Program and information processing system
By integrating a dynamic map image system with changing icon display modes based on game operations, the system enhances user engagement and information access within game interfaces.
Patent Information
- Application Number
- JP2023164908
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-27
- Publication Date
- 2025-04-08
- Estimated Expiration
- 2043-09-27
AI Technical Summary
Existing game technologies do not effectively utilize map images in game interfaces, limiting user engagement and information access.
A program and information processing system that display a map image of the game area on the play screen, with a first icon indicating the user's operation target, and dynamically change the display mode of the icon based on the game's operational situation.
Enhances user interaction by providing real-time updates on game status and character positions through the map image, making the map image more effective and informative.
Smart Images

Figure 2025055559000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program and an information processing system. [Background technology]
[0002] Conventionally, a technology has been developed for displaying a map image of an area in which a user or a character operated by a user exists on a screen of a game device. For example, Patent Document 1 discloses a game device capable of displaying a map including a plurality of areas on a screen, which manages ranking information showing a ranking of game scores for each area, and displays an icon corresponding to the ranking information of a selected area on the map. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2013-111190 A Summary of the Invention [Problem to be solved by the invention]
[0004] The purpose is to make more effective use of displayed map images. [Means for solving the problem]
[0005] A program according to an embodiment of the present disclosure includes: On the computer, Display the play screen of the game that the user is playing, displaying a map image showing a game area on the play screen; displaying a first icon indicating an operation target of the user on the map image; The display mode of the first icon on the map image is changed according to a play status of the game of the subject operated by the user.
[0006] An information processing system according to an embodiment of the present disclosure includes: An information processing system including one or more information processing devices, Display the play screen of the game that the user is playing, Displaying a map image showing a game area on the play screen; displaying a first icon indicating an operation target of the user on the map image; The display mode of the first icon on the map image is changed according to a play status of the game of the subject operated by the user. Effect of the Invention
[0007] According to the present disclosure, the displayed map image can be utilized more effectively. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating a configuration of an information processing system according to an embodiment of the present disclosure. [Diagram 2] FIG. 2 is a block diagram showing a configuration of a server according to an embodiment of the present disclosure. [Diagram 3] FIG. 3 is a diagram showing an example of a play screen displayed in the display area of the terminal shown in FIG. [Figure 4] FIG. 4 is a diagram showing another example of the play screen displayed in the display area of the terminal shown in FIG. [Diagram 5] FIG. 5 is a diagram for explaining a change in the display mode of the icon on the map image by the map display processing unit shown in FIG. [Figure 6] FIG. 6 is a flowchart for explaining the flow of operations performed by the server shown in FIG. 2 when changing the display mode of a character icon in a map image. [Figure 7] FIG. 7 is a diagram showing an example of types of icons displayed on a map image by the map display processing unit shown in FIG. [Figure 8]FIG. 8 is a diagram showing another example of the play screen displayed in the display area of the terminal shown in FIG. [Figure 9] FIG. 9 is a diagram showing a modification of the first range of influence and the second range of influence shown in FIG. [Figure 10] FIG. 10 is a diagram showing an example of a state in which the first range of influence and the second range of influence are displayed on a map image on the play screen shown in FIG. [Figure 11] FIG. 11 is a diagram showing another example of the play screen displayed in the display area of the terminal shown in FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of this technical concept will be described in detail with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed description thereof will not be repeated.
[0010] [Information processing system configuration] Fig. 1 is a diagram showing a configuration of an information processing system 1 according to an embodiment of the present disclosure. As shown in Fig. 1, the information processing system 1 includes a plurality of terminals 10 used by a plurality of users, and a server (computer) 20, and these devices are connected to each other via a network 13 so as to be able to communicate with each other.
[0011] The terminal 10 is a smartphone, a phablet, a tablet, or the like. The terminal 10 may be a portable terminal, a wearable device worn on the body, or a stationary terminal such as a PC (Personal Computer) or a game console. When the terminal 10 is operated by a user, data related to the game is transmitted and received between the server 20 and the terminal 10. This allows the user to play the game.
[0012] The server 20 manages various data related to the game of each user playing the game, and transmits images, sounds, text, and other data to the terminal 10 according to the progress of each user's game. In addition, the server 20 can provide each user with an environment for playing the game in multiplay by, for example, identifying multiple users participating in a multiplay and communicating with each user's terminal 10.
[0013] [Server configuration] 2 is a block diagram showing a configuration of the server 20 according to an embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit 22, a storage unit 23, and a memory 24.
[0014] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when the control unit 22 generates screen data for a game play screen, the communication unit 21 receives the screen data from the control unit 22 and transmits it to the terminal 10. Furthermore, when the communication unit 21 receives operation information indicating the content of a user's operation on the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.
[0015] The storage unit 23 includes a storage device such as a hard disk drive (HDD) or a flash memory, etc. Specifically, the storage unit 23 stores a program 41, game information 42, user information 43, etc.
[0016] The program 41 is a program for executing various processes by the server 20. The game information 42 includes information used to generate a play screen, information used to generate various objects included in the play screen, and the like.
[0017] The user information 43 includes information about users who play the game. Specifically, the user information 43 includes identification information of each terminal 10, identification information of each user, and other information.
[0018] The memory 24 includes a storage device such as a Read Only Memory (ROM) or a Random Access Memory (RAM). The memory 24 temporarily stores various data generated in accordance with the operation of the control unit 22. For example, the memory 24 stores game medium information related to various game media of users, such as characters operated by users, items equipped to the characters, and virtual currencies owned by each user.
[0019] The control unit 22 is a processor including, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The control unit 22 operates according to a program 41 to function as a game progression unit 31 and a map display processing unit 32.
[0020] The game progression unit 31 performs various processes related to the progress of the game based on operation information of the terminal 10 received via the communication unit 21. For example, the game progression unit 31 performs the movement of a character operated by a user, the progress of events in the game, the generation and control of objects such as other characters and buildings that appear in the game, and the generation of screen data for the play screen.
[0021] The map display processing unit 32 generates a map image showing the game area of the game being played by the user. The map image generated by the map display processing unit 32 is transmitted to the user's terminal 10 via the communication unit 21 together with screen data of the play screen generated by the game progression unit 31.
[0022] [Program operation example] (Game Overview) 1 provides, as an example, a competitive game in which multiple users can participate simultaneously and compete to capture specific items. Specifically, the game provided by the information processing system 1 is a team-based game in which multiple characters operated by multiple users form a single team and compete to see who can hold the most specific items (hereinafter referred to as "target items") within a given time period.
[0023] Characters can use items and abilities that they possess to affect other characters, such as by inflicting attack damage on characters on the enemy team or by recovering the physical strength parameters of characters on their team.
[0024] When a character receives attack damage, its strength parameter decreases, and when its strength parameter reaches zero, the character is eliminated from a battle, for example, a battle to see who can hold the most target items. When a character is eliminated from a battle, some or all of the target items held by the character disappear or are placed in the location where the character was located immediately before the character was eliminated.
[0025] Each character on a team that wins a battle may be given a reward, which may be, for example, a game medium such as experience points, points, an item, or coins.
[0026] Fig. 3 is a diagram showing an example of a play screen 61 displayed in the display area 51 of the terminal 10 shown in Fig. 1. When a user plays a game using the terminal 10, the play screen 61 as shown in Fig. 3 is displayed in the display area 51 of the terminal 10.
[0027] The play screen 61 includes a user character (operation target) 62 operated by the user. In addition, a map image 63 of the game area in which the user character 62 is located, and an operator 64 for moving the user character 62 are superimposed on the play screen 61.
[0028] The operator 64 is a virtual controller for receiving input of a movement operation for moving the user character 62. The user can move the user character 62 in the direction of dragging by dragging the circular portion in the center of the operator 64. The operator 64 shown in Fig. 3 is one example, and other shapes and input modes may be adopted.
[0029] The map image 63 is displayed in a position where the user's hand will not overlap when the user operates the controller 64. In the example shown in Figure 3, the controller 64 is displayed in the lower left area of the play screen 61, and the map image 63 is displayed in the upper left area of the play screen 61.
[0030] Additionally, icons (first icons) 71 indicating characters present in the game area are displayed in the map image 63. The icons 71 include an icon 71A indicating a user character 62 operated by the user, and an icon 71B of a character operated by another user. By looking at the icon 71 displayed in the map image 63, the user can confirm the positional relationship between the user character 62 and other characters in the game area.
[0031] Each icon 71 includes information indicating the movement direction of the corresponding character. Specifically, as shown in FIG. 3, each icon 71 has a shape tapered toward the movement direction of the corresponding character. Therefore, the user can confirm the movement direction of each character including the user character 62 by looking at the icon 71 displayed on the map image 63. Note that the shape of the icon 71 is not limited to the shape shown in FIG. 3, and may be a rectangle, a circle, or the like.
[0032] (Map image) (a) Enlarged view The scale of the map image 63 can be changed in two stages, for example, an enlarged display and a reduced display. For example, when the user performs an operation on the terminal 10 to select the map image 63, the scale of the map image 63 is switched between the enlarged display and the reduced display.
[0033] 3 shows a state in which the map image 63 is enlarged. When the map image 63 is enlarged, an icon 71A representing the user character 62 is displayed in the center of the map image 63.
[0034] Furthermore, when the map image 63 is enlarged, the scale of the map image 63 is adjusted so that, for example, the same area as the enemy search range of the user character 62 is displayed in the map image 63. Therefore, the user can check the positions of other characters in the enemy search range of the user character 62 by looking at the enlarged map image 63.
[0035] (b) Reduced display Fig. 4 is a diagram showing another example of the play screen 61 displayed in the display area 51 of the terminal 10 shown in Fig. 1. Fig. 4 shows a state in which a map image 63 is displayed in a reduced size.
[0036] The display position of the reduced map image 63 is the same as the display position of the enlarged map image 63 shown in Fig. 3. Also, in the reduced map image 63, an icon 71A indicating the user character 62 and an icon 71B of another character are displayed, similarly to the enlarged map image 63 shown in Fig. 3.
[0037] When the map image 63 is displayed in a reduced state, for example, the scale of the map image 63 is adjusted so that the entire game area is displayed in the map image 63. Therefore, in the reduced map image 63, the center of the game area is located at the center of the map image 63. Note that the center of the reduced map image 63 is not limited to the center of the game area.
[0038] In this way, the reduced map image 63 displays the entire game area, so that by looking at the map image 63, the user can grasp the terrain of the game area and the relative positions of multiple characters, including the user character 62, throughout the entire game area.
[0039] The map image 63 also includes information indicating the enemy search range of the user character 62. Specifically, in the map image 63, an enemy search range mark 77 indicating the enemy search range of the user character 62 is displayed around the icon 71A indicating the user character 62. This allows the user to check the enemy search range of the user character 62 by looking at the map image 63.
[0040] The scale of the map image 63 is not limited to being changeable in two stages, that is, enlarged display and reduced display, but may be changeable in three or more stages.
[0041] [Map Image Details] (Changes in the display mode of the icon showing the character) (a) Overview Referring again to FIG. 2, the map display processing unit 32 in the server 20 changes the display mode of the icon 71A on the map image 63 according to the play status of the user character 62 in the game.
[0042] Fig. 5 is a diagram for explaining a change in the display mode of the icon 71A in the map image 63 by the map display processing unit 32 shown in Fig. 2. Here, as an example, it is assumed that an enlarged map image 63 as shown on the left side of Fig. 5 is displayed on the terminal 10 during a battle in which each team competes for the number of target items.
[0043] For example, assume that the user character 62 satisfies the first condition that the number of target items owned is equal to or greater than a predetermined number, and also satisfies the second condition that the user character 62 is the character in the team that owns the largest number of target items. In this case, as shown on the right side of Fig. 5, the display mode of the icon 71A representing the user character 62 changes in the map image 63. In the example shown in Fig. 5, the icon 71A changes from a tapered shape like the tip of an arrow to a crown shape.
[0044] Not only for the user character 62, but also when a character other than the user character 62 satisfies the above-mentioned first and second conditions, the display mode of the icon 71B representing that character changes in the same manner.
[0045] When there are multiple characters that satisfy the first and second conditions, the display manner of the multiple icons 71 representing these multiple characters in the map image 63 may change.
[0046] Furthermore, when the vitality parameters of a character that satisfies the first and second conditions become zero and the character drops out of the battle, the icon 71 representing the character disappears from the map image 63. In this case, for example, when another character that belongs to the team to which the character belonged satisfies the first and second conditions, the display mode of the icon 71 representing the other character changes.
[0047] In this way, the display state of the icon 71 changes in response to the play status of the character in the game in real time or at a predetermined interval, allowing the user to grasp the current play status of the user character 62 operated by the user and characters operated by other users in the game by looking at the map image 63.
[0048] In particular, some users play the game while mainly directing their gaze to the map image 63 in order to grasp the positions of objects such as characters that are not displayed on the play screen 61 and the topography of the game area. For such users, the map image 63 can be used even more effectively since it allows them to grasp the current play status of each character.
[0049] Note that the multiple characters present in the game area may be characters operated by different users, or may be characters operated by the same user.
[0050] (b) Modifications The display mode of the icon 71 representing the character in the map image 63 may change not only when the character in the game area satisfies both the above-mentioned first condition and second condition, but also when the character satisfies either the first condition or the second condition. Also, the display mode of the icon 71 representing the character in the map image 63 may change not only when the character that satisfies the first condition and the second condition has dropped out of the battle, but also when the character no longer satisfies at least one of the first condition and the second condition.
[0051] In addition, the display mode of the icon representing the character may change according to a play situation other than the number of possessed target items. For example, the display mode of the icon 71 representing the character may change according to the character's battle record during game play, status in the game, or equipped items. The battle record of the character includes the number of enemy characters shot down, a score according to the attack damage inflicted on the enemy character, and the like. In addition, the status of the character includes whether the character is in a poisoned state, whether the character is in a state where a special technique can be performed, and the like.
[0052] In addition, the display mode of the character icons in the map image 63 is not limited to being changed in common on the terminals 10 of all users participating in the same battle. For example, the display mode of the character icons in the map image 63 may be changed only on the terminals 10 of some of the users participating in the battle.
[0053] Specifically, when the user character 62 defeats an enemy character, the icon of the defeated enemy character may change to a skull mark or the like only on the terminal 10 of the user who operates the user character 62. Also, for example, when a character becomes poisoned, the icon of the character may change to a display mode corresponding to the poisoned state only on the terminals 10 of the users who belong to the team of the character, and display may be performed taking into consideration the relationship between the characters.
[0054] In this way, the display mode of the icon 71 representing the character in the map image 63 changes according to the character's battle record and status during game play, allowing the user to check the battle record and status of each character by looking at the map image 63. In particular, for a user who plays the game while mainly directing his or her gaze at the map image 63, the current battle record and status of each character can be grasped from the map image 63, and therefore the map image 63 can be utilized even more effectively.
[0055] Furthermore, the change in the display mode of the icon 71 is not limited to a change in the shape of the icon 71, and may be, for example, a change in the color of the icon 71. Although the map image 63 in an enlarged display is shown in Fig. 5, the change in the display mode of the icon 71 as described above is also the same for the map image 63 in a reduced display.
[0056] In addition, if the team to which the character belongs wins the battle, a user who controls a character whose icon display mode has changed may be awarded a reward higher than the reward awarded to users who control other characters belonging to the same team.
[0057] (c) Operational flow Fig. 6 is a flowchart for explaining the flow of operations performed when the server 20 shown in Fig. 2 changes the display mode of the character icon 71 in the map image 63. With reference to Figs. 1, 2 and 6, first, when a user operates the terminal 10 to start a game, the terminal 10 transmits operation information indicating the operation content by the user to the server 20, and the server 20 receives the operation information transmitted from the terminal 10 (step S11).
[0058] Next, the game progression unit 31 in the server 20 generates screen data for the play screen 61, and the map display processing unit 32 generates a map image 63. Then, the generated screen data for the play screen 61 and the map image 63 are transmitted to the terminal 10 (step S12). As a result, the play screen 61 with the map image 63 superimposed thereon is displayed in the display area 51 of the terminal 10. Such display of the play screen 61 and the map image 63 continues until, for example, the user ends the game.
[0059] Next, suppose that the users start a battle to compete over the number of target items they possess. In this case, the game progression unit 31 in the server 20 checks the number of target items possessed by each character participating in the battle, for example, constantly or at predetermined time intervals, and determines whether or not there is any character that possesses a predetermined number or more of target items (Step S13).
[0060] Next, if the game progression unit 31 determines that there is a character who possesses a predetermined number or more of the target items ("YES" in step S13), it identifies the character who possesses the greatest number of target items within the team to which the character belongs (step S14).
[0061] Next, the map display processing unit 32 changes the display mode of the icon 71 indicating the character identified by the game progression unit 31, among the multiple icons 71 displayed in the map image 63 (step S15). Then, the game progression unit 31 and the map display processing unit 32 repeat the operations from step S13 to step S15, for example, until the battle ends.
[0062] Furthermore, if the game progression unit 31 determines in step S13 that there are no characters who possess the predetermined number or more of the target items ("NO" in step S13), it does not perform the processing of steps S14 and S15, and returns to step S13 again.
[0063] In this way, the display mode of the icon 71 on the map image 63 changes according to the play status of the character, so that the user can understand, for example, that the user character 62 has the most target items in the team. Also, other users on the same team as the user can maintain the number of target items in the team by protecting the user from being targeted by enemy characters.
[0064] Furthermore, by viewing the map image 63, other users belonging to the opposing team can target the user's user character 62 for attack, thereby effectively reducing the number of target items held by the team to which the user belongs.
[0065] (Type of icon displayed on map image) 2 again, the map display processing unit 32 in the server 20 displays, in addition to the icon 71, icons (second icons) indicating objects other than the character operated by the user on the map image 63. Such icons include icons indicating items, icons indicating enemies placed in the game area, icons indicating chests in which items, skills, etc. are stored, icons indicating tools used by the character when moving, etc.
[0066] Fig. 7 is a diagram showing an example of the types of icons displayed on the map image 63 by the map display processing unit 32 shown in Fig. 2. As shown in Fig. 7, when changing the scale of the map image 63, the map display processing unit 32 changes the types of icons displayed on the map image 63.
[0067] More specifically, the reduced map image 63 has fewer types of icons displayed thereon compared to the enlarged map image 63. For example, in the reduced map image 63, icons displayed thereon are limited to types of objects related to the survival of the character and the progress of the game.
[0068] Specifically, in the reduced map image 63, as shown in FIG. 4, in addition to an icon 71 indicating a character, icons 72 indicating items such as recovery items and attack items, and icons 73 indicating enemies located in the game area are displayed.
[0069] In this way, by displaying icons limited to the types of objects related to the survival of the characters and the progress of the game in the reduced map image 63, it is possible to prevent the display on the map image 63 from becoming too cluttered.
[0070] On the other hand, in the enlarged map image 63, in addition to the types of objects related to the survival of the character and the progress of the game, icons of objects used by the character and the like are displayed.
[0071] 3, in addition to icons 71, 72, and 73, an icon 74 indicating a wire, an icon 75 indicating a warp, and an icon 76 indicating a chest are displayed on the enlarged map image 63. Note that the size of each icon on the enlarged map image 63 may be displayed larger than the size of each icon on the reduced map image 63.
[0072] In this way, the enlarged map image 63 displays icons of many more types of objects compared to the reduced map image 63, so that the user can understand the presence of various types of objects within the search range of the user character 62 by looking at the map image 63.
[0073] It is preferable that the chest icon 76 displayed on the enlarged map image 63 be processed so as to disappear from the map image 63 when the character acquires an item or skill stored in the chest. This makes it possible to avoid a situation in which the user moves the user character 62 to a chest displayed on the map image 63 but is unable to acquire anything from the chest.
[0074] (Displays the range of influence that a user character can have on other characters) (a) Display on the play screen Fig. 8 is a diagram showing another example of the play screen 61 displayed in the display area 51 of the terminal 10 shown in Fig. 1. As described above, the user character 62 can affect other characters 65, such as by inflicting attack damage on the enemy team character 65 or by recovering the strength parameters of the friendly team character 65.
[0075] More specifically, the user character 62 possesses a plurality of skills, such as a skill for inflicting attack damage on the other characters 65 and a skill for recovering the other characters 65. These skills may be skills that are given to the user character 62 when the user character 62 possesses a predetermined item, or may be skills that are given in advance to the user character 62 regardless of the item possessed.
[0076] Each skill is set with a number of stages of influence that it can have on other characters 65. These stages are set so that the closer the character is to the user character 62, the greater the influence the character 65 will have on the character 65.
[0077] The game progression unit 31 in the server 20 shown in Fig. 2 generates a play screen 61 so that these multiple stages can be recognized. In the example shown in Fig. 8, a first range of influence 81 and a second range of influence 82 set inside the first range of influence 81 are displayed as ranges in which the user character 62 can inflict attack damage on another character 65.
[0078] The attack damage that can be inflicted on a character 65 of the enemy team in the second sphere of influence 82 is greater than the attack damage that can be inflicted on a character 65 of the enemy team in the first sphere of influence 81. For example, the attack damage to a character 65 (character 65B shown in FIG. 8) in the second sphere of influence 82 is twice the attack damage to a character 65 (characters 65A, 65C, 65D shown in FIG. 8) in the first sphere of influence 81.
[0079] Specifically, when the user performs a predetermined operation, such as pressing and holding a predetermined button displayed in the display area 51, the mode of the user character 62 changes to an attack mode in which the user character 62 can attack the enemy team character 65. In such a case, a first range of influence 81 and a second range of influence 82 are displayed around the user character 62 on the play screen 61 so as to be recognizable.
[0080] This can motivate the user to be creative by adjusting the position of the user character 62 or the timing of activating the attack mode so that the enemy team character 65 receives more attack damage, i.e., so that the character 65 is located as far as possible within the second range of effect 82.
[0081] It should be noted that there may be slight differences between how the first influence range 81 and the second influence range 82 appear on the terminal 10 of a user controlling the user character 62 and how the first influence range 81 and the second influence range 82 appear on the terminal 10 of another user controlling the enemy character 65.
[0082] In such a case, for example, the character 65 may receive attack damage larger than the attack damage expected by the other user who operates the character 65, which may cause dissatisfaction among the other user. For this reason, the boundary between the first range of influence 81 and the second range of influence 82 and the outer periphery of the first range of influence 81 may be displayed somewhat vaguely.
[0083] Furthermore, on the play screen 61, a hit site 83, which is a mark indicating that the character 65 is an attack target, is displayed for each character 65 to which the user character 62 can inflict attack damage. The hit site 83 displayed for the character 65 in the first range of influence 81 and the hit site 83 displayed for the character 65 in the second range of influence 82 may be displayed in different manners.
[0084] 8, a ring-shaped hit site 83 is displayed for character 65 in first range of influence 81 or second range of influence 82. Also, hit site 83 for character 65B in second range of influence 82 is displayed thicker or larger than hit sites 83 for characters 65A, 65C, 65D in first range of influence 81.
[0085] Such a hit site 83 may be configured to be displayed, for example, on the terminal 10 of the user who operates the user character 62 and not displayed on the terminal 10 of the user who operates the other characters 65.
[0086] Note that the first range of influence 81 and the second range of influence 82 are not limited to ranges in which the user character 62 can inflict attack damage on the other characters 65, and may be ranges in which the user character 62 can recover the other characters 65. In this case, for example, the increase in the vitality parameter of the other characters 65 that the user character 62 can recover is greater for the characters 65 in the second range of influence 82 than for the characters 65 in the first range of influence 81.
[0087] (b) Variations of the first and second ranges of influence The first range of influence 81 and the second range of influence 82 are not limited to a substantially semicircular shape as shown in Fig. 8, and may have other shapes. Fig. 9 is a diagram showing a modified example of the first range of influence 81 and the second range of influence 82 shown in Fig. 8.
[0088] 9(a), the first range of influence 81 may be a sector shape with a central angle greater than 180 degrees centered on the user character 62, and the second range of influence 82 may be a sector shape with a central angle smaller than 180 degrees centered on the user character 62. In such a case, the radius and central angle of the first range of influence 81 and the central angle of the second range of influence 82 are set in advance.
[0089] 9(b), the first range of influence 81 may be a circle centered on the user character 62, and the second range of influence 82 may be annular centered on the user character 62. In such a case, the radius of the first range of influence 81 and the outer and inner diameters of the second range of influence 82 are set in advance.
[0090] 9(c), the first range of influence 81 and the second range of influence 82 may be rectangular. In this case, the length and width of the first range of influence 81 and the length and width of the second range of influence 82, the distance between the far end of the first range of influence 81 and the far end of the second range of influence 82 and the user character 62, etc. are set in advance.
[0091] 9(d), the first range of influence 81 and the second range of influence 82 may be concentric circular shapes located in front of the user character 62. In such a case, the radius of the first range of influence 81, the radius of the second range of influence 82, and the distance between the center of the first range of influence 81 and the user character 62 are set in advance.
[0092] (c) Display on map image The first range of influence 81 and the second range of influence 82 may be displayed not only on the play screen 61 but also on the map image 63. Fig. 10 is a diagram showing an example of a state in which the first range of influence 81 and the second range of influence 82 on the play screen 61 shown in Fig. 8 are displayed on the map image 63.
[0093] For example, as shown in Fig. 10, the map display processing unit 32 shown in Fig. 2 causes a first mark 91 indicating the first range of influence 81 (see Fig. 7) and a second mark 92 indicating the second range of influence 82 (see Fig. 7) to be recognizable on the map image 63. The first mark 91 and the second mark 92 are displayed in, for example, different colors from each other.
[0094] This allows the user to view the map image 63 and confirm the first influence range 81 and the second influence range 82, which are the ranges within which the user character 62 can affect other characters.
[0095] In addition, the map display processing unit 32 may display, in addition to the first mark 91 and the second mark 92, or instead of the first mark 91 and the second mark 92, a mark indicating the hit site 83 of each character 65 shown in Figure 8 on the map image 63.
[0096] (Display of the range of influence on the game area when the user character meets certain conditions) Fig. 11 is a diagram showing another example of the play screen 61 displayed in the display area 51 of the terminal 10 shown in Fig. 1. With reference to Fig. 11, when the user character 62 satisfies a predetermined condition, the play screen 61 when the game area is viewed from a viewpoint different from that before the predetermined condition is satisfied is displayed in the display area 51 of the terminal 10 of the user who operates the user character 62.
[0097] Specifically, suppose that the vitality parameter of the user character 62 becomes zero and the user character 62 drops out of the battle. In this case, the game progression unit 31 of the server 20 shown in Fig. 2 generates a play screen 61 so that the play screen 61 displayed on the terminal 10 of the user operating the user character 62 is a play screen 61 looking down on the game area from above. As a result, the play screen 61 as shown in Fig. 11 is displayed in the display area 51 of the terminal 10 of the user.
[0098] In such a situation, the user can affect the game area from above the game area, for example, by activating an item or skill in the game, the user can inflict attack damage on a character in the game area or recover the vitality parameters of a character in the game area.
[0099] Also, the range of the effect on the game area by the user is recognizably displayed on the play screen 61. Specifically, assume that the user performs an operation to select dropping a bomb 101 from the sky above the game area. In such a case, as shown in FIG. 11, a third effect range 102, which is the range in which the bomb 101 can inflict attack damage on the character, is displayed on the play screen 61.
[0100] The third range of influence 102 is, for example, a circle centered on the point where the bomb 101 is dropped. The size and shape of the third range of influence 102 change depending on the type of item dropped into the game area and the placement of objects such as bridges and buildings placed in the game area.
[0101] Furthermore, the third range of influence 102 may be displayed not only on the play screen 61 but also on the map image 63. For example, the map display processing unit 32 shown in Fig. 2 can display a third mark 111 indicating the third range of influence 102 in a recognizable manner on the map image 63, as shown in Fig. 11. In this manner, the third mark 111 is displayed on the map image 63, so that the user can check the third range of influence 102, which is a range that can affect the game area, by looking at the map image 63.
[0102] Users who play the game while mainly directing their gaze at map image 63 can particularly grasp the range in which they can affect the game area in map image 63, making even more effective use of map image 63.
[0103] Note that the case where the user character 62 satisfies a predetermined condition is not limited to the case where the user character 62 drops out of the battle, but may be, for example, the case where the user character 62 uses a predetermined item.
[0104] In addition, the user can affect the game area not only by attacking and damaging the characters in the game area, but also by healing the characters of the team in the game area. In this case, a third range of influence 102 is displayed on the play screen 61 as a range in which the characters can be healed.
[0105] [Additional Notes] The contents relating to the embodiments of the present disclosure are listed as follows. (Item 1) On the computer, Display the play screen of the game that the user is playing, displaying a map image showing a game area on the play screen; displaying a first icon indicating an operation target of the user on the map image; A program that changes a display mode of the first icon on the map image according to a play status of the game operated by the user. With this configuration, the user can check the playing status of the game being operated by looking at the map image, and therefore the displayed map image can be used more effectively.
[0106] (Item 2) Item 2. The program described in item 1, which causes a computer to display information indicating a search range of the user's operation target on the map image. With this configuration, the user can check the search range of the target object by looking at the map image.
[0107] (Item 3) 3. The program according to item 1 or 2, which causes a computer to display information indicating a moving direction of an object operated by the user on the map image. With this configuration, the user can check the movement direction of the operation target by looking at the icon displayed on the map image.
[0108] (Item 4) causing the computer to display a plurality of the first icons, each of which indicates a plurality of operation targets, on the map image; The program according to any one of items 1 to 3, wherein the first icons each change a display state depending on a play status of the game of the corresponding operation objects. With this configuration, when there are multiple characters to be operated in the game area, the user can understand the play status of each character in the game by checking the display mode of the icon representing each character displayed on the map image.
[0109] (Item 5) 5. The program according to claim 1, wherein when the scale of the map image is changed, the center position of the map image changes. With this configuration, for example, when the map image is enlarged, the icon indicating the user's operation target is placed at the center of the map image, allowing the user to grasp the detailed situation around the operation target in the map image. Furthermore, for example, when the map image is displayed in a reduced size, by making the center of the game area the center of the map image, the user can grasp the topography of the game area and the positions of multiple characters throughout the entire game area on the map image.
[0110] (Item 6) causing the computer to display, on the map image, a second icon indicating an object other than an object to be operated by the user in the game area; 6. The program according to any one of items 1 to 5, wherein when the scale of the map image is changed, the type of the second icon displayed on the map image is changed. This makes it possible, for example, when the map image is displayed in a reduced size, to display icons limited to types of objects related to character survival and game progress, thereby preventing the map image from becoming cluttered. In addition, for example, when the map image is enlarged, second icons indicating more types of objects are displayed on the map image compared to when the map image is reduced, allowing the user to grasp the presence of various types of objects in the vicinity of the target of operation on the map image.
[0111] (Item 7) The program according to any one of items 1 to 6, wherein the scale of the map image can be changed so that the game area displayed on the map image matches the search range of the user's target. With this configuration, the user can obtain detailed information about the search range, such as the positions of enemy characters that exist within the search range of the operation target, by looking at the map image.
[0112] (Item 8) 8. The program according to any one of items 1 to 7, wherein the change in the display mode of the first icon is performed in real time or at predetermined intervals. With this configuration, a user can grasp the current play situation in the game of the user's operation target or the operation targets of other users by looking at the map image.
[0113] (Item 9) The program according to any one of items 1 to 8, wherein the computer changes the display mode of the first icon depending on the playing status of the game, such as the performance of the target operated by the user during play of the game, or the status in the game. With this configuration, a user can check the battle record and status of the user during play of the game being operated by the user by looking at the map image.
[0114] (Item 10) 10. The program according to any one of items 1 to 9, which causes a computer to display, on the map image, information indicating a range in which the user's operation target can affect other objects in the game. With this configuration, a user can check the range in which the user's operation target can affect objects such as the operation targets of other users by looking at the map image.
[0115] (Item 11) an effect that the user's operation target can have on another object is set to a plurality of stages according to a distance from the user's operation target; Item 11. The program according to item 10, which causes a computer to recognizably display a plurality of ranges corresponding to the plurality of stages on the map image. With this configuration, when the influence that the user's operation target can have on other objects is set to be divided into multiple stages, multiple ranges corresponding to these multiple stages can be confirmed on the map image.
[0116] (Item 12) When the user's operation target satisfies a predetermined condition, the user can affect the game area from a different perspective than before the predetermined condition was satisfied; 12. The program according to any one of items 1 to 11, which causes a computer to display the range of the influence on the game area on the map image. With this configuration, when the operation target satisfies a predetermined condition, the user can check on the map image the range in which the operation target can affect the game area.
[0117] (Item 13) An information processing system including one or more information processing devices, Display the play screen of the game that the user is playing, Displaying a map image showing a game area on the play screen; displaying a first icon indicating an operation target of the user on the map image; The information processing system changes a display mode of the first icon on the map image according to a play status of the game of the object operated by the user. With this configuration, the user can check the playing status of the game being operated by looking at the map image, and therefore the displayed map image can be used more effectively.
[0118] (Item 14) Display the play screen of the game that the user is playing, Displaying a map image showing a game area on the play screen; displaying a first icon indicating an operation target of the user on the map image; An information processing method, comprising: changing a display mode of the first icon on the map image according to a play status of the game of the object operated by the user. In this manner, the user can check the playing status of the game being operated by looking at the map image, and therefore the displayed map image can be used more effectively.
[0119] In addition, each operation by the control unit 22 in the above embodiment may be executed by one processor or multiple processors. For example, some or all of the operations by the control unit 22 may be executed by the terminal 10.
[0120] Furthermore, the above-described embodiment is merely an example for facilitating understanding of the present invention, and is not intended to limit the present invention. The present invention can be modified or improved, and some of the configurations of the embodiments can be deleted, without departing from the spirit of the present invention, and it goes without saying that the present invention includes equivalents thereof. [Explanation of symbols]
[0121] 1: Information processing system, 10: Terminal, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Storage unit, 24: Memory, 31: Game progress unit, 32: Map display processing unit, 41: Program, 42: Game information, 43: User information, 51: Display area, 61: Play screen, 62: User character, 63: Map image, 64: Operator, 65: Character, 71, 71A, 71B, 72-76: Icon, 77: Search range mark, 81: First range of influence, 82: Second range of influence, 83: Hit site, 91: First mark, 92: Second mark, 101: Bomb, 102: Third range of influence, 111: Third mark
Claims
1. On the computer, Display the play screen of the game the user is playing, displaying a map image showing a game area on the play screen; displaying a first icon indicating an operation target of the user on the map image; A program that changes a display mode of the first icon on the map image according to a play status of the game operated by the user.
2. The program according to claim 1 , further comprising: causing a computer to display, on the map image, information indicating a search range of the user's operation target.
3. The program according to claim 1 , further comprising: causing a computer to display, on the map image, information indicating a moving direction of an object operated by the user.
4. causing the computer to display a plurality of the first icons, each of which indicates a plurality of operation targets, on the map image; The program according to claim 1 , wherein the first icons change their display state in accordance with a play status of the game of the corresponding operation objects.
5. The program according to claim 1 , wherein when the scale of the map image is changed, the center position of the map image is changed.
6. causing the computer to display, on the map image, a second icon indicating an object other than an object to be operated by the user in the game area; The program according to claim 1 , wherein when a scale of the map image is changed, a type of the second icon displayed on the map image is changed.
7. The program according to claim 1 , wherein the scale of the map image can be changed so that the game area displayed on the map image matches a search range of an object operated by the user.
8. The program according to claim 1 , wherein the change in the display mode of the first icon is performed in real time or at predetermined intervals.
9. The program according to claim 1 , wherein the computer changes the display mode of the first icon according to a playing status of the game, such as a battle record during play of the game of the subject operated by the user, or a status in the game.
10. The program according to claim 1 , further comprising: causing a computer to display, on the map image, information indicating a range within which the user's operation target can affect other objects in the game.
11. an effect that the user's operation target can have on another object is set to a plurality of stages according to a distance from the user's operation target; The program according to claim 10, further comprising causing a computer to recognizably display a plurality of ranges corresponding to the plurality of stages on the map image.
12. When the user's operation target satisfies a predetermined condition, the user can affect the game area from a different perspective than before the predetermined condition was satisfied; The program according to claim 1 , further comprising: causing a computer to display the range of the influence on the game area on the map image.
13. An information processing system including one or more information processing devices, Display the play screen of the game that the user is playing, Displaying a map image showing a game area on the play screen; displaying a first icon indicating an operation target of the user on the map image; An information processing system that changes a display mode of the first icon on the map image depending on a play status of the game operated by the user.
Citation Information
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