Program, information processing apparatus, and information processing method

The program addresses the issue of maintaining selected states across mode transitions in game programs, enhancing user convenience and game efficiency by allowing seamless object selection across different game modes.

JP2025043094APending Publication Date: 2025-03-28KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2023150413
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-15
Publication Date
2025-03-28

AI Technical Summary

Technical Problem

Existing game programs do not effectively maintain the selected state of objects during mode transitions, leading to decreased user convenience and efficiency.

Method used

A program is developed that allows users to arbitrarily select objects in one mode, identifiably display the selected state, and maintain this state when transitioning to another mode, ensuring seamless object selection across different game modes.

Benefits of technology

The solution enhances user convenience by maintaining the selected state of objects during mode transitions, reducing the need for reselection and improving overall game efficiency.

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Abstract

To enhance user convenience in comparison to a case of canceling a selection state by maintaining the selection state in a mode of selecting an object.SOLUTION: A program causes an information processing apparatus to execute: a first procedure for displaying, on an output device, an image in one mode and allowing a user to arbitrarily select, from among a plurality of objects in the one mode, an object related to a task in the one mode, and displaying the selection state selected by the user in a recognizable manner; a second procedure for displaying, on the output device, an image in another mode in accordance with a transition from the one mode to the other mode; and a third procedure for realizing the display that maintains the selection state selected by the user in the first procedure in the other mode when transitioning to the other mode.SELECTED DRAWING: Figure 4
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Description

[Technical field]

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

[0002] Patent Document 1 discloses a game program that displays a game image on a display. This game program transitions to a mode that displays game images showing multiple items of the game based on the user's game operation, and in this mode, the user is allowed to select each displayed item at his / her discretion. For example, the user selects a weapon as an item to equip a character in the game.

[0003] In addition, the game program disclosed in Patent Document 1 has a function of displaying the associated items in response to reading out the wish list, by allowing the user to arbitrarily register items to be associated with the character in a wish list. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2022-132439 A Summary of the Invention [Problem to be solved by the invention]

[0005] The present disclosure provides a technique that can improve user convenience by maintaining a selection state in an object selection mode compared to the case where the selection state is released. [Means for solving the problem]

[0006] According to one aspect of the present disclosure, a program is provided that causes an information processing device to execute a first step of displaying an image of one mode on an output device, allowing a user to arbitrarily select an object related to a task of the one mode from among a plurality of objects in the one mode, and identifiably displaying the selection state selected by the user, a second step of displaying an image of the other mode on the output device upon transition from the one mode to a different other mode, and a third step of displaying in the other mode a selection state selected by the user in the first step that is maintained upon transition to the other mode. Effect of the Invention

[0007] According to one aspect, by maintaining the selected state in the object selection mode, it is possible to improve user convenience compared to the case where the selected state is released. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a configuration diagram of an example of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of the game device according to the present embodiment. [Diagram 3] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device according to the present embodiment. [Figure 4] FIG. 2 is a diagram illustrating an example of a functional configuration of the game device. [Diagram 5] FIG. 4 is a diagram showing an example of a game image formed by a game control unit. [Figure 6] 13A to 13C are diagrams illustrating examples of a selling image, a disassembly image, and an enhancement image of an item operation image. [Figure 7] FIG. 13 is a diagram illustrating the process of selling an item in a selling mode. [Figure 8] 13 is a flowchart showing a processing flow for selecting an item in the item operation image. [Figure 9] A figure showing an example of switching from the selling mode to the disassembly mode and then back to the selling mode. [Figure 10]A figure showing an example of switching from a selling mode to a disassembly mode in a modified example and then returning to the selling mode. [Figure 11] FIG. 13 is a diagram showing switching between a mode in which multiple items can be selected and a mode in which only one item can be selected. [Figure 12] FIG. 13 is a diagram showing the selection state when returning to one mode after performing a task of a selected item in another mode. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In the drawings, the same components are denoted by the same reference numerals, and duplicated descriptions may be omitted.

[0010] [System Configuration] Fig. 1 is a configuration diagram of an example of a game system according to this embodiment. The game system shown in Fig. 1(A) is composed of a game device 10. In the game system shown in Fig. 1(B), the game device 10 and a server device 12 are connected to each other via a network 18 so as to be able to communicate with each other.

[0011] The game device 10 is an example of an information processing device on which a user, a player, plays a game. The game device 10 is, for example, a smartphone, a tablet terminal, a personal computer, a home game machine, a portable game machine, an arcade game machine, etc. The game device 10 has an input device that accepts operations from the player, and an output device that outputs to the player.

[0012] The game device 10 has an input device and an output device built into or externally attached to the housing. The input device of the game device 10 is an input device such as a touch panel, a touch pad, a controller, a keyboard, or a mouse. The output device is an output device such as a display that outputs images and a speaker that outputs sound.

[0013] The server device 12 is an example of an information processing device that provides the game device 10 with functions required for a game by transmitting and receiving data between the server device 12 and the game device 10. The server device 12 is, for example, a personal computer or a workstation. The server device 12 may be configured by combining a plurality of information processing devices, or may be configured by a single information processing device. The server device 12 may be configured as a cloud server that utilizes cloud computing technology.

[0014] The server device 12 executes processes such as downloading a game program to the game device 10, logging in a player, matching players, and managing game data.

[0015] Fig. 1(A) shows an example of a game device 10 that executes a game that does not require communication with a server device 12. For example, the game device 10 in Fig. 1(A) uses a game program that is pre-installed, or reads and uses a game program from a recording medium such as a Blu-ray disc.

[0016] Fig. 1(B) shows an example of a game device 10 that executes a game that requires communication with a server device 12. For example, the game device 10 in Fig. 1(B) may download and use a game program from the server device 12, may use a game program that is pre-installed, or may read and use a game program from a recording medium such as a Blu-ray disc.

[0017] The game system may be realized by a server device 12 having a Web server function and a game device 10 that executes a Web application by a Web browser function. The game device 10 that executes the Web application by the Web browser function receives a processing result of the server device 12 having a Web server function, and displays a screen according to the processing result on a display device for a player to confirm. The game system may be realized by the game device 10 and the server device 12 performing processing in cooperation with each other.

[0018] The configuration of the game system shown in Fig. 1 is an example. For example, the game system shown in Fig. 1 may utilize the configuration of an information processing system that provides a social networking service. Note that the game device 10 may be communicably connected to other game devices 10 through a network 18 without going through the server device 12. The network 18 may be either wired communication or wireless communication.

[0019] [Hardware configuration] FIG. 2 is a diagram showing an example of the hardware configuration of the game device 10 according to the present embodiment.

[0020] The game device 10 in FIG. 2 includes, for example, a CPU (Central Processing Unit) 20, a storage device 21, a communication device 22, an input device 23, and an output device 24.

[0021] The CPU 20 controls the game device 10 in accordance with various programs. The storage device 21 is, for example, a memory such as a ROM (Read Only Memory) or a RAM (Random Access Memory), or a storage such as a HDD (Hard Disk Drive) or an SSD (Solid State Drive). The storage device 21 stores programs and data to be executed by the CPU 20. The storage device 21 may be a recording medium such as a CD (Compact Disk), a DVD (Digital Versatile Disc), a Blu-ray Disc, or a USB memory that is readable by the game device 10. The CPU 20 provides a game to a player of the game device 10 by reading and executing a game program 50 stored in the storage device 21.

[0022] The communication device 22 is a communication device such as a network circuit that controls communication. The input device 23 is an input device such as a touch panel, a touch pad, a controller, a keyboard, or a mouse. The output device 24 is an output device such as a display that outputs images and a speaker that outputs sound. The hardware configuration in Fig. 2 is an example. For example, the game device 10 may include a graphics processing unit (GPU) and a digital sound processor (DSP).

[0023] FIG. 3 is a diagram showing an example of a hardware configuration of the server device 12 according to the present embodiment.

[0024] The server device 12 in Fig. 3 includes, for example, a CPU 30, a storage device 31, and a communication device 32. The CPU 30 controls the server device 12 according to various programs. The storage device 31 is, for example, a memory such as a ROM or a RAM, or a storage such as a HDD or an SSD. The storage device 31 stores programs and data executed by the CPU 30. The communication device 32 is a communication device such as a network circuit that controls communication. The server device 12 in Fig. 3 may have a configuration in which an input device and an output device are built-in or externally attached. The hardware configuration in Fig. 3 is an example.

[0025] [Function configuration] 4 is a diagram showing an example of a functional configuration of the game device 10. The game device 10 forms a software functional unit within the game device 10 under the control of the CPU 20. The software functional unit includes a game control unit 40, an operation receiving unit 41, an output control unit 42, a communication unit 43, and a storage unit 44.

[0026] The operation reception unit 41 receives various operations by the player on the input device 23 in Fig. 2. The various operations by the player on the input device 23 refer to operations such as manually pressing buttons or keys of the input device 23 or tilting a lever in order to cause the CPU 20 to execute game processing. When the operation reception unit 41 receives multiple types of operation signals from the input device 23, it recognizes the operation contents assigned in accordance with the program 50 and transmits the information to the game control unit 40.

[0027] The output control unit 42, under the control of the game control unit 40, outputs various game image data and game sound data to the output device 24 in Fig. 2. As a result, the output device 24 outputs the game sound data from the speaker while displaying the game image data on the display.

[0028] The communication unit 43 controls the communication device 22 in Fig. 2 under the control of the game control unit 40, thereby communicating with the server device 12 or other game devices 10 via the network 18 in Fig. 1, etc. For example, the communication unit 43 acquires information relating to the game by communicating with the server device 12 under the operation of a game player.

[0029] The storage unit 44 stores a program 50 and game data 52. The program 50 causes the game device 10 to execute processing of the game played by the player. The game data 52 is data used in the processing of the game played by the player. The storage unit 44 may be realized by the storage device 21 in FIG. 2, or may be realized by a storage device communicatively connected by the communication unit 43.

[0030] The CPU 20 then forms a game control unit 40 under execution of the program 50, and controls the game of the game device 10 through the game control unit 40. The game control unit 40 controls the output device 24 through the output control unit 42, and provides the game to the player through the output device 24.

[0031] FIG. 5 is a diagram showing an example of a game image 100 formed by the game control unit 40. The game control unit 40 displays, for example, a game image 100 as shown in FIG. 5 on the display of the output device 24. The game in FIG. 5 is a so-called action game in which a player operates a player character set in the game to move the player character in the game image 100 and defeat a plurality of enemy characters in the game. The game also includes an element of a so-called role-playing game in which a main game field image 110 is displayed as the game image 100 and the player moves the player character arbitrarily on the map of the game field image 110. For example, the map and player character of the game field image 110 may be set in a three-dimensional virtual space in which the player character can move forward, backward, left, right, and up and down.

[0032] Specifically, the player advances the scenario of the game by controlling the actions of the player character on the game field image 110, moving on the map of the game field image 110, taking actions against enemy characters, and carrying out other events. Actions against enemy characters include attacks on enemy characters by the player character or a friend character, and avoidance or defense against attacks by enemy characters. Other events include conversations with non-player characters on the game field image 110, searching for set objects, and playing movies with images and sounds.

[0033] The game is configured so that the player can use or set items, which are objects for changing the state of the player character or other characters in the game field image 110, at his / her discretion. For example, setting includes equipping the player character with an item. The other characters include companion characters and enemy characters.

[0034] For example, an item may be an item that changes parameters consumed by attacks received by the player character from enemy characters or special abilities used by the player character. Also, an item may be an item that changes parameters for the player character's attack, evasion, defense, etc., or the so-called strength of the player character, when set to the player character. An item can be obtained by the player character and used or set by satisfying conditions set in the game. Examples of the set conditions include a reward for defeating an enemy character, purchase using virtual currency in the game, searching in the game field image 110, creating an item by combining another item, etc.

[0035] 5, the game may be configured such that, when the player character checks, uses, or sets an item owned by the player character, the game image 100 transitions from the game field image 110 to the item operation image 120. After the item is checked, used, or set, the game is of course configured to return from the item operation image 120 to the game field image 110.

[0036] For example, switching between the game field image 110 and the item operation image 120 may be performed by the player operating a button or the like set on the input device 23. Alternatively, switching between the game field image 110 and the item operation image 120 may be performed by the player character moving to a set location on the game field image 110. One example of a set location is a shop or workshop where items can be purchased, sold, strengthened, disassembled, etc. in the game.

[0037] Returning to Fig. 4, the game control unit 40 internally forms a main processing unit 60 that controls the progress of the main part of the game, and an item processing unit 70 that uses and sets items to assist the progress of the main part. For example, the main processing unit 60 displays a game field image 110 in Fig. 5 and has a game field control unit 61 that performs various controls in the game field image 110. Meanwhile, the item processing unit 70 displays an item operation image 120 in Fig. 5. Hereinafter, the game field image 110 is also referred to as an upper layer screen. The item operation image 120 is also referred to as a lower layer screen.

[0038] As shown in Fig. 5, the item operation image 120 has a plurality of modes set for performing different tasks with items owned by the player character. The plurality of modes include, for example, a selling mode for selling an item that is an object, a disassembly mode for disassembling an item to produce another item, and an enhancing mode for enhancing an item. The selling mode displays a selling image 121 on the item operation image 120, the disassembly mode displays a disassembly image 122 on the item operation image 120, and the enhancing mode displays an enhancing image 123 on the item operation image 120.

[0039] Furthermore, the item operation image 120 displays a status image 124, which displays the state of the player character when an item is used or set, or detailed information about the item, in a position adjacent to the selling image 121, the disassembling image 122, and the enhancing image 123. The status image 124 may be displayed in common in each mode, such as the selling mode, the disassembling mode, and the enhancing mode, or the display may change in each mode.

[0040] As shown in FIG. 4, the item processing unit 70 of the game control unit 40 is formed of a mode processing unit 71 that manages items in each mode and processes selections and tasks in each mode, and a selection retention processing unit 72 that temporarily retains the selection state of an item. The mode processing unit 71 performs a process of transitioning the selling image 121, the disassembly image 122, and the strengthening image 123 by the player operating a button or the like set on the input device 23. In addition, the game control unit 40 allows transition from the screen of the selling image 121, the disassembly image 122, and the strengthening image 123 to the game field image 110 even if the screen is displayed. In other words, in the game, multiple screens can be switched within the item operation image 120, which is a screen on the lower layer, and one of the multiple screens on the lower layer can be switched to the game field image 110, which is a screen on the upper layer.

[0041] 6 is a diagram illustrating an example of the selling image 121, the disassembled image 122, and the enhanced image 123 of the item operation image 120. As shown in FIG. 6, each of the screens of the selling image 121, the disassembled image 122, and the enhanced image 123 displays a list of one or more items owned by the player character. In other words, the item operation image 120 allows the user to select a screen of a different mode for a task to be executed on an item while displaying a list of items.

[0042] In the item operation image 120, the mode processing unit 71 displays at least one of a plurality of items on the screen of one mode in the image of the other mode, so that the same item can be handled in different modes. In particular, the mode processing unit 71 according to this embodiment displays the same items in a list in the same display format in each mode. For example, the list of items is displayed in the same display format by always displaying the total number of items without increasing or decreasing the number depending on the selected mode. However, the selling mode, disassembly mode, and strengthening mode each have a task associated with them, and the information on the display of items may be changed depending on the task.

[0043] For example, each of the screens of a selling image 121, a disassembled image 122, and an enhanced image 123 shown in Fig. 6 displays a plurality of items 1 to 5 owned by a player character lined up vertically on one screen. Each screen may be configured to be scrollable in the direction in which the items are lined up when the number of items does not fit on one screen.

[0044] Each of the multiple items has, for example, a frame 120b surrounding the name 120a of the item. Furthermore, each of the multiple items includes a pictogram 120c indicating the type and attribute of each item, a number 120d owned, and a display 120e related to the mode task. The display 120e related to the mode task is information on the result obtained when the task is executed, for example, the selling price of the item in the selling mode. In FIG. 6, since the selling price of the item is an important element, the same selling price is displayed in the decomposition mode and the strengthening mode. However, the display 120e related to the mode task may be appropriately displayed, such as displaying the item after decomposition according to the task of the decomposition mode, or displaying the item after strengthening according to the task of the strengthening mode. Alternatively, the item operation image 120 may display various information such as the ability of the item within the frame 120b as the display of each item.

[0045] Here, the selling mode managed by the mode processing unit 71 has a task of selling items owned by the player character. An item selected by the player's selection process in the selling mode is sold by the player's task processing operation and converted into virtual currency in the game. The current item that has been subjected to the task processing is no longer owned by the player character and is erased from the item operation image 120.

[0046] Furthermore, the disassembly mode managed by the mode processing unit 71 has a task of disassembling an item owned by the player character and changing it into another item. When an item selected by the player's selection process in the disassembly mode is disassembled by the player's operation of the task process, it changes into another item, and the current item is erased from the item operation image 120. For example, the other item is an item called a material for forming the current item.

[0047] The strengthening mode managed by the mode processing unit 71 has a task of strengthening an item owned by a player character by satisfying a set condition, such as increasing the parameters of the item itself or changing it into another item. For example, the set condition of the strengthening mode may be increasing the parameters of an ability set for the player character, or possessing another item to strengthen one item. The mode processing unit 71 allows the player to select only a single item for strengthening in this strengthening mode. Note that, in the right diagram of FIG. 6, the display of non-selected items other than the single item selected by the player is not changed, but image processing such as darkening the display of non-selected items may be performed to allow the player to visually recognize that other items are not selectable.

[0048] In each of the screens of the selling image 121, the disassembly image 122, and the strengthening image 123, the display according to the task may be, for example, darkened by image processing for items that cannot execute the task corresponding to the mode. In other words, by adding brightness to the items in the list, the player can be informed of the inability to select an item, its cost, etc. For example, in the disassembly image 122 in the center of FIG. 6, the item 5 that cannot be disassembled is shown by a dotted line to conveniently illustrate the state in which the display of the item 5 is darkened.

[0049] FIG. 6 illustrates an example in which all items owned by the player character are displayed together. However, the item operation image 120 may filter and display a plurality of items according to attributes assigned to each item. The attributes are not particularly limited, but may be classified into items for attacking enemy characters, items for defense against attacks from enemy characters, consumable items that disappear through use, and other items, as shown in FIG. 6. The item operation image 120 displays a classification display field 120f in the information displayed as a list of items, which allows the player to recognize the classification state of the items. It is preferable that the classification of items can be easily switched by the player operating a button or the like set on the input device 23.

[0050] Fig. 7 is a diagram illustrating the process of selling an item in the selling mode. Next, the procedure for selling an item in the selling mode, in other words, executing a task of the mode, will be described with reference to Fig. 7. The mode processing unit 71 executes a selection process for allowing the player to select one or more items displayed in a list in the selling image 121, and a task process for performing a task corresponding to the mode on the item selected after the selection process, under the player's operation.

[0051] For example, the left diagram in Fig. 7 illustrates a selling image 121 immediately after starting the selling mode. In this case, the selling image 121 is in a state where a plurality of types of items are simply displayed in a list. The player can select a plurality of items that he / she wishes to sell from the plurality of types of items displayed in the list.

[0052] When the player selects an item in the selling image 121, the game control unit 40 performs image processing that enables the player to distinguish between the item selected by the player and the item not selected by the player, as shown in the middle diagram of Fig. 7. For example, the image processing may change the hue, brightness, luminance, size, etc. of at least one of the name 120a, frame 120b, pictogram 120c, etc., indicating the item selected by the player. In this way, the game device 10 allows the player to easily recognize the item selected by the player.

[0053] When performing task processing corresponding to the mode for an item selected by the player, the mode processing unit 71 displays a confirmation window for the task processing as shown in the right diagram of Fig. 7, and performs the task processing under the operation of the player. For example, in the selling mode, a confirmation window for selling the item selected by the player is displayed, and the player is asked whether or not to sell the item, and the item is sold when the player operates to sell. The above selection processing and task processing make it possible to perform tasks that the player wants to perform for items in a single operation in the game, thereby improving the work efficiency of the game and the comfort of the player's operation.

[0054] As described above, the mode processing unit 71 allows the player to arbitrarily transition between the selling image 121, the disassembling image 122, and the strengthening image 123 of the item operation image 120. In other words, the item operation image 120 provides a large number of modes having selectable items and tasks such as selling, disassembling, and strengthening to be performed on the items. Also, information such as whether the tasks of each mode are possible and the cost required for the tasks differs depending on the item.

[0055] Here, in a conventional game, when a player selects an item in one mode and then transitions to another mode, the selection state of the item previously selected by the player in the one mode is released. This is because in the other mode, the player selects an item corresponding to the other mode. For example, in the selling mode, a plurality of items selected by the player as shown in the middle diagram of FIG. 7 are released from the selection state in the disassembly mode when the selling mode is switched to the disassembly mode. In this case, the player needs to reselect the item to be sold, for example, when returning to the selling mode. This causes a decrease in the convenience and work efficiency of the user in the game.

[0056] [Information processing method] Therefore, in this embodiment, the selection information selected by the player in one mode is temporarily stored inside the game device 10 by the selection storage processing unit 72. Then, when the mode is switched from one mode to another mode, the mode processing unit 71 displays the selection information selected and stored in the one mode on the screen of the other mode. In other words, the program 50 displays a list of items to allow the player to select multiple items, and is configured to be able to change the mode while maintaining the selected state. Hereinafter, the operation of the game device 10 and the program 50 will be described in detail with reference to the information processing method of FIG. 8. FIG. 8 is a flowchart showing the information processing method in the item operation image 120.

[0057] The mode processing unit 71 displays the item operation image 120 by receiving an operation of transitioning from the game field image 110 to the item operation image 120 under the player's operation in step S101 of Fig. 8. The item operation image 120 may display, for example, a selling image 121 of a selling mode for selling an item as a default screen when transitioning from the game field image 110. Alternatively, when the player character moves to a location set in the game field image 110, a mode of the item operation image 120 corresponding to that location may be displayed. For example, when the player character comes into contact with the location of a workshop set in the game field image 110, a disassembly image 122 of a disassembly mode may be displayed.

[0058] In step S102, the mode processing unit 71 determines whether or not an item has been selected on the screen of the mode displayed on the output device 24 based on the operation content of the player. That is, the mode processing unit 71 accepts the item selection process of the player. If an item has been selected (step S102: YES), the process proceeds to step S103. On the other hand, if an item has not been selected by the player or if the player has finished selecting an item and performed another operation (step S102: NO), the process proceeds to step S105.

[0059] In step S103, the mode processing unit 71 performs image processing on the item selected by the player, thereby identifiably displaying the selection state selected by the player in the list of items in the item operation image 120 (first procedure: first step).

[0060] Furthermore, in step S104, the selection retention processing unit 72 sets a flag in a register associated with the item selected by the player in the game device 10, thereby temporarily storing the item in the storage unit 44 as selection data 53. In other words, even if the mode is changed to another mode while an item is selected in one mode, the selection retention processing unit 72 stores the selection state of each item selected in one mode as selection data 53. Then, when step S104 ends, the game control unit 40 returns to step S102, and repeats the same process flow thereafter.

[0061] On the other hand, in step S105, the mode processing unit 71 determines whether or not an operation to execute a task process for an item selected by the player has been performed. For example, in the selling mode, it determines whether or not an operation to sell the selected item has been performed. If an operation to execute the task process has been performed (step S105: YES), the mode processing unit 71 proceeds to step S106, whereas if an operation to execute the task process has not been performed (step S105: NO), the mode processing unit 71 proceeds to step S107. Note that if no item has been selected, this step S105 may be skipped.

[0062] In step S106, the mode processing unit 71 executes a task process for the selected item and cancels the selection of the item for which the task process has been executed. For example, in the selling mode, the item is erased by executing a task process for selling the item. This also corresponds to canceling the selection of the item. If a player has a plurality of items of the same type, the player can specify the number of items to execute the task process. In this case, the selection state of the items for which the task process is not executed may be maintained or the selection state of the items may be canceled. For example, if there are five items and two items are sold, the selection retention processing unit 72 cancels the selection of two items while retaining the selection state of three items. This allows the mode screen to display the items with the selection state itself maintained. When step S106 ends, the mode processing unit 71 returns to step S102 and repeats the same processing flow.

[0063] In step S107, the mode processing unit 71 determines whether or not the player has performed a switching operation from one mode to another in the item operation image 120. For example, the mode processing unit 71 determines whether or not the player has performed a switching operation from the selling mode to the dismantling mode or the strengthening mode. If the mode switching operation has not been performed (step S107: NO), the mode processing unit 71 proceeds to step S108, and if the mode switching operation has been performed, the mode processing unit 71 proceeds to step S110.

[0064] In step S108, the mode processing unit 71 determines whether or not a switching operation from the item operation image 120 to the game field image 110 has been performed. If a switching operation from the item operation image 120 to the game field image 110 has been performed (step S108: YES), the process proceeds to step S109, where a transition from the item operation image 120 to the game field image 110 is performed in step S109. When switching from the item operation image 120 to the game field image 110, the mode processing unit 71 cancels the selection state selected in each mode and internally held. On the other hand, if a switching operation from the item operation image 120 to the game field image 110 has not been performed (step S108: NO), the process returns to step S102, and the same processing flow is repeated thereafter.

[0065] Also, when a mode switching operation is performed (step S107: YES), the mode processing unit 71 performs a transition to the other operated mode in step S110, and displays a screen of the item operation image 120 corresponding to the mode in conjunction with this transition (second procedure: second step). For example, when a switching operation is performed from the selling mode to the disassembly mode, the disassembly image 122 is displayed. However, by performing the above-mentioned step S104, the selection state of the item in one mode is stored in the storage unit 44 as the selection data 53 even when the mode is transitioned to another mode.

[0066] Even when the mode is changed to another mode, the mode processing unit 71 displays the selection state selected by the user in the first procedure in the other mode (third procedure: third step). This makes it possible to display the selection state of the items selected in the selling mode when, for example, the selling mode is switched to the disassembly mode and the disassembly image 122 is displayed. For example, if the user selects multiple ranges in the selling mode, but wants to perform a task in a different mode on the same group of objects, reselection is not required.

[0067] In step S111, the mode processing unit 71 monitors whether or not the player performs an operation to return to the one mode after switching to the selected mode. If the operation to return to the one mode has not been performed (step S111: NO), the mode processing unit 71 performs a process to continue the other current mode. On the other hand, if the operation to return to the one mode has been performed (step S111: YES), the mode processing unit 71 proceeds to step S112.

[0068] In step S112, the mode processing unit 71 performs a transition from another mode to the one mode, and accordingly switches the screen to the item operation image 120 corresponding to the mode (third procedure: third step). For example, when a switching operation is performed from the disassembly mode back to the selling mode, the selling image 121 is displayed. At this time, the mode processing unit 71 reads out the selection data 53 of the item previously selected in the one mode in the storage unit 44, and displays the multiple items described in the selection data 53 as the previously selected items. That is, the selling image 121 is displayed while maintaining the selection state selected by the player in the first procedure. This eliminates the need for the player to select an item again in the one mode, and allows the player to smoothly execute the task corresponding to the one mode. After step S112, the mode processing unit 71 returns to step S102, and repeats the same processing flow below.

[0069] Next, the display form of each screen when the process of the flowchart in Fig. 8 is performed between one mode, which is the selling mode, and another mode, which is the disassembly mode, will be described with reference to Fig. 9. Fig. 9 is a diagram showing an example of switching from the selling mode to the disassembly mode and then returning to the selling mode.

[0070] The left diagram in Fig. 9 shows a state after the player has selected multiple items to be sold in the selling image 121 in the selling mode, and before executing the task processing. It is assumed that the player has transitioned from the selling mode to the disassembly mode in this selection processing state. At this time, the selection state of the items selected by the player in the selling image 121 in the selling mode is held as selection data 53 by the storage unit 44.

[0071] The center diagram in FIG. 9 shows the disassembly image 122 immediately after switching from the selling mode to the disassembly mode. Immediately after switching from the selling mode to the disassembly mode, a list of multiple items in the disassembly mode is displayed. At this time, if the selection state of the item in the selling mode is maintained, it becomes possible to disassemble the item for sale, so when the mode is changed, the selection state of the item is cancelled. As described above, in the disassembly mode, item 5, which is an object that cannot be disassembled, is displayed in an unselectable state in the disassembly image 122.

[0072] 9 shows a state in which the player has selected multiple items to be disassembled in the disassembly image 122 in the disassembly mode, but has not yet executed a task process. In the disassembly image 122, an item different from the item selected in the selling mode may be selected by the player's selection process.

[0073] Here, when the player returns from the disassembly mode to the selling mode, the screen can be switched from the right diagram of Fig. 9 to the left diagram of Fig. 9. At this time, the mode processing unit 71 reads the selection data 53 of the storage unit 44 and recognizes whether a flag for each item is set, thereby reading the internal selection information of the selling mode. This makes it possible to switch from the disassembly image 122 in which an item is selected in the disassembly mode to the selling image 121 in which an item is selected in the previous selling mode.

[0074] By displaying the selling image 121 with the previous selection state maintained, the player can easily recognize the item selected in the selling image 121 last time, and does not need to select the item again. When returning from the disassembly mode to the selling mode, the selection retention processing unit 72 also internally retains the selection information selected in the disassembly image 122 in the disassembly mode. This allows the screen to transition between the left diagram in FIG. 9 and the right diagram in FIG. 9, which display the selected item, when switching between the selling mode after the selection process and the disassembly mode after the selection process, for example.

[0075] As described above, the program 50, the game device 10, and the information processing method prepare a flag for the player's selection for each item owned by the player character, and maintain the selected state of one mode even when the mode is changed to another mode. This makes it unnecessary to reselect the item even if the player selects multiple items but wants to perform a task of a different mode by returning the mode, since the selected state is maintained. Therefore, the player can easily switch between the modes for the items.

[0076] In addition, when the mode is changed while a plurality of items are selected, if an item that cannot perform the mode task is included, the program 50 holds the internal selection state, so that the selection state continues even when the original mode is later returned to. For example, even if the item 5 becomes unselected in the disassembly mode by switching from the selling mode to the disassembly mode, when the mode is returned to the selling mode, the item 5 can be automatically selected (see FIG. 9). That is, when holding the internal selection state of the game device 10, the program 50 defines the selection state in the current mode, excluding items that cannot perform the mode task. As a result, if only the selection state in the current mode is applied, items that cannot perform the mode task will not be processed. In addition, even if the mode is returned to the original mode, the items selected in the previous mode will not increase or decrease. Therefore, the player can switch modes more easily.

[0077] FIG. 10 is a diagram showing an example of returning to the selling mode after switching from the selling mode to the disassembly mode according to the modified example. When the mode processing unit 71 transitions to another mode in the state of the selection process of one mode shown in the left diagram of FIG. 10, the mode processing unit 71 maintains and displays the selection state of one mode in the other mode as shown in the middle diagram of FIG. 10 using the selection data 53 stored by the storage unit 44. For example, when switching from the selling mode to the disassembly mode, the selection state of the items in the selling mode is reflected in the disassembly mode. However, if there is an item for which a task cannot be executed in the other mode, it may be displayed in an unselectable state. This allows the player to select the other mode, the disassembly mode, as shown in the right diagram of FIG. 10, while recognizing the selection state of the selling mode, which is one mode.

[0078] In this example, when returning from the disassembly mode, which is another mode, to the selling mode, which is the first mode, the previous selection state of the selling mode may be displayed, or the selection information selected by the player in the disassembly mode may be maintained. By displaying the previous selection state of the first mode, the player can easily switch between the modes for the items without having to reselect the items in the first mode. Alternatively, by displaying the selection state of the other mode, the player can switch the selection state of the other mode to the first mode and perform a task.

[0079] Fig. 11 is a diagram showing switching between a mode in which multiple items can be selected and a mode in which only one item can be selected. As shown in Fig. 11, even when switching to another mode in which multiple items cannot be selected, program 50 allows a single item to be selected in one mode while retaining the internal selection state selected in the other mode.

[0080] For example, there are games in which it is more efficient to perform tasks collectively for multiple items, such as in the selling mode and disassembly mode, and games in which it is more efficient to perform tasks for a single item, such as in the strengthening mode. When performing a task to strengthen an item in the strengthening mode, the required cost changes, such as consuming another item. If there are multiple items that can be sold in the selling mode and strengthened in the strengthening mode, the player may end up strengthening multiple items unintended by the player collectively, consuming a large amount of another item.

[0081] For this reason, when the program 50, the game device 10, and the information processing method are in a mode in which multiple selections cannot be made, the internal selection state is maintained and the selection state in the current mode is cancelled. This allows the program 50 to naturally execute a screen transition in which multiple items can be selected in a mode in which a task can be performed collectively on items, and a single item can be selected in a mode in which a task can be performed on a single item. In addition, even if the mode is returned from the strengthening mode in which a single item is selected to the selling mode in which multiple items are selected, the number of items selected in the selling mode does not increase or decrease. Therefore, the program 50, the game device 10, and the information processing method can further increase the comfort of the player.

[0082] Fig. 12 is a diagram showing a selection state when returning to one mode after performing a task for an item selected in another mode. As shown in Fig. 12, assume that after selecting multiple items in one mode, the mode is changed to another mode, and task processing is performed on the selected items excluding those for which a task cannot be executed in the other mode. The program 50, the game device 10, and the information processing method may cancel the selection state in one mode for items that have disappeared due to task processing in the other mode, while continuing to hold the selection state for the remaining items.

[0083] For example, the left diagram in FIG. 12 shows a state in which a player has selected multiple items in a selling image 121 in selling mode. As an example, in selling mode, items 1, 3, and 4 are selected. Also, the center diagram in FIG. 12 shows a state in which a player has selected multiple items in disassembling mode. As an example, in disassembling mode, items 1 and 4 are selected.

[0084] The player can disassemble the item by performing a task process to disassemble the item after the item selection process in the disassembly mode (see also items 1a, 1b, and 4a in the right diagram of FIG. 12). When the game control unit 40 returns to the selling mode with the items 1 and 4 disassembled, the display shows that the selection state of item 3 selected in the previous mode is maintained, as shown in the right diagram of FIG. 12. This allows the player to perform a task of another mode on the remaining items in the game. For example, the player can easily perform an operation such as disassembling all items that the player character desires to disassemble among a plurality of items owned by the player character, and then selling all items that the player desires to sell.

[0085] In addition, in FIG. 12, an example is shown in which the selected state of an item that has changed by performing a task process in another mode is cancelled, but the game control unit 40 may perform a process of maintaining the selected state of an item that has changed by performing a task process in another mode. For example, in the middle diagram of FIG. 12, when an item 1 selected in the selling mode is decomposed in the disassembly mode into items 1a and 1b, the previous selection state in the selling mode may be maintained for the items 1a and 1b. This makes it possible to easily perform an operation such as disassembling the item 1 and then selling the items 1a and 1b after disassembly, for multiple items owned by the player character.

[0086] As described above, the program 50, the game device 10, and the information processing method are configured to internally hold the selection state of an item in one mode. This allows the selection state of an item in one mode to be smoothly displayed when switching to another mode. Furthermore, the program 50 can always maintain the selection state in the same mode by setting a flag for each item in the selection. For example, the program 50 can maintain the selection state of an item even if a filtering process that changes the classification of the items displayed in a list by operating a tab or a sorting process that changes the order of the items is performed.

[0087] The program 50, the information processing device, and the information processing method disclosed herein are not limited to the above-described embodiment, and may take various modified forms. For example, the types and number of modes set in the game device 10 by the program 50 are not particularly limited, and may be freely designed.

[0088] In the above embodiment, the case where the mode is switched from the selling mode to the disassembly mode or the strengthening mode, and then the mode is immediately returned to the selling mode has been described. However, the program 50, the information processing device, and the information processing method may switch from the selling mode to the disassembly mode, and then switch from the disassembly mode to the strengthening mode, which is another mode, and then return to the selling mode. Even in this case, the selling mode can display the previous selection state in the selling image 121. In other words, the program 50, the information processing device, and the information processing method can appropriately display the selection state corresponding to the mode when it is switched to by internally holding the selection state of the player for each of the multiple modes.

[0089] Furthermore, the program 50 according to the embodiment is configured to temporarily hold the selected state when multiple modes are switched in the item operation image 120 in the lower layer, and to cancel the selected state when switching to the game field image 110 in the upper layer. Without being limited to this, the game device 10 may hold the selected state even when transitioning from the item operation image 120 in the lower layer to the game field image 110 in the upper layer, and display the previously selected item when returning to the item operation image 120. In other words, the game device 10 may not only hold the selected state when the mode is changed in the same layer, but also when the mode is changed in a different layer.

[0090] Also, for example, in a game in which a player character's item is taken out and stored in a set location, the selected state may be maintained even when the player selects an item in one mode that the player owns, switches to a stored item, and then returns to the one mode. In this way, even if a list of items in one mode is displayed and selected, and then a list of other items in another mode is displayed and selected, the maintained selected state can be displayed when the player returns to the one mode. This allows the program 50 to further improve the comfort of the player's operation even when lists of different items are displayed.

[0091] Furthermore, although the program 50 according to the embodiment is configured to provide an action role-playing game to the game device 10, it may also provide other types of games. For example, even in a simulation game or the like, if there is a mode in which a plurality of objects are selected, by maintaining a selected state in which a plurality of objects are selected in one mode, the selected state can be displayed when returning from another mode to the one mode.

[0092] [Technical idea and effects of the present disclosure] The technical ideas and effects of the present disclosure explained in the above embodiments will be described below.

[0093] In a first aspect of the present disclosure, a program 50 is provided that causes an information processing device to execute a first step of displaying an image of one mode on an output device 24, allowing a user to arbitrarily select an object related to a task of the one mode from among a plurality of objects in the one mode, and identifiably displaying the selection state selected by the user, a second step of displaying an image of the other mode on the output device 24 upon transition from one mode to a different other mode, and a third step of displaying in the other mode the selection state selected by the user in the first step when transitioning to the other mode.

[0094] According to the above, even when switching between one mode for selecting an object and another mode, the program 50 can appropriately maintain the selection state in one mode. This makes it possible for the program 50 to eliminate the need to reselect an object even when transitioning from one mode to another mode. For example, when providing a game, the program 50 can improve the convenience of the user, who is the player, compared to when the selection state is released.

[0095] Also, at least some of the objects in one mode overlap with at least some of the objects in the other mode. This causes the program 50 to display at least one of the same objects in one mode and another mode. In modes having such objects, the object selected by the user is different for each mode, and the user is likely to forget the contents of the selection. However, by retaining the selection state as described above, such inconvenience can be avoided.

[0096] In addition, all objects in one mode overlap with all objects in another mode. This allows program 50 to prevent forgetting of selected contents by retaining the selected contents even when the displayed objects in the modes are the same but the selected objects are different.

[0097] Moreover, one mode displays objects that are not related to the tasks of that one mode in an unselectable manner, and another mode displays objects that are not related to the tasks of that other mode in an unselectable manner, thereby enabling the program 50 to avoid the inconvenience of having the user select objects that are not related to the tasks of each mode.

[0098] In addition, when an object in one mode is selected in the first procedure, and an unselectable object occurs in another mode in the second procedure, and then the mode is transitioned to the one mode, the display maintains the selection state selected by the user in the first procedure regardless of the unselectable object. This allows the program 50 to properly display the content selected in the one mode, even if there is an unselectable object in the other mode.

[0099] In addition, the one mode or the other mode allows the user to select only a single object, and when a plurality of objects in the one mode are selected in the first procedure, and then a single object is selected in the other mode in the second procedure and then transition is made to the one mode, the display in the one mode maintains the selection state selected by the user in the first procedure. In this way, even when only a single object is selected in the other mode, the selection state in the one mode can be maintained satisfactorily.

[0100] The information processing device also functions as a mode processing unit 71 that performs a selection process for identifiably displaying a selection state selected by the user in one mode or another mode, and a task process for changing or erasing and displaying the selection state selected by the user when an operation for executing a task of one mode or another mode is performed by the user, and a selection retention processing unit 72 that retains the selection state selected by the user in the selection process before the task process. This allows the program 50 to internally retain an object after the selection process and before the task process.

[0101] Furthermore, when a task process is executed in another mode, the selection retention processing unit 72 cancels the selection of the selected state selected by the user of the one mode in which the task process is executed, while continuing to retain the selection of the selected state selected by the user of the one mode in which the task process is not executed. This allows the program 50 to create a state that is easy for the user to operate, such as performing task processing in one mode after performing task processing in another mode.

[0102] The mode processing unit 71 can execute a filtering process for displaying a plurality of objects corresponding to a classification selected by the user in one mode, or a sorting process for displaying a plurality of objects in a different order, and the selection retention processing unit 72 continues to retain the selection state selected by the user in one mode even after a filtering process or a sorting process is performed. This allows the program 50 to maintain the user's selection state even after a filtering process or a sorting process is performed, thereby making it easier for the user to make a selection.

[0103] In other words, the above embodiment is such that the CPU 20 accepts a user operation to change the selection state of an object in each of a plurality of modes in which a predetermined process is performed on a selected object, and when transitioning from one mode to another mode, causes the information processing unit to execute a process to change the selection state of the object in the other mode to the selection state of the object in the one mode.

[0104] Furthermore, the program 50 is executed by the information processing device to provide a game to the user via the output device 24. In this way, the program 50 can improve the user's convenience in the game.

[0105] Furthermore, the program 50 displays on the output device 24 a game field image 110 that moves a player character operated by a user via the input device 23 in the game, and the image of one mode and the image of another mode are set to be transitionable from the game field image 110 and to be on a different layer from the game field image 110. This allows the program 50 to maintain the selection state of an object when switching between the one mode and the other mode, which are on different layers.

[0106] Moreover, the object of one mode and the object of another mode are items that can be used or set by the user at the player character's discretion. This allows the program 50 to easily use or set items that are multiple objects in the game.

[0107] Moreover, the information processing device according to the second aspect of the present disclosure has a control unit (game control unit 40) capable of executing a first procedure of displaying an image of one mode on the output device 24, allowing the user to arbitrarily select an object related to a task of the one mode from among a plurality of objects in the one mode, and identifiably displaying the selection state selected by the user, a second procedure of displaying an image of the other mode on the output device 24 in conjunction with a transition from one mode to a different other mode, and a third procedure of displaying, when transitioning to the other mode, maintaining the selection state selected by the user in the first procedure in the other mode. Even in this case, the information processing device can improve user convenience by appropriately maintaining the selection state in the mode in which an object is selected.

[0108] Furthermore, an information processing method according to a third aspect of the present disclosure includes a first step of displaying an image of one mode on an output device, allowing a user to arbitrarily select an object related to a task of the one mode from among a plurality of objects in the one mode, and identifiably displaying a selection state selected by the user, a second step of displaying an image of the other mode on the output device 24 in conjunction with a transition from one mode to a different other mode, and a third step of displaying, when transitioning to the other mode, a state of selection selected by the user in the first step in the other mode. Even in this case, the information processing method can improve user convenience by appropriately maintaining the selection state in the mode in which an object is selected.

[0109] The program 50, information processing device, and information processing method according to the presently disclosed embodiments are illustrative and not restrictive in all respects. The embodiments can be modified and improved in various forms without departing from the scope and spirit of the appended claims. The matters described in the above embodiments can be configured in other ways without any contradiction, and can be combined without any contradiction. For example, the program 50, information processing device, and information processing method can be applied to various technologies having information processing functions, not limited to games, by making appropriate modifications. [Explanation of symbols]

[0110] 10 Gaming Devices 23 Input Devices 24 Output Devices 40 Game control unit 50 Programs 71 Mode Processing Section 72 Selection and retention processing unit 110 Game Field Images 120 Item Operation Images 121 Selling Images 122 decomposition images 123 Enhanced Image

Claims

1. In the information processing device, a first step of displaying an image of one mode on an output device, allowing a user to arbitrarily select an object related to a task of the one mode from among a plurality of objects in the one mode, and identifiably displaying a selection state selected by the user; a second step of displaying an image of the other mode on the output device in response to a transition from the one mode to the other mode; a third step of displaying, when the display mode is changed to the other mode, a selection state selected by the user in the first step being maintained in the other mode; program.

2. At least some of the objects in the one mode overlap with at least some of the objects in the other mode. The program according to claim 1.

3. All objects in the one mode overlap with all objects in the other mode. The program according to claim 2.

4. the one mode displays an object not related to a task of the one mode in an unselectable manner, and the other mode displays an object not related to a task of the other mode in an unselectable manner; The program according to claim 2.

5. When a transition is made to the one mode after an unselectable object occurs in the other mode in the second procedure while an object in the one mode is selected in the first procedure, a display is made in the one mode that maintains the selection state selected by the user in the first procedure regardless of the unselectable object. The program according to claim 4.

6. the one mode or the other mode allows the user to select only a single object; when the plurality of objects in the one mode are selected in the first procedure, and then the single object is selected in the other mode in the second procedure and transition is made to the one mode, a display is made in the one mode that maintains the selection state selected by the user in the first procedure. The program according to claim 4.

7. a mode processing unit that performs a selection process for identifiably displaying a selection state selected by the user in the one mode or the other mode, and a task process for changing or erasing and displaying the selection state selected by the user when an operation for executing a task of the one mode or a task of the other mode is performed by the user; and causing the information processing device to function as a selection holding processing unit that holds a selection state selected by the user in the selection processing prior to the task processing. The program according to any one of claims 1 to 6.

8. the selection retention processing unit, when executing the task processing in the other mode, cancels a selection state selected by the user in the one mode in which the task processing is executed, while continuing to retain a selection of a selection state selected by the user in the one mode in which the task processing is not executed. The program according to claim 7.

9. the mode processing unit is capable of executing a filtering process of displaying the plurality of objects corresponding to a classification selected by the user in the one mode, or a sorting process of changing an order of the plurality of objects and displaying them; the selection retention processing unit continues to retain the selection state selected by the user in the one mode even after the filtering process or the sorting process is performed; The program according to claim 7.

10. the program is executed by the information processing device to provide a game to the user via the output device; The program according to any one of claims 1 to 6.

11. the program displays, on the output device, a game field image for moving a player character operated by the user via an input device in the game; the image of the one mode and the image of the other mode are transitionable from the game field image and are set in a different layer from the game field image; The program according to claim 10.

12. The object of the one mode and the object of the other mode are items that can be arbitrarily used or set by the user on the player character. The program according to claim 11.

13. a first step of displaying an image of one mode on an output device, allowing a user to arbitrarily select an object related to a task of the one mode from among a plurality of objects in the one mode, and identifiably displaying a selection state selected by the user; a second step of displaying an image of the other mode on the output device in response to a transition from the one mode to the other mode; a control unit capable of executing a third procedure of, when transitioning to the other mode, maintaining a selection state selected by the user in the first procedure in the other mode; Information processing device.

14. a first step of displaying an image of one mode on an output device, allowing a user to arbitrarily select an object related to a task of the one mode from among a plurality of objects in the one mode, and identifiably displaying a selection state selected by the user; a second step of displaying an image of the other mode on the output device in response to a transition from the one mode to the other mode; and a third step of, when transitioning to the other mode, displaying in the other mode while maintaining the selection state selected by the user in the first step. Information processing methods.

Citation Information

Patent Citations

  • JP2022‐132439A