit from one or more selectable units has been performed (step S305). When an auxiliary UI object is not displayed, the processor 110 determines that the result is positive when the touch end position is within the selection determination range of any of the selectable units. In this case, the processor 110 selects the selectable unit corresponding to the selection determination range to which the touch end position belongs as the action target unit (step S306). On the other hand, when an auxiliary UI object is displayed, the processor 110 determines that the result is positive when the touch end position is within the display area of ​​any of the candidate icons. In this case, the processor 110 selects the selectable unit corresponding to the candidate icon in the display area to which the touch end position belongs as the action target unit. The processor 110 that executes step S306 functions as a second selection means for selecting a second object based on a second operation by the user. An operation of moving the touch position into the selection determination range of a selectable unit or into the display area of ​​a candidate icon and then ending the touch is an example of a second operation.

[0067] When the action target unit is selected, the processor 110 of the terminal 100 makes the instruction target unit act against the action target unit (step S307). For example, when the instruction target unit is a tank, the processor 110 makes the friendly unit that is the action target unit defend. For example, when the instruction target unit is a healer, the processor 110 makes the friendly unit that is the action target unit recover HP. For example, when the instruction target unit is an attacker, the processor 110 makes the enemy unit that is the action target unit attack. For example, when the instruction target unit is a supporter, the processor 110 strengthens the friendly unit that is the action target unit. For example, when the instruction target unit is a supporter, the processor 110 weakens the enemy unit that is the action target unit. In step S306, the processor 110 of the terminal 100 transmits play information capable of identifying the action instruction operation to the server 200. This play information may include information capable of identifying the instruction target unit, the action target unit, and the action content. As already explained, server 200 generates progress information based on the received play information and transmits it to terminal 100. Processor 110 of terminal 100 updates the display content of monitor 181 based on the received progress information. After that, processor 110 of terminal 100 ends the series of processes. It is preferable that processor 110 of terminal 100 repeatedly executes the process of receiving an action instruction operation from the start to the end of the event.

[0068] When the determination result in step S305 is negative, processor 110 of terminal 100 determines whether or not a cancel operation has been performed (step S308). When an auxiliary UI object is not displayed, processor 110 determines the result as positive when touch is ended and the touch end position is not within the selection determination range of any of the selectable units. When an auxiliary UI object is displayed, processor 110 determines the result as positive when touch is ended and the touch end position is not within the display area of ​​any of the candidate icons constituting the auxiliary UI object. When the determination result in step S308 is negative, processor 110 of terminal 100 returns to step S305.

[0069] If the determination result in step S308 is positive, processor 110 of terminal 100 updates the display content of monitor 181 related to unit selection (step S309). As an example, when an auxiliary UI object is displayed, processor 110 ends the display of the auxiliary UI object. In this way, processor 110 functioning as an output means stops output of auxiliary visual information when the position of operation by user 11 changes to a position that does not correspond to the object group after starting output of auxiliary visual information. A position that is not within the display area of ​​any candidate icon is an example of a position that does not correspond to the object group after starting output of auxiliary visual information. In this case, processor 110 of terminal 100 also cancels selection of the unit to be pointed out. After that, processor 110 of terminal 100 returns to step S300.

[0070] If the determination result of step S302 is negative, processor 110 of terminal 100 determines whether or not a cancel operation has been performed (step S310). As an example, processor 110 determines whether or not the touch has ended. If the determination result of step S310 is positive, processor 110 returns to step S300. At this time, processor 110 of terminal 100 also cancels the selection of the instruction target unit. If the determination result of step S310 is negative, processor 110 returns to step S302.

[0071] [An example of the display screen on a device and the process flow for displaying it] A specific example of a display mode in a scene where the user 11 selects an instruction target unit and an action target unit will be described. The party owned by the user 11 includes friendly units 51 to 54. As an example, a scene in which the role of the instruction target unit is a healer and an ally unit is selected as the action target unit will be described.

[0072] 7 to 9 show a situation where the selectable units that are the selection targets of the user 11 do not form a unit group. As shown in FIG. 7, the event screen 50 may include an ally unit 51, an ally unit 52, a plurality of status icons 51a to 54a, and one or more field objects 55. Without being limited to this, the event screen 50 may include objects different from these objects depending on the position, angle, and field angle of the virtual camera when rendering the virtual space data. For example, the event screen 50 may include one or more enemy units.

[0073] The ally unit 51 is a healer. The ally units 52 to 54 are all attackers. Each of the status icons 51a to 54a may include a character as an example of information that can identify an ally unit constituting a party. Each of the status icons 51a to 54a may include information related to HP as information that can identify the ability value of each of the ally units 51 to 54. As an example, the information related to HP may be an HP gauge.

[0074] As an example, assume that the selection judgment range 57 of the ally unit 51 is touched by the user 11. Since the judgment result of step S300 is positive, in step S301, the ally unit 51 is selected as the unit to be commanded. The display mode of the status icon 51a corresponding to the ally unit 51 changes to a mode (hereinafter, referred to as a selection mode) that makes it possible to identify that the ally unit 51 has been selected as the unit to be commanded. As an example, the selection mode may be a mode in which a predetermined effect is added so that the status icon 51a is surrounded by a thick line in the figure.

[0075] As shown in Fig. 8, assume that the touch position by the user 11 is maintained and slid to a position overlapping with the selection determination range 57 of the friendly unit 52. Therefore, the determination result of step S302 is positive. At this time, the processor 110 of the terminal 100 displays a selection object 70 as information that can identify that the instruction target unit is in a selected state and that an action target unit is about to be selected by sliding. As an example, the selection object 70 may be a line segment, an arrow, or another graphic figure connecting the instruction target unit and the touch current position.

[0076] The ally unit 52, which is a selectable unit, does not form a unit group 56. Therefore, the determination result in step S303 is negative. Therefore, the auxiliary UI object 60 is not displayed on the monitor 181. At this time, the processor 110 of the terminal 100 may change the display mode of the selectable unit to a mode in which it is identifiable that the unit can be selected as a target unit for action by ending the touch (hereinafter, referred to as a provisionally selected mode). As an example, the provisionally selected mode may be a mode in which a predetermined effect is applied so that the ally unit 52 is surrounded by a dashed line in the figure.

[0077] As shown in FIG. 9, it is assumed that the touch by the user 11 ends and the touch end position overlaps with the selection determination range 57 of the friendly unit 52. The determination result of step S305 is positive. In step S306, the friendly unit 52 is selected as the action target unit. In step S307, the processor 110 of the terminal 100 causes the friendly unit 52 to perform an action according to the role of the friendly unit 51. In this scene, since the friendly unit 51 is a healer, the friendly unit 51 moves toward the friendly unit 52 and recovers the HP of the friendly unit 52. At this time, the processor 110 of the terminal 100 may display the action object 71 on the monitor 181 as information that can identify the action result of the friendly unit 51. As an example, the action object indicating the recovery action may be an object that resembles a heart. Note that the information that can identify the action result of the instruction target unit may be the action of the instruction target unit itself.

[0078] 10 to 13 show a situation in which selectable units form a unit group 56. Below, a detailed description will be given of the differences from a situation in which selectable units do not form a unit group 56. As shown in Fig. 10, the event screen 50 may include friendly units 51 to 54.

[0079] As shown in Figs. 10 and 11, assume that while the touch state by the user 11 is maintained, the touch position is slid to a position overlapping with the selection judgment range 57 of the ally unit 52, or so as to pass through the selection judgment range 57. In this case, the determination result in step S302 is positive. All of the ally units 52 to 54, which are selectable units, are included in a judgment region 58 centered on the current touch position. In other words, the ally units 52 to 54 form a unit group 56. Therefore, the determination result in step S303 is positive. The processor 110 of the terminal 100 displays the auxiliary UI object 60 on the monitor 181.

[0080] As an example, the auxiliary UI object 60 includes candidate icons 62 to 64 indicating each selectable unit constituting the unit group 56. Each candidate icon 62 to 64 may include identification information that can identify the friendly units 52 to 54 as selectable units. As an example, the identification information may be a part of the character set as the friendly unit, such as a face or an upper body. As an example, the auxiliary UI object 60 may be displayed so that a plurality of candidate icons are adjacent to each other to be grouped together. In the auxiliary UI object 60, each candidate icon may be displayed on a straight line connecting a reference point of the corresponding selectable object and the current touch position, and at a position spaced apart from the current touch position with respect to the reference point. The auxiliary UI object 60 (candidate icons 62 to 64) may be displayed above the unit group 56 at a position overlapping with the unit group 56. The auxiliary UI object 60 may be displayed at a position spaced apart from the unit group 56. The positional relationship of the candidate icons 62 to 64 in the auxiliary UI object 60 is the same or approximately the same as the positional relationship of the ally units 52 to 54. In other words, when the ally unit 52, the ally unit 53, and the ally unit 54 are lined up in this order from the right, the candidate icon 62, the candidate icon 63, and the candidate icon 64 are lined up in this order from the right.

[0081] As shown in Fig. 12, assume that the touch state by the user 11 is maintained and the touch position slides to a position overlapping the display area of ​​the candidate icon 62. At this time, the processor 110 of the terminal 100 may change the display mode of the candidate icon to a mode (shown as a provisional selection mode) in which it is possible to identify that the friendly unit corresponding to the icon can be selected as a target unit for action when the touch ends. As an example, the provisional selection mode is a mode in which a predetermined effect is applied so that the candidate icon 62 is surrounded by a thick line in the figure.

[0082] As shown in FIG. 13, it is assumed that the touch by the user 11 ends and the touch end position overlaps with the display area of ​​the candidate icon 62. The determination result of step S305 is positive. In step S306, the ally unit 52 corresponding to the candidate icon 62 is selected as the unit to be acted upon. In step S307, the processor 110 of the terminal 100 causes the ally unit 52 to perform an action according to the role of the ally unit 51. In this scene, the ally unit 51 moves toward the ally unit 52 and recovers the HP of the ally unit 52. At this time, the processor 110 of the terminal 100 may display the action object 71 on the monitor 181.

[0083] Processor 110 of terminal 100 stops displaying auxiliary UI object 60 when touching is terminated in an area different from the display area of ​​auxiliary UI object 60 (each candidate icon 62). At this time, processor 110 also cancels selection of the instruction target unit. Even if the auxiliary UI object 60 is not displayed, processor 110 of terminal 100 cancels selection of the instruction target unit when touching is terminated in an area different from selection determination range 57 of any friendly unit 52.

[0084] Processor 110 of terminal 100 performs processing in the case where the selectable unit is an enemy unit in accordance with the role of the command target unit in the same manner as when the selectable unit is a friendly unit. That is, when an attacker or supporter is selected as the command target unit and the enemy unit forms unit group 56, processor 110 can display auxiliary UI object 60 on monitor 181. In this case, auxiliary UI object 60 is configured to include a plurality of candidate icons indicating enemy units included in unit group 56. Processor 110 selects, as the target unit for action, the enemy unit corresponding to the candidate icon to which the touch end position belongs.

[0085] As described above, the user 11 can select a unit to be operated by touching or starting to touch. When the user 11 slides the touch position and the current touch position reaches a position corresponding to the unit group, the auxiliary UI object 60 can be displayed. In this manner, the processor 110 of the terminal 100 outputs auxiliary visual information when it is detected that the position of the user's operation has changed to a position corresponding to the object group without interruption of the user's operation after the first object is selected based on the position of the first operation by the user. This assists in the selection of the second object in a situation where the second objects are close to each other and it is difficult to select the second object.

[0086] The effects of the present disclosure will be described. (1) When user 11 is about to select a second object that will affect the first object selected by the first operation, user 11 operates a position corresponding to a group of objects including the second object. This allows user 11 to receive output of auxiliary visual information that assists in the selection of the second object included in the group of objects. An example of the auxiliary visual information is auxiliary UI object 60. Thus, user 11 can select a group of objects including the desired second object, and intuitively select the desired second object from the group of objects. This allows for assistance in the selection of the object.

[0087] (2) The auxiliary visual information includes an auxiliary object that indicates a second object included in the object group. An example of the auxiliary object is a candidate icon. This makes it easier to identify a selectable second object from the auxiliary visual information.

[0088] (3) Auxiliary visual information is not output in a scene where there are no objects at the position operated by user 11. For example, a scene where there are no objects is assumed to be a scene where there is no second object itself or a scene where there is only a single second object. Therefore, it is possible to prevent user 11 from feeling annoyed by the output of auxiliary visual information even in a scene where it is easy to select a second object.

[0089] (4) Even if auxiliary visual information is displayed, the output of the auxiliary visual information can be stopped by operating a position that does not correspond to the object group, which prevents the user 11 from feeling annoyed when trying to select a second object that is not included in the object group.

[0090] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. [Change Example 1] As shown in FIG. 14, the auxiliary visual information is not limited to being configured like the auxiliary UI object 60 described above. For example, the auxiliary visual information may be output so as to distinguish between a second object that satisfies a specific condition and a second object that does not satisfy the specific condition. According to this modification, the auxiliary visual information is output so as to distinguish between a second object that satisfies a specific condition and a second object that does not satisfy the specific condition. Therefore, useful information can be provided to the user 11 who wishes to change the selection target depending on whether the specific condition is satisfied or not.

[0091] For example, in the auxiliary visual information, an auxiliary object indicating a second object that satisfies a specific condition may be displayed larger than an auxiliary object indicating a second object that does not satisfy the specific condition. As a more specific example, as in the auxiliary UI object 80, a candidate icon 62 indicating an ally unit 52 that satisfies a specific condition may be displayed larger than candidate icons 63, 64 indicating each of the ally units 53, 54 that do not satisfy the specific condition.

[0092] For example, in the auxiliary visual information, an auxiliary object indicating a second object that satisfies a specific condition may be displayed with a predetermined visual effect to make it stand out more than an auxiliary object indicating a second object that does not satisfy the specific condition. As a more specific example, like the auxiliary UI object 81, the candidate icon 62 indicating the friendly unit 52 that satisfies the specific condition may be colored red, and the candidate icons 63, 64 indicating the friendly units 53, 54 that do not satisfy the specific condition may be colored white.

[0093] For example, the position of each auxiliary object may be adjusted so that an auxiliary object indicating a second object that satisfies a specific condition is easier to select in the auxiliary visual information than an auxiliary object indicating a second object that does not satisfy the specific condition. As a more specific example, as shown in the auxiliary UI object 82, a candidate icon 62 indicating an ally unit 52 that satisfies a specific condition may be displayed closer to the touch current position than candidate icons 63, 64 indicating each ally unit 53, 54 that does not satisfy the specific condition.

[0094] For example, in the auxiliary visual information, information for determining whether or not the second object satisfies a specific condition may be added to each auxiliary object. As a more specific example, as shown in the auxiliary UI object 83, information indicating the remaining HP may be added to each of the candidate icons 62-64 as an example of information for determining whether or not each of the friendly units 52-54 satisfies a specific condition.

[0095] In this modified example, the specific condition is preferably a condition that makes it easier for the user 11 to select a second object that satisfies the condition and is likely to be advantageous to the user 11. For example, the specific condition may be that a predetermined relationship is satisfied with the first object. As a more specific example, the specific condition may be that, when the command target unit is a tank or a healer, the HP of the friendly units forming the unit group 56 is the lowest. When the command target unit is an attacker, the specific condition may be that the enemy units forming the unit group 56 currently have the lowest HP, the lowest defensive power, or the highest offensive power. In addition, when the command target unit is an attacker and the efficiency of inflicting damage differs depending on the type of enemy unit, the specific condition may be that the most efficient damage can be inflicted.

[0096] [Change Example 2] In the embodiment, a turn-based battle in which friendly units and enemy units take turns acting is adopted as an event, but a battle in which friendly units and enemy units act in real time may also be adopted. In this modified example, enemy units act in real time. The actions of enemy units may be defensive actions, recovery actions, attack actions, and support actions in addition to movement, just like friendly units.

[0097] In this modified example, the second object can move (e.g., move) without being operated by the user 11. Therefore, when auxiliary visual information is being displayed, the status of the selectable units that form the object group can change. The auxiliary visual information is updated according to the status of the second object that forms the object group. According to this modified example, even if the status of the second object that forms the object group changes from moment to moment, it is possible to appropriately assist in the selection of the second object.

[0098] When the auxiliary visual information is being displayed, if a unit that does not satisfy a specific condition newly satisfies the specific condition, the processor 110 of the terminal 100 determines that the unit that newly satisfies the specific condition has joined the unit group. As an example, when a selectable unit moves from outside a judgment area centered on the touch current position to inside the judgment area, the processor 110 of the terminal 100 determines that a specific condition has been established for that unit. In other words, the processor 110 determines that the selectable unit has joined the unit group. For example, it is assumed that an attacker is selected as the unit to be instructed, and an auxiliary UI object is displayed for a unit group 56 including multiple enemy units. Here, it is assumed that a new enemy unit moves in and joins the unit group 56. In such a case, the processor 110 of the terminal 100 may update the auxiliary UI object in response to the joining of the enemy unit to the unit group 56, and additionally display a candidate icon indicating the joined enemy unit. In addition, when a state in which there are no selectable units or there is only one selectable unit in the judgment area centered on the current touch position changes to a state in which there are multiple selectable units in the judgment area, processor 110 may display auxiliary visual information.

[0099] When the auxiliary visual information is being displayed, if a unit that satisfies a specific condition no longer satisfies the specific condition, the processor 110 of the terminal 100 determines that the unit that no longer satisfies the specific condition has left the unit group. As an example, when a selectable unit moves from within a judgment area centered on the current touch position to outside the judgment area, the processor 110 of the terminal 100 determines that the specific condition is no longer met for that unit. That is, the processor 110 determines that the selectable unit has left the unit group. For example, assume a scene in which an enemy unit included in the unit group 56 moves and leaves the unit group 56. In such a case, the processor 110 of the terminal 100 may update the auxiliary UI object in response to the departure of the enemy unit and stop displaying the candidate icon indicating the enemy unit that has left. Note that, when a state in which there are multiple selectable units in the judgment area centered on the current touch position changes to a state in which there is no selectable unit in the judgment area or there is only one selectable unit, the processor 110 may stop displaying the auxiliary visual information. According to this modification, the auxiliary visual information is updated in response to the addition or removal of the second object from the object group. In other words, the target of the selection assistance by the auxiliary visual information is changed in response to the change in the second object included in the object group. Therefore, the selection of the second object can be appropriately assisted.

[0100] For example, assume that a tank or healer is selected as the unit to be instructed, and an auxiliary UI object is displayed for a group of units 56 including a plurality of friendly units. Here, assume that an attack by an enemy unit reduces the HP of a friendly unit included in the group of units 56 to 0, rendering the unit incapable of action. In such a case, the processor 110 of the terminal 100 may update the auxiliary UI object in response to the friendly unit being incapacitated, and may stop displaying a candidate icon indicating the friendly unit incapacitated. According to this modification, when the state of a second object included in the object group changes to a specific state, the auxiliary visual information is updated so as not to assist in the selection of the second object. In other words, the updated auxiliary visual information does not assist in the selection of the second object that has changed to a specific state. In this way, when the state of a second object included in the object group changes to a specific state while the auxiliary visual information is being output, assistance in the selection of the second object by the auxiliary visual information is limited. Therefore, assistance can be provided in an easy-to-understand manner so as not to select a second object that has changed to a specific state. When an incapacitated friendly unit returns to an actionable state through a recovery action (revival action) by a healer and joins unit group 56, a candidate icon indicating the restored selectable unit may be displayed. In other words, processor 110 may remove the restriction on assisting in the selection of the second object.

[0101] Limiting the assistance of the selection of the second object by the auxiliary visual information is not limited to stopping the display of the auxiliary object indicating the second object in a specific state. For example, limiting the assistance of the selection of the second object may be a mode of graying out the auxiliary object indicating the second object in a specific state. Limiting the assistance of the selection of the second object may be a mode of displaying the auxiliary object indicating the second object in a specific state smaller than the auxiliary object indicating the second object not in the specific state. Limiting the assistance of the selection of the second object may be a mode of adding predetermined information (characters, numbers, symbols, icons, etc.) to the auxiliary object indicating the second object in a specific state. In these modes, when limiting the assistance of the selection of the second object, the selection of the second object in a specific state may be acceptable or unacceptable.

[0102] The specific state is not limited to a friendly unit being in an incapacitated state. For example, in a scene where an auxiliary UI object is displayed for a unit group 56 including a plurality of enemy units, the specific state may be that the HP of the enemy unit becomes 0. In this way, the specific state of the second object may be that the first object is in a state in which it cannot be influenced. The specific state may be that the first object is in a state in which it is not necessary for the first object to be influenced.

[0103] [Change Example 3] In the embodiment, when the position of the operation by the user 11 changes to a position that does not correspond to the object group after the output of the auxiliary visual information is started, the output of the auxiliary visual information is stopped. At this time, the second object is not selected, and the selection of the first object is also deselected. Not limited to this, the second selection means may select one of the second objects included in the object group when the position of the operation by the user 11 changes to a position that does not correspond to the object group after the output of the auxiliary visual information is started. An operation of changing the position of the operation to a position that does not correspond to the object group after the output of the auxiliary visual information is started is an example of a second operation. According to this modified example, the second object is automatically selected by operating a position that does not correspond to the object group after the auxiliary visual information is displayed. This can assist in the selection of the object.

[0104] As an example, in step S309, the processor 110 of the terminal 100 may stop displaying the auxiliary UI object 60 and select at least one unit from among the selectable units included in the unit group 56. At this time, it is preferable that the processor 110 selects a unit that satisfies a specific condition, as in the above-described first modification example.

[0105] [Other change examples] In step S306, the processor 110 of the terminal 100 may select, as the target unit, a selectable unit corresponding to the display area of ​​the candidate icon to which the touch current position belongs. In other words, the selection of the target unit does not require the end of the touch, but is performed by simply sliding the touch position into the display area of ​​the candidate icon. The target unit may also be selected by the operation trajectory passing through the candidate icon.

[0106] If the determination result in step S305 is negative, processor 110 of terminal 100 may stop displaying the auxiliary UI object when the auxiliary UI object is displayed and the current touch position moves to a position different from the display area of ​​any of the candidate icons. In this case, processor 110 of terminal 100 may return to step S305 without canceling the selection of the instruction target unit.

[0107] In the embodiment, the auxiliary UI object was displayed if a plurality of selectable units were included in the determination region 58 centered on the current touch position, regardless of the moving speed of the current touch position. However, the present invention is not limited to this, and the auxiliary UI object may be displayed on condition that the selectable units form the unit group 56 and that the moving speed of the current touch position is less than a specified speed. In this modified example, even if the current touch position passes through the unit group 56, the auxiliary UI object is not displayed when the moving speed of the current touch position is equal to or greater than the specified speed.

[0108] The display position of the auxiliary UI object may change depending on the display position of the object group on the screen. For example, when the unit group 56 is displayed above half of the monitor 181, the auxiliary UI object may be displayed below the unit group 56. For example, when the unit group 56 is displayed below half of the monitor 181, the auxiliary UI object may be displayed above the unit group 56.

[0109] The display mode of the candidate icon may be changed as appropriate. For example, in an auxiliary UI object, multiple candidate icons may be spaced apart from each other. Each candidate icon may be added with information indicating the status of the corresponding unit (hereinafter, referred to as status information). The status information may be information indicating that HP is less than a specified value, information indicating that the unit is engaged in combat with an enemy unit, information indicating that an abnormal state has been given, and information indicating that the unit is defended by a friendly unit. Multiple pieces of information among these pieces of information may be added to the candidate icon, or a specified number of pieces of information with high priority may be added. Information with high importance according to the role of the unit to be instructed may be added to the candidate icon.

[0110] The multiple friendly units may include units (so-called non-player characters) that act without instructions from the user 11. When an ally unit becomes a target unit for action, the ally unit may perform a predetermined action according to the action content of the target unit. For example, when the target unit is a tank, the unit that is the target of a defensive action may move following the movement of the target unit so as to be located within a certain range from the target unit. In this case, as in modification example 2, the auxiliary UI object for the unit group 56 including multiple friendly units may also be updated according to the status of the ally unit.

[0111] Defensive actions, recovery actions, and strengthening actions against enemy units may be permitted. Similarly, offensive actions and weakening actions against friendly units may be permitted. In this modified example, the auxiliary UI object may be configured to include both a candidate icon indicating a friendly unit and a candidate icon indicating an enemy unit, if the unit is a selectable unit. In this case, it is preferable to make it possible to distinguish whether the icon is a friendly unit or an enemy unit by using different colors or effects between the candidate icons indicating friendly units and the candidate icons indicating enemy units.

[0112] The influence that the first object can have on the second object is not limited to defense, recovery, attack, strengthening, and weakening. For example, the display mode of the second object may change in response to the approach of the first object. For example, the second object may move in response to the approach of the first object.

[0113] The first operation is not limited to a touch. The first operation may be a tap, a double tap, a long tap, or other operation. The second operation may be changed in the same manner.

[0114] The auxiliary visual information is not limited to being output when the object group is formed including only selectable objects. As an example, the auxiliary UI object may be displayed when the unit group 56 includes selectable units and units that cannot be selected as action target units (hereinafter, referred to as non-selectable units). In this case, the auxiliary UI object may include only candidate icons corresponding to the selectable units, or may include an icon indicating the non-selectable units in addition to the candidate icons.

[0115] The number of candidate icons that can configure an auxiliary UI object may not have an upper limit. The number of candidate icons that can configure an auxiliary UI object may have an upper limit. In this modified example, when the unit group 56 is configured with selectable units that exceed the upper limit, candidate icons may be displayed for units from the unit with the highest priority to the upper limit. As an example, the priority may be determined in ascending order of remaining HP.

[0116] The information processing system 10 is not limited to being embodied as a game system, and may be embodied as a file management system. As an example, a first object in the file management system may be an object indicating a predetermined data file. As an example, a second object in the file management system may be an object indicating an application or a folder capable of editing the data file. When the second object forms an object group, the processor 110 of the terminal 100 may display auxiliary visual information on the monitor 181. In this modified example, the effect that the first object can have on the second object may be that an icon indicating a folder is displayed to contain the data file. The effect that the first object can have on the second object may be that an icon indicating an application is displayed to open the data file.

[0117] The above-described processes and steps are merely examples, and are not intended to be limiting. The processes and steps may be changed as desired without departing from the scope of the embodiments and modifications.

[0118] One or more modules or functions of the terminal 100 and the server 200 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).

[0119] One or more modules or functions of the terminal 100 and the server 200 may be realized by software using a processor. The computer includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are deployed in the memory. The processor then reads the programs from the storage and executes them to realize the functions of the present disclosure. The storage may be realized as a non-volatile storage device, as already explained.

[0120] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communications network or broadcast waves). The program may be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).

[0121] The game program of the server 200 and the game program of the terminal 100 can be understood as one program, or each can be understood as a separate program. A configuration may be used in which all processing is performed by the server 200 and the results of the processing are displayed as an image on the monitor 181 of the terminal 100. In other words, a first computer may perform processing for outputting auxiliary visual information, and a second computer may output the auxiliary visual information. A configuration may be used in which all processing is performed by the terminal 100 and the results of the processing are displayed as an image on the monitor 181 of the terminal 100. In other words, the same computer may perform processing for outputting auxiliary visual information and outputting the auxiliary visual information.

[0122] In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 210 of the server 200 as the game control unit 201 may be executed by the processor 110 of the terminal 100 as the game control unit 101. In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 110 of the terminal 100 as the game control unit 101 may be executed by the processor 210 of the server 200 as the game control unit 201. In other words, all of the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200, or may be executed by the processor 110 of the terminal 100.

[0123] An arbitrary specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200, and a process and step other than the specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 110 of the terminal 100. That is, in the information processing system 10, the computer may be composed of one or more terminals 100 and one or more servers 200. Various means and functions that can be realized by the processor 210 of the server 200 may be realized in whole by the processor 110 of the terminal 100, or an arbitrary part may be realized by the processor 210 of the server 200 and the remaining part may be realized by the processor 110 of the terminal 100.

[0124] Various means and functions that can be realized by the game control unit 201 are not limited to being configured by one processor 210, but may be configured by multiple processors included in one server 200 or multiple servers 200. Various means and functions that can be realized by the game control unit 101 and the display control unit 104 are not limited to being configured by one processor 110, but may be configured by multiple processors included in one terminal 100 or multiple terminals 100. Furthermore, various means may be configured by one or multiple processors included in one or multiple terminals 100 and one or multiple servers 200. In this way, the computer may be configured by one or more terminals 100, one or more servers 200, or may be configured to include one or more terminals 100 and one or more servers 200.

[0125] When the terminal 100 executes all of the processes and steps described in the embodiment and modified examples, the terminal 100 may be configured not to communicate with other devices. Furthermore, the computer is not limited to being configured by one or both of the terminal 100 and the server 200. The computer may be a device that does not communicate with other devices. As an example, the computer may be a stationary device for home or business use, or may be a portable device.

[0126] This disclosure includes the following examples, in which elements of the embodiments are numbered as an aid to understanding and not by way of limitation. (Additional Note 1) A program that causes a processor (110, 210) to function as: detection means (107, 207) that detects a position of an operation by a user (11); first selection means (101, 201) that selects a first object (51) based on the position of a first operation by the user; and output means (101, 201) that outputs auxiliary visual information (60, 80-83) that assists in the selection of a second object included in a group of objects when an operation by the user is detected at a position (58) corresponding to a group of objects (56) including a second object (52-54) that is to be influenced by the first object.

[0127] (Supplementary Note 2) The program according to Supplementary Note 1, wherein the auxiliary visual information (60, 80 to 83) includes auxiliary objects (62 to 64) indicating second objects included in the object group (56).

[0128] (Appendix 3) The program described in Appendix 1 or Appendix 2, wherein the auxiliary visual information (60, 80 to 83) is output so as to enable discrimination between second objects (52 to 54) among the group of objects (56) that satisfy a specific condition and second objects that do not satisfy the specific condition.

[0129] (Supplementary Note 4) The program according to any one of Supplementary Notes 1 to 3, wherein the specific condition is that a predetermined relationship with the first object (51) is satisfied. (Appendix 5) The second objects (52-54) can operate without the operation of a user (11), and the auxiliary visual information is updated according to the status of the second objects constituting the object group (56).

[0130] (Appendix 6) The program described in any one of Appendices 1 to 5, wherein the auxiliary visual information (60, 80 to 83) is updated in response to a second object (52 to 54) joining the object group (56) and a second object leaving the object group.

[0131] (Appendix 7) The program described in any one of Appendices 1 to 6, wherein when the auxiliary visual information (60, 80 to 83) is output, if the state of a second object (52 to 54) included in the group of objects (56) changes to a specific state, assistance in selecting the second object by the auxiliary visual information is limited.

[0132] (Appendix 8) The program described in any one of Appendices 1 to 7, wherein the output means (101, 201) does not output the auxiliary visual information (60, 80 to 83) when an operation by a user (11) is detected at a position that does not correspond to the group of objects (56).

[0133] (Appendix 9) The program described in any one of Appendices 1 to 8, wherein the output means (101, 201) stops outputting the auxiliary visual information (60, 80 to 83) when the position of an operation by a user (11) changes to a position that does not correspond to the group of objects (56) after starting output of the auxiliary visual information (60, 80 to 83).

[0134] (Appendix 10) A program described in any one of Appendices 1 to 9, which causes a processor (110, 210) to function as a second selection means for selecting the second object (52-54) based on a second operation by a user, the second selection means selecting one of the second objects included in the group of objects when the position of the operation by (11) by the user changes to a position that does not correspond to the group of objects after output of the auxiliary visual information (60, 80-83) has started.

[0135] (Appendix 11) The program described in any one of Appendices 1 to 10, wherein the output means (101, 201) outputs the auxiliary visual information (60, 80 to 83) when it is detected that the position of the user's operation has changed to a position corresponding to the group of objects (56) without interruption of the user's operation after the first object (51) is selected based on the position of the first operation by the user.

[0136] (Appendix 12) An information processing system comprising: a detection means for detecting a position of an operation by a user (11); a first selection means (107, 207) for selecting a first object (51) based on the position of a first operation by the user; and an output means (101, 201) for outputting auxiliary visual information (60, 80-83) for assisting in the selection of a second object included in a group of objects (56) including a second object (52-54) that is to be influenced by the first object, when the operation by the user is detected at a position corresponding to the group of objects including the second object (52-54).

[0137] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the technical spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The same applies to procedures. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which the claims are entitled. [Explanation of symbols]

[0138] 10...information processing system 11...user 20...network 40...home screen 50...event screen 51a-54a...status icon 51...ally unit 52...ally unit 53...ally unit 54...ally unit 55...field object 56...unit group 57...selection judgment range 58...judgment area 60...auxiliary UI object 62...candidate icon 63...candidate icon 64...candidate icon 70...selected object 71...action object 80...auxiliary UI object 81...auxiliary UI object 82...auxiliary UI object 83...auxiliary UI object 100...terminal 101...game control unit 104...display control unit 105...storage unit 106...communication unit 107...input / output unit 110...processor 120...memory 130...storage 140...communication interface 150...input / output interface 160...microphone 170...speaker 180...touch screen 181...monitor 182...touch sensor 190...communication bus 200...server 201...game control unit 205...storage unit 206...communication unit 207...input / output unit 210...processor 220...memory 230...storage 240...communication interface 250...input / output interface 290...communication bus 300...input device

Claims

1. The processor, A detection means for detecting a position of an operation by a user; a first selection means for selecting a first object based on a position of a first operation by a user; A program that functions as an output means that outputs auxiliary visual information that assists in the selection of a second object included in a group of objects when a user operation is detected at a position corresponding to a group of objects that includes a second object that is to be influenced by the first object.

2. The program according to claim 1 , wherein the auxiliary visual information includes an auxiliary object that indicates a second object included in the group of objects.

3. The program according to claim 1 , wherein the auxiliary visual information is output so as to enable discrimination between second objects that satisfy a specific condition and second objects that do not satisfy the specific condition, among the group of objects.

4. 4. The program according to claim 3, wherein the specific condition is that a predetermined relationship with the first object is satisfied.

5. the second object is operable independently of a user's operation; The program according to claim 1 , wherein the auxiliary visual information is updated in accordance with a state of a second object that constitutes the object group.

6. 6. The program according to claim 5, wherein the auxiliary visual information is updated in response to a second object joining the object group and a second object leaving the object group.

7. The program according to claim 1 , wherein when the auxiliary visual information is output, if the state of a second object included in the group of objects changes to a specific state, assistance in selecting the second object by the auxiliary visual information is limited.

8. 2 . The program according to claim 1 , wherein the output means does not output the auxiliary visual information when a user operation is detected at a position not corresponding to the group of objects.

9. The program according to claim 1 , wherein the output means stops outputting the auxiliary visual information when, after starting output of the auxiliary visual information, the position of the user's operation changes to a position that does not correspond to the group of objects.

10. causing the processor to function as a second selection means for selecting the second object based on a second operation by a user; The program according to claim 1 , wherein the second selection means selects one of the second objects included in the group of objects when the position of the user's operation changes to a position that does not correspond to the group of objects after the output of the auxiliary visual information has started.

11. The program described in any one of claims 1 to 10, wherein the output means outputs the auxiliary visual information when it detects that the position of the user's operation has changed to a position corresponding to the group of objects without any interruption in the user's operation after the first object is selected based on the position of the first operation by the user.

12. A detection means for detecting a position of an operation by a user; a first selection means for selecting a first object based on a position of a first operation by a user; an output means for outputting auxiliary visual information that assists in the selection of a second object included in a group of objects when a user operation is detected at a position corresponding to a group of objects including a second object that is to be influenced by the first object.

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