Information processing apparatus, information processing method and program
The information processing device for online games addresses the lack of interest by incorporating a lottery system to randomly determine the effects of input objects, thereby enhancing engagement and participation among users.
Patent Information
- Application Number
- JP2025029293
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2020-09-29
- Filing Date
- 2025-02-26
- Publication Date
- 2025-05-13
- Estimated Expiration
- 2041-03-29
AI Technical Summary
Existing online games lack interest and engagement, as the effects of items given to competitors are predetermined, leading to a lack of fun and potential decline in user participation.
An information processing device that includes units for acquiring user inputs, a lottery system to randomly determine the effect of an input object, and display controls to show the input object and its effect to users, enhancing the unpredictability and engagement of the game.
The solution improves the interest of the game by introducing unpredictability through the lottery system, encouraging more users to participate and enhancing the overall gaming experience.
Smart Images

Figure 2025074160000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there have been known games, such as online games, in which a user can participate in a game by supporting other users by cheering them on or inserting items, etc., while watching game screens of other users playing the game, without actually playing the game.
[0003] For example, Patent Document 1 discloses that when a viewer performs a specified gift execution operation, an item selected from the viewer's possession or an item purchased by the viewer is given to the athlete selected as the recipient, and that when the athlete uses the item, a special benefit is given to the viewer who provided the item. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2018-1711283 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, in Patent Document 1, the viewer selects in advance the athlete of his / her choice to receive the item, and then the selected item is given to that athlete, so the athlete who can receive the item and the effect that the athlete can obtain from the item are determined in advance, making the game less interesting. If the game becomes less interesting in this way, there is a risk that the number of users participating in the game will not increase.
[0006] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that can increase the interest of a game and encourage many users to participate in the game. [Means for solving the problem]
[0007] An information processing device according to one embodiment of the present invention has a first acquisition unit that acquires first information based on a movement operation performed by a first user to move a first object on a first layer set in a game space, a second acquisition unit that acquires second information based on a movement operation performed by a second user to move a second object on a second layer different from the first layer set in the game space, and third information based on a throw-in operation performed by the second user to throw an throw-in object into the first layer, a lottery unit that selects by lottery an effect of the throw-in object from a set including multiple types of effects based on the throw-in operation, a display control unit that displays the throw-in object at a position on the first layer on a first terminal of the first user, and a game processing unit that progresses the game by exerting the effect of the throw-in object selected by lottery. Effect of the Invention
[0008] According to one aspect of the present invention, the entertainment value of the game is improved, and more users can be encouraged to participate in the game. [Brief description of the drawings]
[0009] [Figure 1] 1 is a schematic configuration diagram of a system including an information processing device according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of a first layer and a second layer. [Diagram 3] FIG. 2 is a diagram illustrating an example of a field. [Figure 4] FIG. 13 is a diagram showing an example of a first screen displayed during a game. [Diagram 5] FIG. 13 is a diagram showing an example of a second screen displayed during the game. [Figure 6]FIG. 13 is a diagram showing an example of a presentation of an insertion object displayed during a game. [Figure 7] FIG. 13 is a diagram showing an example of a presentation of an insertion object displayed during a game. [Figure 8] FIG. 13 is a diagram showing an example of a presentation of an insertion object displayed during a game. [Figure 9] FIG. 13 is a diagram showing an example of a presentation of an insertion object displayed during a game. [Figure 10] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 11] FIG. 11 is a diagram showing an example of user information of a first user. [Figure 12] FIG. 11 is a diagram showing an example of user information of a second user. [Figure 13] FIG. 13 is a diagram showing an example of aggregate information regarding effects of objects. [Figure 14] 13 is a diagram showing an example of input history information of an input object. FIG. [Figure 15] FIG. 11 is a diagram showing a first user side flow according to an embodiment of the present invention. [Figure 16] FIG. 11 is a diagram showing a second user side flow according to an embodiment of the present invention. [Figure 17] FIG. 11 is a diagram showing a lottery process flow according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. The embodiment described below is merely an example given to facilitate understanding of the present invention, and is not intended to limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Naturally, the present invention also includes equivalents thereof.
[0011] In addition, the examples of screens described in this specification and the drawings are merely examples, and the screen configuration and design, content of the displayed information, and GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and user preferences, etc., and can be changed as appropriate.
[0012] <About the game according to this embodiment> The communication system (hereinafter referred to as information processing system S) shown in Figure 1 is a communication system including an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention, and provides a game to a user (when simply written as user, this includes both a first user and a second user; the same applies below).
[0013] A game is a content that a user plays by operating the first terminal 11 or the second terminal 12 while viewing a game screen on a user terminal for game play (the first terminal 11, the second terminal 12). In this embodiment, the game is an online game (electronic game) provided by using the information processing system S. When a user performs an operation for game play on the first terminal 11 or the second terminal 12, the first terminal 11 or the second terminal 12 receives data for the game distributed from a server computer (hereinafter, server 10) of a game provider. The first terminal 11 or the second terminal 12 outputs video and audio corresponding to the received data, and the player progresses through the game while checking the output video and audio. The first terminal 11 or the second terminal 12 transmits data indicating the operation contents of the player to the server 10, and the server 10 transmits data for game progress corresponding to the operation contents of the player. Such data transmission and reception between the server 10 and the first terminal 11 or the second terminal 12 is repeatedly performed until the player finishes playing the game.
[0014] In the game of this embodiment, users play in a plurality of game units called areas prepared in the game. In addition, in the game of this embodiment, the roles in the game are different for each user, and the play style of the users who play the game differs between the first user and the second user.
[0015] An area is a virtual space in a game that is set for the purpose of clearing the game. As shown in FIG. 2 and FIG. 3, a field (an example of a first layer) and a space above the field (an example of a second layer) are set in the area as a play area. The first layer and the second layer may be areas that are arranged at different positions in the height direction in the game space. For example, the field as the first layer is an area in which a first object can move (an area where a floor is arranged), and the space above the field as the second layer is an area in which a second object can move (air). That is, in this embodiment, the second layer is located above the first layer, and the first layer and the second layer are configured to be located at different positions in the height direction. Note that the first layer and the second layer are not limited to the above example, and for example, a low-rise area of a building may be configured as the first layer, and a high-rise area of the building that is higher than the low-rise area may be configured as the second layer, or the water may be configured as the first layer, and the water surface or the atmosphere may be configured as the second layer. In the example described below, the first layer is set at a lower position than the second layer, but the first layer may be set at a higher position than the second layer. In this embodiment, background objects such as obstacles are placed on the field to restrict the movement of the first object. In addition, auxiliary objects (items) are scattered on the field, and when the first object comes into contact with these auxiliary objects, some effect is exerted on the first object, such as recovering the physical strength of the first object. Then, enemy characters appear on the field, and attack or interfere with the first object while approaching or moving away from the first object operated by the first user. In the game of this embodiment, the contents (clearing conditions, difficulty level, and the type, strength or number of enemy characters that appear, etc.) change for each area, and for example, if the clearing condition is set to annihilate all enemy characters that appear on the field, the area is cleared and the player can proceed to the next area when the clearing condition is met.
[0016] In an area as shown in FIG. 3, the first user operates the first terminal 11 to move a first object, which is a type of object (game object), on the field, and escape from or attack enemy characters that appear to defeat them. The first user can also operate the first object to obtain items (including an inserted object, which will be described later) placed on the field. On the other hand, the second user does not operate the first object himself. That is, the play (drone play) for the second user is to operate the second terminal 12 to move a second object, which is a type of object, not on the field but above the field (a movable range different from that of the first object), and to view the play of the first user (the action of the first object operated by the first user on the field) from a bird's-eye view. For example, the second object does not directly attack enemy characters or is attacked by enemy characters, but is not limited to this. In the example described below, the second user will assist the first user by dropping an object (described below) onto the field from above the field in order to support or hinder the first user, or by dropping pins that serve as coordinates onto the field.
[0017] An object is a general term for game media such as characters (including enemy characters) and items that appear in a game, and a first object is one of these objects that is operated by the first user as an avatar of the first user when playing the game. The first object is set with parameter values indicating attributes and abilities such as level, vitality (life), attack power, defense power, and movement power (speed). These parameter values increase and decrease according to the user's progress in the game. For example, vitality decreases when attacked by an enemy character, and increases or decreases according to the parameter value set for an item when the item is used or equipped.
[0018] Characters that make up the first object and enemy characters, etc. include living things such as people, animals and plants, machines such as vehicles and robots, non-machine objects, fictional characters such as ghosts and monsters, or other characters similar to these.
[0019] The second object is a character operated by the second user when playing the game. As a character constituting the second object, a character imitating an aircraft such as a drone, a balloon, an airship, an airplane, or a helicopter is suitable because the character moves above the field. In addition, the first object cannot move to a position where there is a background object such as an obstacle on the field, whereas the second object is not restricted in movement by the background object such as an obstacle on the field. The second object does not directly attack an enemy character or is directly attacked by an enemy character, so parameters such as attack power or defense power are not set, but parameters related to movement power (speed) and the like (which can be increased or decreased according to the progress of the game) may be set.
[0020] An item is an object used by a user in a game, and is a material that helps or hinders the user. Also included in the items are input objects that are input into the field by a second user. Items include, for example, items that change the parameter value of the first object, such as restoring the physical strength or increasing the attack power of the first object. Items also include not only items that exert an advantageous effect (first effect) for the user, but also items that exert an unfavorable effect (second effect) for the user, such as temporarily reducing the movement power of the first object. Items also include in-game currency. In-game currency can be used as currency (medium of exchange) in the game, and can be exchanged for other items or characters, or consumed when playing the game, such as inputting input objects.
[0021] The input object is an object such as an item that is input by the second user into a position on the field that is determined arbitrarily or randomly, and that exerts some effect (first effect or second effect) on the first user. For example, the input object is input by the second user depending on the situation of the first user, such as when the first object is in a critical situation where it is about to be surrounded by enemy characters. For the first user, if the effect of the input object is exerted, the game play situation may improve, such as the first object escaping a difficult situation. On the other hand, the input object may exert not only advantageous effects for the first user, but also disadvantageous effects (for example, an increase in enemy characters), so that the game development is rich in variety, such as providing a sense of tension and disappointment to the first user while ensuring the expectations of the first user.
[0022] Here, specific examples showing the difference in the roles of the first user and the second user in the game will be listed below. (a) A first object operated by a first user and a second object operated by a second user can move through different layers (FIG. 3). That is, the first object can move through the first layer (the field), but cannot move through a second layer (above the field) that is different from the first layer. Also, the second object can move through the second layer, but cannot move through a first layer that is different from the second layer. Therefore, the first object and the second object do not intersect with each other in the game space. (b) A first object operated by a first user is restricted in its movement path by obstacles and other background objects placed in the field, whereas a second object operated by a second user is not restricted in its movement path by those obstacles and can move freely over obstacles. (c) A first object operated by a first user can obtain items such as auxiliary objects and thrown objects placed in the field, while a second object operated by a second user cannot obtain those items. (d) A first object operated by a first user can be attacked by enemy characters that appear on the field, and can also attack the enemy characters. On the other hand, a second object operated by a second user does not encounter enemy characters, and therefore cannot be attacked by enemy characters, and cannot attack enemy characters. However, the second object can be inserted into the field.
[0023] In the game of this embodiment, before the game starts, the role of the first user or the second user can be set for the user based on the selection of the user who will participate in the game. At this time, multiple users can be set for each of the first user and the second user, but the number of users who play as the first user may be determined as a minimum number of players and a maximum number of players, and the number of users who play as the second user may be determined as a maximum number of players but not as a minimum number of players. For example, based on the timing of entry into the game, a combination of eight people in total, four first users and four second users, may be automatically matched before the start of game play. In addition, the game of this embodiment can be played by first users or by first users and second users forming teams. For example, the first user A and the second user C can form a team A, and the first user B and the second user D can form a team B, and the game can be played in a team battle. In the case of a team battle, if the first user of the team wins, the second user also wins.
[0024] The game of this embodiment is a cooperative play-compatible game (a so-called multiplayer game) in which multiple users can play together by operating the first terminal 11 or the second terminal 12. That is, a user can play alone (solo play), and can also play a common area together with other users at the same time (so-called multiplayer play) (hereinafter referred to as cooperative play). Note that cooperative play-compatible games include cooperative play games in which multiple users cooperate with each other, and battle games in which multiple users battle each other, but either type may be used.
[0025] There are no particular limitations on the combination of users who play a game together, the members of a team, or the members of a joint play, but for example, users who have a friendship with a certain user and have mutually approved each other (hereinafter referred to as friends) may be able to play together or form a team.
[0026] As shown in FIG. 4, the first screen G1 displayed on the first terminal 11 operated by the first user displays the first object, which is the avatar of the first user, and a field (a part of the field) of an area set based on the position of the first object. In addition, when the first object moves on the field, a part including the first object is displayed according to the movement. At this time, the area of the field displayed on the first screen G1 is limited to the periphery of the first object, and is narrower than the range displayed on the second screen G2 described later. Therefore, the first user has a narrower field of view than the second user, and can only see enemy characters existing near the first object, and cannot see the presence of enemy characters existing on the field outside the first screen G1 (for example, enemy characters waiting at the destination of the movement or enemy characters before invading the first screen G1 from outside the first screen G1, etc.). In this embodiment, the movement operation performed to move the first object on the field and the attack operation against the enemy character are performed by touching the screen (touch panel) of the first terminal 11 with a fingertip and performing a predetermined action, but the present invention is not limited to this. For example, the operation can be performed by a controller separate from the screen.
[0027] On the other hand, as shown in FIG. 5, the second screen G2 displayed on the second terminal 12 operated by the second user displays a gameplay image showing the first user playing the game. At this time, the second screen G2 displays a part or the whole of the field from a bird's-eye view, and it is possible to display parts of the field other than the part displayed on the first screen G1. Therefore, the second user can view a wider range than the range displayed on the first screen G1, and has a visual advantage over the first user. The location and range of the field to be displayed on the second screen G2 can be arbitrarily specified by the second user as long as it is within the field of the area where the first user is playing. For example, the second user can specify and display a range including an area set based on the position of the first object operated by the first user (or the first user of the same team) that the second user is cheering for. In this embodiment, the location of the field to be displayed on the second screen G2 corresponds to the position of the second object operated by the second user. That is, since the field within a predetermined range based on the position of the second object is displayed on the second screen G2, the second user can change the location of the field displayed on the second screen G2 by moving the second object above the field. The range of the field displayed on the second screen G2 can also be changed (enlarged / reduced). The display change operation at this time may be performed by touching and moving the zoom slider 80 arranged on the screen (touch panel) of the second terminal 12 with the fingertip, or by pinching in and out on the screen of the second terminal 12. The operation may also be performed with a controller or the like separate from the screen (the same applies to the input operation described later). The range of the field displayed on the second screen G2 is preferably at most 1 / 2 of the entire field and at least about the same as the first screen G1. The area transition is performed at the same timing as the first user, and the second user can only view the area in which the first user plays, and the second user cannot view the fields of the next or subsequent areas before the first user.
[0028] The second user can also obtain information that the first user cannot see on the second screen G2, and can share that information with the first user. For example, by driving a pin into any coordinate on the field, the first user can be informed that there is an enemy character that is invisible to the first user, that there are many enemy characters on the field ahead, or that auxiliary objects (items) are placed on the field ahead. When the pin is driven outside the first screen G1, information indicating the presence of the pin may be notified on the outer periphery of the first screen G1. Also, information that can identify the second user who drove it in (information that can identify the second user, such as a name) may be displayed on the pin.
[0029] In addition, on the second screen G2, there are disposed throw-in buttons 81, 82 that accept a throw-in operation for the second user to throw in an object onto the field. In the game of this embodiment, the second user can throw in an object such as an item as an object to any position on the field. At this time, the second user moves the second object to any position above the field and taps the throw-in buttons 81, 82. In this embodiment, the effect (contents) of the thrown-in object cannot be selected arbitrarily by the second user, and when the second user taps the throw-in buttons 81, 82, the type of the thrown-in object, that is, the content of the effect exerted by the thrown-in object, is drawn by lottery. Specifically, the effects of a plurality of types of objects with different winning probabilities are prepared as candidates, and the effect of one or a predetermined number of objects is drawn from a set (virtual lottery box) including the effects of the plurality of candidate objects, and the effect of the drawn object is set as the effect of the thrown-in object. The set that becomes the population includes not only an effect (first effect) that is advantageous to the first user, but also an effect (second effect) that is disadvantageous to the first user, that is, the effect of an object that plays the role of a loser.
[0030] The set may also include exclusive objects that can only be acquired through this lottery, i.e., rare or highly effective objects that can only be acquired as an input object. The set may also include objects that correspond to the attributes of the second user, i.e., objects whose effects are only exerted on the second user and his / her friends or the first user on the same team. The set may also be set for each area, and the effects of the input objects may reflect the characteristics of each area.
[0031] In this embodiment, the number of available effects is specified for each of the effects of the multiple types of objects included in the set. The number of available effects of the objects that have been selected as the effect of the inserted object is subtracted by deleting the effect from the set. Therefore, the effect of an object that has been selected as the effect of the inserted object once is restricted from being selected so that it will not be selected in the next or subsequent lottery unless a predetermined condition is met and the number of available effects is reset to the initial value. Therefore, each time an inserted object is inserted, that is, each time a lottery is repeated, the total number of available effects of the objects included in the set decreases, so that the probability of selection, that is, the probability of selection of the effect of each object, is improved. For example, if the set contains four α, four β, and two γ (total of 10) as the effects of the inserted objects, and if α is selected as the effect of the inserted object, the updated set will contain three α, four β, and two γ (total of nine). In the next or subsequent lottery, the effect of the inserted object will be selected from the nine sets unless a predetermined condition is met and the number of available effects is reset to the initial value.
[0032] Here, the predetermined condition for resetting the available number to the initial value includes a case where the number of input objects reaches the total available number of effects of the objects included in the set, i.e., a case where the effects of all objects as input objects are exhausted. In addition, a case where the position in the field of a first object operated by a predetermined first user or all first objects operated by multiple first users moves out of a predetermined range, i.e., moves to another area, also satisfies the predetermined condition and resets the available number to the initial value.
[0033] In addition, in this embodiment, two types of input buttons 81, 82 are prepared, and the effect of the input object may differ depending on which input button 81, 82 the second user taps to perform the input operation. Specifically, when the input button 81 and the input button 82 are tapped, the contents of the set corresponding to each input button 81, 82, that is, the type, number, or lottery probability of the effects of the included objects, are different. For example, when the input object is input by tapping the input button 81, the probability of winning an input object that exerts an advantageous effect on the first user is higher than when the input object is input by tapping the input button 82.
[0034] Furthermore, when inserting an input object, the second user may consume a predetermined value (in-game currency). In this case, a difference may be established between the amount of in-game currency consumed depending on the input button 81, 82. For example, the amount of in-game currency consumed may be greater when the input object is inserted by tapping the input button 81, etc. than when the input object is inserted by tapping the input button 82, etc. Furthermore, when the input object is inserted by tapping the input button 81, etc., in-game currency is consumed, but when the input object is inserted by tapping the input button 82, etc., in-game currency may not be consumed.
[0035] The second user may select an input object from among a first type object whose type of effect is already determined when the object is input, and a second type object whose type of effect is not yet determined when the object is input. When the second user taps the input button 81, 82, or when the first user who is the target of the effect is determined, the content of the effect to be exerted of the second type object is drawn by lottery. In the case of a first type object whose type of effect is determined, it is preferable that any one of the multiple first users can obtain the object, but for a second type object whose type of effect is not determined, the second user may be able to specify the first user who is the target of the effect. That is, in the case of a second type object, it may be controlled so that a first user designated by the second user from among multiple first users can easily obtain the input object compared to other first users. For example, it is preferable to control the authority to obtain the object so that only the designated first user can obtain the input object, or to display the input object only to the designated first user.
[0036] In the above, the effect of the thrown-in object is determined by drawing lots, and the second user can throw the thrown-in object at any position. However, in addition to or instead of drawing lots for the effect of the thrown-in object, a drawing may be made to determine the position of the thrown-in object, for example, the vicinity of which of a plurality of first objects the thrown-in object will be placed (second drawing). In this case, the position of the thrown-in object may be drawn preferentially from within an area set based on the position in the field of the first object operated by the first user, so that the effect of the thrown-in object is exerted on a first user who has not yet exerted the effect of the thrown-in object.
[0037] In this embodiment, a so-called box gacha mechanism is adopted in which the number of objects that can be provided is set in the lottery for the input objects, but the present invention is not limited to this. For example, the input objects may be selected by lottery without setting the number of objects that can be provided and without changing the lottery probability. In this embodiment, the effect of the input object is determined by lottery, but lottery does not necessarily have to be performed at all times. For example, when a predetermined in-game currency is consumed, the second player may be able to select an arbitrary object as an input object from among objects (items) that he or she possesses in advance, without relying on lottery. In this case, the arbitrary object may be input onto the field by dragging and dropping or simply tapping.
[0038] 6 to 9, an example of an effect of throwing in an object displayed during the game when the second user throws in an object will be described. This effect screen is displayed on both the first screen G1 of the first user and the second screen G2 of the second user.
[0039] First, when the second user taps the throw-in buttons 81, 82 displayed on the second screen G2, an effect is produced in which the thrown-in object falls at a position designated by the second user, for example, at the center of the second screen G2 (FIG. 6). The thrown-in object is displayed in the first display mode, that is, in a lottery effect state (an effect in which a roulette is spinning in a lottery box) in which the type of effect of the thrown-in object is unknown, and at this point, the contents (effect) of the thrown-in object cannot be determined by either the first or second user. The design of the lottery effect is rotated so as to display in order the designs indicating the objects (contents of the lottery box) that will be won as thrown-in objects. As described above, the effect of the thrown-in object is already determined at the time of throwing in (the time when the second user taps the throw-in buttons 81, 82), and the above is an expression of the effect.
[0040] When the thrown object lands on the field, a landing effect is performed using images and sounds (FIG. 7). While the thrown object is placed on the field, even if the first object approaches, the lottery effect state continues unless the first object is within a predetermined distance from the placement position (until the first object touches the thrown object) (FIG. 8). Then, when the approaching first object reaches within a predetermined distance from the placement position (when the first object touches the thrown object), the lottery effect state is released and the display mode corresponding to the type of thrown object, that is, the second display mode is switched to display the thrown object in a state in which the type of effect of the thrown object is known, and the thrown object appears (FIG. 9). After that, depending on the type of thrown object, the effect is branched into an object that exerts an immediate effect the moment the first object touches it (for example, an item that recovers physical strength immediately the moment it is touched, or a bomb that damages surrounding enemy characters the moment it is touched) and an object that exerts an effect when the first user acquires it and uses it at any time (for example, a right to recover physical strength even later, or a weapon that improves a parameter value after being equipped, etc.). In this embodiment, the effect of the thrown-in object is already determined and then the lottery effect is entered. However, the effect of the thrown-in object may be determined by lottery at the time when the thrown-in object comes into contact with the first object.
[0041] In this manner, in this embodiment, the thrown-in object is dropped, the content of the effect of the thrown-in object is selected by lottery, and it is displayed in the first display mode from the start of throwing until a specified condition is met, and when the specified condition is met, the first display mode is switched to the second display mode, and after the content of the effect of the thrown-in object is revealed by displaying it in the second display mode, the effect of the thrown-in object is exerted.
[0042] Here, the predetermined condition for switching from the first display mode to the second display mode includes that the first object arrives within a predetermined distance from the placement position of the input object. In this case, when the first object arrives within a predetermined distance from the placement position of the input object, the first user who operates the first object may be determined as the first user who is the target of the effect of the input object. In addition, after the content of the effect of the input object is determined, the first user who is the target of the effect may be determined separately. For example, when the first object operated by the first user A touches the input object for the first time, the display mode is first switched from the first display mode to the second display mode. Then, after switching to the second display mode, when the first object operated by the first user B who has confirmed the content of the effect of the input object touches the input object, the first user B is determined as the first user who is the target of the effect of the input object. In this case, the first user B can acquire the input object whose content of the effect is known.
[0043] In addition, when multiple first users are playing together, the first user who is operating the first object that first arrives within a predetermined distance from the placement position of the thrown-in object is selected as the first user on whom the effect of the thrown-in object is exerted, and the effect of the thrown-in object is exerted on the first object operated by the selected first user. In other words, the thrown-in object exerts its effect on the first object operated by the first user that is the target of the effect exertion, and the first objects operated by the other first users that are not selected as the target of the effect exertion are not affected by the effect of the thrown-in object regardless of their positional relationship with the thrown-in object, for example, even if they are located near the thrown-in object.
[0044] The thrown-in object may display information (such as a name) that identifies the second user who threw in the object. The thrown-in object may be displayed in a display mode that allows the contents of the thrown-in object to be identified by a friend of the thrown-in second user or a first user on the same team at the time of throwing or at an earlier stage than other first users (for example, a display mode showing the type and form of the thrown-in object as shown in FIG. 9). On the other hand, for a first user not associated with the thrown-in second user or a first user on the opposing team, the thrown-in object may be displayed in a lottery presentation state as described above (lottery results are not displayed), or the thrown-in object itself may be hidden. If the effect of the thrown-in object is not exerted on any first player after the thrown-in object is thrown in, the thrown-in object may disappear (for example, after the contents are revealed) or may be returned to the second user (for example, before the contents are revealed) at the time of area transition.
[0045] As a result, the second user can participate in the game by watching the first user's play from a bird's-eye view and supporting or hindering the first user, which is called drone play. In this drone play, since the second user can see up to a range that the first user cannot see, for example, the second user can enjoy not only watching the first user's gameplay, but also sharing information with the first user when the first user is in a critical situation where he or she is likely to be surrounded by enemies, or supporting the first user by inserting an object into an area set based on the position of the first user. In particular, since an object inserted to support the first user may put the first user in an even more disadvantageous situation, a variety of game developments are played out, improving the interest of the game.
[0046] <Configuration of information processing device and user terminal according to this embodiment> Next, the configuration of an information processing device and a user terminal (first terminal 11, second terminal 12) according to an embodiment of the present invention will be described. The information processing device according to the first embodiment is configured by a computer for distributing game data, more precisely, a server computer (hereinafter referred to as server 10). The server 10 is an example of a computer, and as shown in FIG. 1, is communicatively connected to the first terminal 11 and the second terminal 12 via a network 14, and together with the first terminal 11 and the second terminal 12, constitutes an information processing system S for a game. The first terminals 11 may communicate with each other or the first terminal 11 and the second terminal 12 may communicate with each other via the network 14, or may communicate directly via Bluetooth (registered trademark), Wifi-Direct, or the like, without going through the network 14.
[0047] In the information processing system S of the present embodiment, the server 10 and the first terminal 11 and second terminal 12 cooperate with each other to progress the game. Specifically, part of the game progress processing is performed on the server 10 side, and part of the graphic processing and the like is executed on the first terminal 11 and second terminal 12. For example, the server 10 side executes a program including certain rules, logic, and algorithms. Meanwhile, the first terminal 11 and second terminal 12 side synchronize with the server 10 and progress the game according to the same rules, logic, and algorithms as the program executed on the server 10.
[0048] During joint play, a communication path for joint play is established between the first terminal 11 and the second terminal 12, and various data required for joint play is transmitted and received according to a known communication method. The data at this time may be transmitted in a client-server manner via the server 10, or in a peer-to-peer (P2P) manner without the server 10. Joint play styles are classified into fully synchronous and asynchronous types, and either style may be adopted. The fully synchronous type includes a key input synchronization type and a command input type, and the asynchronous type includes a server-centralized processing type and a client-distributed processing type.
[0049] The server 10 may be composed of one computer or multiple computers distributed in parallel. The server 10 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of steps in the information processing flow described below (excluding input and display of information) are executed by the server computer, so that the first terminal 11 and the second terminal 12 only need to input information to be handed over to the server computer and display information distributed from the server computer.
[0050] As shown in FIG. 1, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. In addition, the server 10 has installed therein, as software, an operating system (OS) and a dedicated program for processing information related to the game. These programs correspond to the "programs" of the present invention. When the processor 21 operates in accordance with the above programs, the server 10 functions as an information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network such as the Internet or an intranet.
[0051] The processor 21 may be composed of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.
[0052] The memory 22 may be configured with semiconductor memory such as a Read Only Memory (ROM) and a Random Access Memory (RAM).
[0053] The communication interface 23 may be, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples thereof include communication by wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, and communication based on LTE (Long Term Evolution).
[0054] The storage 24 may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), or a universal serial bus memory (USB memory). The storage 24 may be built into the server 10, or may be attached to the server body in an external form. Furthermore, the storage 24 may be configured with an external computer (e.g., a database server) communicably connected to the server body. As a technology for recording various data, a distributed ledger technology such as a block chain may be used to avoid unauthorized data tampering.
[0055] The server 10 distributes information necessary for the progress of the game to each user, and also collects and stores information from each user. The information stored by the server 10 includes each user's identification information, information related to each user's play history of the game, information related to the area, and information related to the inserted object. The server 10 also executes various information processes related to the progress of the game, including a process of drawing lots for the effect of the inserted object.
[0056] The first terminal 11 is a client terminal operated by a first user, and the second terminal 12 is a client terminal operated by a second user to play the game, and may be, for example, a personal computer, a smartphone, a mobile phone, a tablet terminal, a game console, a television receiver capable of inputting information, a wearable terminal, etc. For convenience of illustration, FIG. 1 shows two first terminals 11 and two second terminals 12, but of course, in reality, there are a number of first terminals 11 and second terminals 12 corresponding to the number of first users and second users.
[0057] The first terminal 11 and the second terminal 12 receive data for game progression from the server 10, and display images (video) indicated by the data on the display of the first terminal 11 or the second terminal 12 or on a display device such as a TV connected to the first terminal 11 or the second terminal 12, and output audio from a speaker or the like. That is, in this embodiment, the first terminal 11 and the second terminal 12 function as a display unit and an audio output unit. Specifically, the first terminal 11 operated by the first user displays a first screen G1, and the second terminal 12 operated by the second user displays a second screen G2.
[0058] Furthermore, the first terminal 11 and the second terminal 12 accept user operations performed during the game and transmit information corresponding to the operation content to the server 10. For example, the first user performs a movement operation on the first terminal 11 to move the first object on the field, and transmits first information based on the movement operation to the server 10. The second user performs a movement operation on the second terminal 12 to move the second object above the field and an input operation to input the input object, and transmits second information based on the movement operation and third information based on the input operation to the server 10. In addition to the above, the first user performs an operation on the first terminal 11 to select a play style, an operation to increase the parameter value of the first object, and an operation to exert the effect of the acquired input object. The second user performs an operation on the second terminal 12 to select a play style, and a display change operation to change the portion displayed on the second screen G2 (the range of the field) (for example, a movement operation of the zoom slider 80 or pinching in and out on the touch panel).
[0059] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will be described again from the functional aspect. As shown in Fig. 10, the server 10 has a memory unit 30, an acquisition unit 40, a display control unit 50, a lottery unit 60, and a game processing unit 70. Of these, the memory unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by the cooperation of the hardware devices constituting the server 10 and the programs installed in the server 10. When the server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.
[0060] (Storage part) The storage unit 30 stores information necessary for the game progress, and stores various information necessary for playing the game. Specifically, the storage unit 30 includes a user information storage unit 31, an area information storage unit 32, and an inserted object information storage unit 33.
[0061] The user information storage unit 31 stores, for each user, first user information related to the first user and second user information related to the second user. The types (items) of information stored for the first user and the second user are different.
[0062] As shown in FIG. 11, the first user information stores various information linked to a user name (identification ID or game account name) that identifies each user. For example, the first user information includes the appearance of the first object, which is an avatar, the initial value, upper limit value, and current value of each parameter value of the first object, the area and the position of the first object on the field, information about the input object acquired by the first user so far (for example, the number of times the effect has been exerted), and information about other users registered as friends (user names). In addition, the first user information may include information other than the above, such as personal information of the user, such as contact information, total game play time (game play time), login history (game play date and time and number of game plays), game progress such as status, identification information and number of items owned, and payment history and total amount charged.
[0063] As shown in FIG. 12, the second user information is linked to a user name (identification ID or game account name) that identifies each user, and various information is stored in the second user information. For example, the second user information includes the display range (area and range on the field) displayed on the second screen G2, the input history of input objects input by the second user, the amount of in-game currency owned, and information (user name) about other users registered as friends. The display range corresponds to the position of the second object on the area and field. In addition, the second user information may include information other than the above, such as personal information of the user such as contact information, total game play time (game play time), login history (game play date and time and number of game plays), game progress such as status, values of each parameter of the second object, identification information and number of items owned (other than in-game currency), and payment history and total amount charged.
[0064] The area information storage unit 32 stores, for each playable area in the game, characteristics of the area during play, such as the field configuration (arrangement of background objects and auxiliary objects), the type and number of enemy characters that appear, the difficulty level, play conditions, rewards for clearing the area, etc., in association with the area identification information.
[0065] The input object information storage unit 33 stores various information related to the input objects, such as set information related to the effects of objects included in the set to be selected by lottery, and input history information of the input objects.
[0066] As shown in FIG. 13, the collection information includes information on the name of the object, the appearance of the object, the contents of the effect of the object, and the initial value and current value of the number of objects that can be provided. The current value of the number of objects that can be provided is the initial value minus the number of objects that have been drawn by lottery. For example, a bomb explodes when the first object touches it on the field, causing damage to enemy characters within a predetermined range around it (including the case of temporarily pausing the action of the enemy character). The attack power and the range of effect of the bomb are set for each area. Also, when the first object touches the decoy on the field, a predetermined character (which may be the avatar of the second user) appears on the field and automatically performs actions such as attacking the enemy character or running away to attract the enemy character. The decoy is controlled to move in a direction where there is no enemy character when the enemy character is nearby, and to move in a direction approaching the enemy character when the enemy character is far away. Also, a weapon (sword) can be held when the first object touches it on the field, and the parameter value A increases after the first object wears it at any timing.
[0067] The input history information stores information about input objects that have been input so far in chronological order, and is overwritten each time a new input object is input. The input history information includes the type of input object, the area into which it was input and its position on the field, the user name identifying the second user who input the input object, the user name identifying the first user who used the input object (the first user on whom the effect of the input object was exerted), information on the usage status, etc. With regard to the usage status, for example, if the first user has acquired an object such as a weapon but has not yet equipped it on the first object, it will be "not yet".
[0068] (Acquisition Department) The acquisition unit 40 acquires information (data) based on operations performed by the user on the first terminal 11 or the second terminal 12 while playing a game by communicating with the first terminal 11 or the second terminal 12, and as shown in Figure 10, has a first acquisition unit 41 and a second acquisition unit 42.
[0069] The first acquisition unit 41 acquires first information based on operations performed by the first user on the first terminal 11 by communicating with the first terminal 11. The first information includes information based on a moving operation performed by the first user to move the first object on the field, which is the first layer, information based on an attacking operation to attack an enemy character using the first object, and information based on a use operation to exert the effect of an inserted object, as well as various selections, designations, instructions, requests, orders, permission or refusal, registration, and other input operations performed by the first user in each scene during the game. The first information also includes information based on operations related to joint play, such as a request for joint play, an application for joint play, and an operation related to the acceptance or rejection of the application.
[0070] The second acquisition unit 42 acquires the second information, the third information, and other information based on the operation performed by the second user on the second terminal 12 by communicating with the second terminal 12. The second information includes movement information based on the movement operation performed by the second user to move the second object over the field, which is the second layer, and the third information includes information based on the throw-in operation performed by the second user to throw an thrown-in object onto the field. The third information also includes information for selecting an thrown-in object from among a first-type object whose type of effect is determined and a second-type object whose type of effect is not determined, and information for designating a first user who exerts the effect of the thrown-in object. The other information includes information based on a display change operation that changes the part displayed on the second screen G2, as well as various selections, designations, instructions, requests, commands, permission or refusal, registration, and other input operations performed by the second user in each scene during the game. The information also includes information based on operations related to a joint play, such as a request for a joint play, an application for a joint play, and an operation related to the acceptance or rejection of the application.
[0071] (Display control unit) The display control unit 50 communicates with the first terminal 11 or the second terminal 12 to deliver information (data) necessary for the user to progress in the game while playing the game to the first terminal 11 or the second terminal 12, and displays a game screen, i.e., a screen reflecting the results of information processing by the game processing unit 70 described later, and has a first display control unit 51 and a second display control unit 52, as shown in FIG. 11.
[0072] The first display control unit 51 displays the first screen G1 (FIG. 4) showing a part of the field including the position of the first object in response to the movement of the first object on the first terminal 11 of the first user. The first screen G1 also displays the thrown-in object thrown into the position on the field together with the throw-in effect described above. Specifically, the thrown-in object is displayed in a lottery effect state (a display mode unrelated to the type of thrown-in object and in which the type of thrown-in object cannot be determined) for a predetermined period such as when the position of the first object is outside a predetermined distance range from the position of the thrown-in object, and when the position of the first object reaches within a predetermined distance range from the position of the thrown-in object, the thrown-in object is displayed in a display mode corresponding to the type of the thrown-in object. That is, the first display mode in which the thrown-in object is displayed in a state in which the effect of the thrown-in object is unknown and the second display mode in which the thrown-in object is displayed in a state in which the effect of the thrown-in object is known are switched between these modes, and the thrown-in object is displayed in the first display mode until a predetermined condition is met, and when the predetermined condition is met, the thrown-in object is displayed in the second display mode. In addition, on the first screen G1, for a specific first user associated with the second user who input the input object, the input object is displayed in a display mode corresponding to the type of the input object, while for a first user who is not associated with the second user who input the input object, the input object is displayed in a display mode that is at least unrelated to the type of the input object.
[0073] The second display control unit 52 displays the second screen G2, which is a game play image showing the first user playing the game, on the second terminal 12 of the second user. The second screen G2 displays a part or the whole of the field from a bird's-eye view depending on the position of the second object. In addition, the second screen G2 can display not only the area of the field where the first object exists, but also parts other than the part displayed on the first screen G1. In addition, it is also possible to change the part of the field displayed on the second screen G2 (the range of the field) depending on information based on the movement operation or display change operation of the second object. In addition, the second screen G2 displays the thrown-in object thrown into the arrangement position on the field together with the throw-in effect, similar to the first screen G1.
[0074] (Lottery section) The lottery unit 60 selects the effect of the input object from a set of candidates for effects of multiple types of objects with different winning probabilities according to the third information based on the input operation. This set includes not only effects (first effects) that are advantageous to the first user but also effects (second effects) that are disadvantageous to the first user, and the lottery unit 60 selects the effect of the input object from the set. This set is set (set for each area) based on the position of the first object in the field, and the lottery unit 60 selects the effect of the input object from the set. This set may include a special object that can only be obtained by this lottery, and an object whose effect is only exerted on the second user and the first user who is a friend or on the same team, and the lottery unit 60 selects the effect of the input object from the set. When the input object is a second type object, the lottery unit 60 selects the effect of the input object from a set including multiple types of effects. Note that the lottery section 60 may consume in-game currency possessed by the second user when conducting the lottery, and may change the content of the inserted object depending on the amount of in-game currency consumed.
[0075] Furthermore, the number of available effects is specified for each of the effects of the multiple types of objects included in the set, and the lottery unit 60 subtracts the available number of effects of the object that was selected as the effect of the inserted object by deleting it from the set, and restricts the lottery so that the effect will not be won in the next lottery or thereafter unless a predetermined condition is met and the available number is returned to the initial value. Note that, as described above, the available number is returned to the initial value when a predetermined condition is met, such as when moving to another area.
[0076] The selection unit 60 may also select a position for the thrown-in object, i.e., a first object among a plurality of first objects adjacent to which the thrown-in object will be placed (second selection). At this time, the selection unit 60 may select a position for the thrown-in object by drawing lots with priority from an area set based on the position in the field of the first object operated by the first user, so that the effect of the thrown-in object is exerted on the first user to whom the effect of the thrown-in object has not yet been exerted.
[0077] (Game processing unit 70) The game processing unit 70 executes information processing necessary for the progress of the game, and specifically, executes information processing to progress the game according to the first information acquired by the first acquisition unit 41 and the second and third information acquired by the second acquisition unit 42. For example, the game processing unit 70 moves the first object based on the first information, and inserts the throw-in object based on the third information. In addition, the game progresses by exerting the effect of the throw-in object selected by lottery for the first user, changing the parameter value of the first object, etc. At this time, one first object is selected from among the multiple first objects operated by the multiple first users based on the position with respect to the throw-in object, and the effect of the throw-in object is exerted on the selected first object. In addition, after switching the throw-in object from the first display mode to the second display mode and displaying it, the effect of the throw-in object is exerted, or a first user who will exert the effect of the throw-in object is selected from among the multiple first users. In addition, control is performed so that the first user designated by the third information can easily acquire the throw-in object compared to other first users.
[0078] The above describes the configurations of the server 10, the first terminal 11, and the second terminal 12. Generally, the server 10, the first terminal 11, and the second terminal 12 have various functions other than those described above, but here, only the characteristic functions that provide the operational effect in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.
[0079] <Information processing flow according to one embodiment of the present invention> Next, with reference to Fig. 15 and Fig. 16, a flow for progressing a game using the first terminal 11 and the second terminal 12 (hereinafter referred to as a game progress flow) among information processing flows by the information processing system S configured as described above will be described. The game progress flow employs the information processing method of the present invention, in other words, each step in the game progress flow corresponds to a component of the information processing method of the present invention. Note that, in the following, in order to easily explain the game progress flow, a first user side flow related to the first terminal 11 and a second user side flow related to the second terminal 12 will be described separately.
[0080] [First user side flow] The first user side flow proceeds, for example, along the flow shown in FIG. As shown in FIG. 15, first, the server 10 (more specifically, the first display control unit 51), which is a computer, generates display control data for displaying the first screen G1 on the first terminal 11 and transmits it to the first terminal 11 of the first user via the network 14 (S101).
[0081] The first terminal 11, which has received the display control data transmitted from the server 10, displays the first screen G1 (FIG. 4) on the screen (S102). Then, when the first terminal 11 receives a moving operation on the first object by the first user on the first screen G1 (S103: YES), the server 10 (more specifically, the first acquisition unit 41) acquires first information based on the moving operation from the first terminal 11 through the network 14 (S104). Then, the server 10 (more specifically, the game processing unit 70) moves the first object moved by the first user on the field based on the first information (S105), and the server 10 (more specifically, the first display control unit 51) generates display control data for displaying the first screen G1 reflecting the movement of the first object on the first terminal 11, and transmits the display control data to the first terminal 11 of the first user through the network 14 (S106).
[0082] The first terminal 11, which has received the display control data transmitted from the server 10, displays the movement performance of the first object on the first screen G1 (FIG. 4) displayed on the screen (S107). If the movement operation of the first object by the first user has not been accepted (S103: NO), the process proceeds directly to the subsequent process (S108).
[0083] Next, if the server 10 (more specifically, the game processing unit 70) determines that the second user has inserted the object (S108: YES), the server 10 (more specifically, the first display control unit 51) generates display control data for displaying on the first terminal 11 the first screen G1 reflecting the insertion performance of the object, and transmits the display control data to the first terminal 11 of the first user via the network 14 (S109).
[0084] The first terminal 11, which has received the display control data transmitted from the server 10, displays the throw-in effect (FIGS. 6 to 9) of the thrown-in object on the first screen G1 displayed on the screen (S110). Then, when the server 10 (more specifically, the game processing unit 70) determines that the effect of the thrown-in object has been exerted by the first object touching the thrown-in object or the like (S111: YES), the server 10 (more specifically, the first display control unit 51) generates display control data for displaying on the first terminal 11 the first screen G1 reflecting the effect exertion effect of the thrown-in object, and transmits the display control data to the first terminal 11 of the first user via the network 14 (S112). The first terminal 11, which has received the display control data transmitted from the server 10, displays the effect exertion effect of the thrown-in object (such as an effect in which a bomb explodes to damage surrounding enemy characters) on the first screen G1 displayed on the screen (S110).
[0085] The server 10 (more specifically, the game processing unit 70) repeatedly executes the processes from S103 to S113 until the game ends (S114: NO), and ends the process when the game ends (S114: YES). Note that the server 10 also repeatedly executes the processes from S103 to S113 when it is determined that the thrown-in object has not been thrown in (S108: NO) and when it is determined that the effect of the thrown-in object has not been exerted (S111: NO).
[0086] [Second user side flow] On the other hand, the second user side flow proceeds along the flow shown in FIG. 16, for example. As shown in FIG. 16, first, the server 10 (more specifically, the second display control unit 52), which is a computer, generates display control data for displaying the second screen G2 on the second terminal 12 and transmits it to the second terminal 12 of the second user via the network 14 (S201).
[0087] The second terminal 12, which has received the display control data transmitted from the server 10, displays the second screen G2 (FIG. 5) on the screen (S202). Then, when the second terminal 12 receives a movement operation or a display change operation of the second object by the second user on the second screen G2 (S203: YES), the server 10 (more specifically, the second acquisition unit 42) acquires information based on those operations from the second terminal 12 through the network 14 (S204). Then, the server 10 (more specifically, the second display control unit 52) generates display control data for displaying the second screen G2 reflecting those operations on the second terminal 12, and transmits the display control data to the second terminal 12 of the second user through the network 14 (S205).
[0088] The second terminal 12, which has received the display control data transmitted from the server 10, changes the portion of the second screen G2 displayed on the screen to be moved, and displays the second screen G2 (FIG. 5) again (S206). Note that, if the second user's operation to move the second object or the display change operation has not been accepted (S203: NO), the process proceeds directly to the subsequent process (S207).
[0089] Next, when the second terminal 12 accepts an operation of inserting an insert object by the second user on the second screen G2 (S207: YES), the server 10 (more specifically, the second acquisition unit 42) acquires third information based on the insert operation from the second terminal 12 through the network 14 (S208). Then, the server 10 (more specifically, the lottery unit 60) executes a lottery process for drawing a lottery for an effect of the insert object based on the third information (S209), and the server 10 (more specifically, the game processing unit 70) inserts the insert object into the field based on the lottery result (S210), and the server 10 (more specifically, the second display control unit 52) generates display control data for displaying the second screen G2 reflecting the insert effect of the insert object on the second terminal 12, and transmits the display control data to the second terminal 12 of the second user through the network 14 (S211). Details of the lottery process (S209) will be described later.
[0090] The second terminal 12, which has received the display control data transmitted from the server 10, displays the throw-in effect (FIGS. 6 to 9) of the thrown-in object on the second screen G2 displayed on the screen (S212). Then, when the server 10 (more specifically, the game processing unit 70) determines that the effect of the thrown-in object is exerted by the first object operated by the first user touching the thrown-in object or the like (S213: YES), the server 10 (more specifically, the second display control unit 52) generates display control data for displaying on the second terminal 12 the second screen G2 reflecting the effect exertion effect of the thrown-in object, and transmits the display control data to the second terminal 12 of the second user via the network 14 (S214). The second terminal 12, which has received the display control data transmitted from the server 10, displays the effect exertion effect of the thrown-in object (such as an effect in which a bomb explodes to damage surrounding enemy characters) on the second screen G2 displayed on the screen (S215).
[0091] The server 10 (more specifically, the game processing unit 70) repeatedly executes the processes from S203 to S215 until the game ends (S216: NO), and ends the process when the game ends (S216: YES). Note that if the insertion operation of the insertion object has not been accepted (S207: NO) and if it is determined that the effect of the insertion object has not been exerted (S213: NO), the server 10 also repeatedly executes the processes from S203 to S215.
[0092] The game progress flow ends when the series of steps shown in Fig. 15 or 16 above is completed. Thereafter, while the first user and the second user are playing the game, strictly speaking, when the first user is playing the game by operating the first object and the second user is playing the drone game, the series of steps above is repeatedly performed. The above is an example of the game progression flow.
[0093] [Lottery process] Next, an example of the lottery process will be described with reference to FIG. The lottery process is a process executed by the server 10 (more specifically, the lottery unit 60) and is a process executed in step S209 of the above-mentioned second user side flow. Specifically, it is a process of drawing a lottery for an effect of an input object from a set including a plurality of types of effects according to the third information based on the input operation.
[0094] Specifically, as shown in Fig. 17, first, the server 10 (more precisely, the lottery unit 60; the same applies below) which is a computer, judges whether or not a predetermined condition is met, which is a condition for resetting the available number of objects in a set to an initial value (S301). If the server 10 judges that the predetermined condition is met (S301: YES), it sets the available number of effects of objects included in the set that are candidates for the effect of the input object to the initial value (S302). On the other hand, if the server 10 judges that the predetermined condition is not met (S302: NO), it does not set the available number to the initial value and proceeds directly to the subsequent process (S303).
[0095] Next, the server 10 selects an effect of one object from a set including the effects of multiple types of objects, each of which has a specified number of effects that can be provided (S303), and sets the effect of the selected object as the effect of the inserted object (S304).The server 10 then subtracts one from the number of effects that can be provided of the object corresponding to the effect of the selected object from the effects of the objects included in the set (S305), updates the set with this state, stores it in the storage unit 30, and ends the process.
[0096] When the series of steps described above is completed, the lottery process ends. After that, while the user is playing the game, or more precisely, when the second user acquires the third information based on the input operation, the series of steps described above is repeatedly performed. The above is an example of the lottery process.
[0097] <Other embodiments> Up to this point, specific examples have been given of the information processing device, information processing method, and program of the present invention, but the above-described embodiments are merely examples, and the present invention is not limited to the above-described embodiments, and other embodiments may be considered.
[0098] In the above embodiment, a server computer for distributing game data (i.e., server 10) functions as the information processing device of the present invention, but this is not limited thereto, and some of the functions of server 10 may be provided in first terminal 11 or second terminal 12. For example, the functions of lottery section 60 or game processing section 70 may be provided in first terminal 11 or second terminal 12.
[0099] In addition, in this embodiment, user information, etc. is stored and possessed in a server computer for distributing game data (i.e., server 10), but it is also possible to provide a separate database server (not shown) and store the information all together in that database server, or to store the information on the first terminal 11 or second terminal 12 side.
[0100] The game includes, for example, a social game that can be used only with a web browser and an SNS (Social Networking Service) account. In this embodiment, the user can enjoy all functions free of charge in principle, but some functions may be limited and the limited functions may be available by paying a certain fee. For users who have paid a certain fee, various conditions may be set to give them an advantage in playing. The fee may be a pay-as-you-go system, or may be effective for a certain period of time (for example, one month or one year) once the fee is paid (subscription).
[0101] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.
[0102] [1] The information processing device of this embodiment has a first acquisition unit that acquires first information based on a movement operation performed by a first user to move a first object in a first layer set in the game space, a second acquisition unit that acquires second information based on a movement operation performed by a second user to move a second object in a second layer different from the first layer set in the game space, and third information based on an input operation performed by the second user to input an input object into the first layer, a lottery unit that selects an effect of the input object from a set including multiple types of effects based on the input operation, a display control unit that displays the input object at a position on the first layer on the first terminal of the first user, and a game processing unit that progresses the game by exerting the effect of the input object selected by lottery. According to the information processing device, the effect of the thrown-in object is determined by lottery, and the thrown-in object is placed on the field. As a result, even the second user who throws in the thrown-in object does not know what effect the thrown-in object will have, or which first user the thrown-in object will have an effect on, so that a variety of game developments can be played out, which increases the interest of the game and encourages many users to participate in the game.
[0103] [2] In the above-mentioned information processing device, when multiple first users play a game together, the game processing unit selects one first object from among multiple first objects operated by each of the multiple first users based on its position in relation to the thrown-in object, and exerts the effect of the thrown-in object on the selected first object. As a result, the effect of the input object is not exerted on all first users, but rather a first user who will exert the effect of the input object is selected from among multiple first users, which makes the game more interesting and encourages even more users to participate in the game.
[0104] [3] In the above-mentioned information processing device, the display control unit is capable of switching between a first display mode in which the thrown-in object is displayed while its effect is unknown, and a second display mode in which the thrown-in object is displayed while its effect is known, and displays the thrown-in object in the first display mode until a predetermined condition is met, and when the predetermined condition is met, displays the thrown-in object in the second display mode, and the game processing unit causes the effect of the thrown-in object to be exerted after displaying the thrown-in object in the second display mode. As a result, the effect of the inserted object is realized after switching from the first mode to the second mode, which increases anticipation for the inserted object, making the game more interesting and encouraging even more users to participate in the game.
[0105] [4] In the above-mentioned information processing device, when multiple first users play a game together, the display control unit switches the display of the thrown-in object from the first display mode to the second display mode when a first user who will exert the effect of the thrown-in object is selected from the multiple first users. As a result, the effect of the thrown-in object becomes clear after the first user who will acquire the thrown-in object is selected, which increases anticipation for the thrown-in object, making the game more interesting and encouraging even more users to participate in the game.
[0106] [5] In the above-mentioned information processing device, when multiple first users play a game together, the game processing unit switches the display of the thrown-in object from the first display mode to the second display mode, and then selects from among the multiple first users a first user who will exert the effect of the thrown-in object. This allows a player to obtain a desired throw-in object after the effect of the throw-in object becomes clear, which further increases the interest of the game and encourages even more users to participate in the game.
[0107] [6] In the above information processing device, the lottery unit executes a second lottery to select the placement position. This increases the variety of positions at which the thrown-in objects can be placed, making the game more entertaining and encouraging even more users to participate in the game.
[0108] [7] In the above-mentioned information processing device, the lottery unit performs a second lottery to select a placement position from within an area set based on the position on the first layer of the first object associated with the first user for which the effect of the inserted object is not being exerted. This not only diversifies the positions at which the thrown-in objects can be placed, but also provides an opportunity for first users who have not previously benefited from the thrown-in objects to experience the effects of the thrown-in objects, making the game more interesting and encouraging even more users to participate in the game.
[0109] [8] In the above information processing device, the selection unit selects an effect of the thrown-in object from a set that is set based on the position of the first object on the first layer. This makes the effects of the inserted objects more diverse, further increasing the interest of the game and encouraging even more users to participate in the game.
[0110] [9] In the above-mentioned information processing device, the number of available effects is specified for each of the multiple types of effects included in the set, and the lottery unit subtracts the number of available effects corresponding to the effect of the input object selected by the lottery, and when the update condition is satisfied, resets the number of available effects to its initial value. This makes the effects of the inserted objects more diverse, and if the collection contains an object with a large effect, the first and second users will feel more excited about the lottery, making the game even more interesting and encouraging even more users to participate in the game.
[0111]
[10] In the above information processing device, the lottery unit resets the available number to an initial value when the position of the first object on the first layer moves out of the predetermined range. This makes the effects of the inserted objects more diverse, and if the collection contains an object with a large effect, the first and second users will feel more excited about the lottery, making the game even more interesting and encouraging even more users to participate in the game.
[0112]
[11] In the above information processing device, the input object can be selected from a first type object whose type of effect is determined and a second type object whose type of effect is not determined, and a second acquisition unit acquires third information based on an input operation performed by a second user to input an input object selected from the first type object and the second type object, and a lottery unit, when the input object is a second type object, selects the effect of the input object from a set including multiple types of effects. This increases the variety of objects to be thrown in, making the game more entertaining and encouraging even more users to participate in the game.
[0113]
[12] In the above information processing device, when a second type of object is selected as the thrown-in object, the second acquisition unit acquires third information that can specify a first user who will exert the effect of the thrown-in object, and the game processing unit controls the first user specified by the third information to more easily acquire the thrown-in object than other first users. This increases the variety of throw-in objects and creates a greater number of users who can easily obtain throw-in objects, making the game more interesting and encouraging even more users to participate in the game.
[0114]
[13] Furthermore, according to the information processing method of this embodiment, a computer acquires first information based on a movement operation performed by a first user to move a first object on a first layer set in the game space, and acquires second information based on a movement operation performed by a second user to move a second object on a second layer different from the first layer set in the game space, and third information based on a throw-in operation performed by the second user to throw an object into the first layer, and the computer selects an effect of the object to be thrown from a set including multiple types of effects based on the throw-in operation, and the computer displays the object to be thrown at a position on the first layer on the first terminal of the first user, and the computer exerts the effect of the object to be thrown selected by lottery to progress the game. According to the above information processing method, the effect of the throw-in object is determined by lottery, and the throw-in object is placed on the field. This makes the game more interesting and encourages more users to participate in the game, since even the second user who throws in the throw-in object does not know what effect the thrown-in object will have and which first user will get the thrown-in object.
[0115]
[14] Furthermore, according to the program of this embodiment, the computer is caused to obtain first information based on a movement operation performed by a first user to move a first object in a first layer set in the game space, second information based on a movement operation performed by a second user to move a second object in a second layer different from the first layer set in the game space, and third information based on a throw-in operation performed by the second user to throw an object into the first layer, and based on the throw-in operation, the effect of the object to be thrown in is selected by lottery from a set including multiple types of effects, the object to be thrown in is displayed at a position on the first layer on the first terminal of the first user, and the effect of the object to be thrown in selected by lottery is exerted to progress the game. According to the above program, the effect of the thrown-in object is determined by lottery, and the thrown-in object is placed on the field. This makes the game more interesting and encourages more users to participate in the game, since the second user who throws in the thrown-in object does not know what effect the thrown-in object will have and which first user will get the thrown-in object. [Explanation of symbols]
[0116] 10 Server 11 Terminal 1 12 Terminal 2 14 Network 21 Processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage section 31 Area information storage unit 32 User information storage unit 33 Input object information storage unit 40 Acquisition Department 41 First acquisition part 42 Second acquisition part 50 Display control unit 51 First display control unit 52 Second display control unit 60 Lottery Section 70 Game Processing Unit 80 Zoom Slider 81 Insert button 82 Insert button G1 1st screen G2 2nd screen S Information Processing System
Claims
[Claim 1] a first acquisition unit that acquires first information based on a movement operation performed by a first user to move a first object on a first layer set in the game space; a second acquisition unit that acquires second information based on a moving operation performed by a second user to move a second object in a second layer different from the first layer set in the game space, and third information based on an input operation performed by the second user to input an input object into the first layer; a selection unit that selects an effect of the input object from a set including a plurality of types of effects based on the input operation; a display control unit that displays the input object at a placement position on the first layer in a first terminal of the first user; a game processing unit that causes the game to proceed by exerting an effect of the throw-in object selected by the lottery; An information processing device having the above configuration.
Citation Information
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