Program, control method, and information processing device
The program simplifies video game command selection by extracting specific actions and displaying them in a manageable format on the game screen, addressing the complexity issue and improving gameplay efficiency.
Patent Information
- Application Number
- JP2025040356
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-13
- Publication Date
- 2025-06-05
- Estimated Expiration
- 2034-09-17
AI Technical Summary
In video games, players face complexity when selecting commands for characters with multiple actions, especially due to limited screen size, leading to frustration from scrolling through options.
A program and control method that extracts a specific action from multiple actions and displays it in a first area on the game screen, allowing players to select and apply it to a second area, reducing the need for extensive scrolling.
This approach simplifies the operation by reducing complexity, allowing players to quickly select and execute actions without extensive searching, thereby enhancing gameplay efficiency.
Smart Images

Figure 2025085718000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a control method, and an information processing device. [Background technology]
[0002] Conventionally, in a video game using an information processing device such as a computer, a player There are known fighting games in which players control characters in a game to fight against opponents. In Patent Document 1, the player selects a command each turn to determine the character's actions. The document describes a game in which matches progress by playing one another. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2007-075612 A Summary of the Invention [Problem to be solved by the invention]
[0004] By the way, when a character can execute multiple commands, the player must select the command he / she wants to execute. However, due to limitations in the size of the display screen, In addition, players may feel annoyed when searching for commands by scrolling. There is a saying.
[0005] The object of the present invention, which has been made in view of the above circumstances, is to provide a program, a control, and a method for reducing the complexity of operations. The present invention aims to provide a control method and an information processing apparatus. [Means for solving the problem]
[0006] The program for solving the above problem is a program for controlling an information processing device that executes a game, the information processing device being operated by a player. Extract a specific action from among multiple actions that the game character can perform and a step of extracting a part of the plurality of actions in a first area on a game screen. a game screen displaying the first area in a selectable manner by the player; The specific action extracted is then applied to a second area that is disposed at a specific position different from the first area. A display step of displaying the icon displayed in the first area so as to be selectable by the player. When an action is selected by the player, the selected action is and having the game character execute a specific action displayed in the second area. and causing the game character to execute the specific action when selected by A program that executes steps to perform processing.
[0007] A control method for solving the above problem is a control method for controlling execution of a game, comprising: A specific action is selected from among multiple actions that the game character operated by an extraction step of extracting one of the plurality of actions in a first area on a game screen; a part on the game screen that can be selected by the player; The extracted specific action is stored in a second area arranged at a specific position different from the first area. a display step of displaying the game options in a selectable manner by the player; If the selected action is selected by the player, The game character is caused to execute a specific action displayed in the second area. Performing the specific action on the game character when selected by a layer and a step of performing a process to cause the
[0008] The information processing device that solves the above problem is an information processing device that executes a game, The game character operated by the user selects a specific action from among multiple possible actions. an extracting unit for extracting an action from a game screen; and a first area on the game screen. The first game is displayed on the game screen so as to be selectable by the player. The extracted specific action is applied to a second area arranged at a specific position different from the first area. a screen generating unit for displaying the items selectable by the player; and When an action is selected by the player, the selected action is and having the game character execute a specific action displayed in the second area. and causing the game character to execute the specific action when selected by and a progress processing unit for performing processing.
[0009] In the program having the above configuration, the second area is related to information displayed on the game screen. It is preferable to display the information without overlapping. The program having the above-mentioned configuration causes the information processing device to A storing step of storing the plurality of actions is executed, and in the extracting step, The already selected action or the predetermined action is set as the specific action. It is preferable to extract the
[0010] In the program having the above configuration, in the extraction step, If a predetermined condition is satisfied, the already selected action from among the plurality of actions is selected. Extracting the specific action, and determining whether the already selected action satisfies the predetermined condition. If not, the predetermined action among the plurality of actions is set as the specific action. It is preferable to extract it as a
[0011] In the program having the above configuration, the predetermined condition is a condition that the already selected action is preceded by the action that has already been selected. The condition that the player has one or more remaining choices, or the first parameter of the game medium a condition that the meter is greater than or equal to a second parameter of the previously selected action. is preferred.
[0012] In the program having the above configuration, the specific action is one of the plurality of actions. Preferably, each is selected based on the number of times it was selected. In the program having the above configuration, in the extraction step, The action selected last by the player is extracted as the specific action. This is also fine.
[0013] In the program having the above configuration, the plurality of actions are classified into a plurality of categories. The classified categories are displayed in the first area in tab format, and the specific action is Preferably, the action is extracted from the action included in the tab selected by the player. I wish.
[0014] In the program having the above configuration, the extraction step is a first extraction step, a display step of displaying the information on the information processing device in the first display step; When a tab different from the selected tab is selected by the operation of the player, the different tab is A second extraction step of newly extracting the specific action from the actions included in the other tabs. and a part of a plurality of actions included in the different tabs is displayed in the first area. and displaying the second area in a selectable manner by a user, and the second extraction step A second table is displayed so that the specific action extracted in the second table can be selected by the player. The steps shown in FIG.
[0015] In the program having the above configuration, the second area displays information regarding the progress of the game. It is preferable that the display area is displayed between the area showing the first area and the area showing the second area. Effect of the Invention
[0016] According to the program, the control method, and the information processing device of the present invention, the complexity of the operation can be reduced. It can be reduced. [Brief description of the drawings]
[0017] [Figure 1] 1 is a functional block diagram of a main part of an information processing system according to an embodiment of the present invention; [Diagram 2] FIG. 4 is a diagram illustrating an example of information stored in a storage unit. [Diagram 3] 4A to 4C are diagrams illustrating examples of character actions stored in a storage unit. [Figure 4] 10 is a diagram illustrating an example of a table managed by a physical strength parameter managing section. FIG. [Diagram 5] A diagram showing an example of a table managed by a fighting power parameter management unit. [Figure 6] 10 is a diagram illustrating an example of a table managed by an action force parameter management unit. FIG. [Figure 7] FIG. 2 is a diagram illustrating an example of a game screen of a game generated by a screen generating unit. [Figure 8]13 is a flowchart showing an example of an extraction process performed by an extraction unit. [Figure 9] FIG. 13 is a diagram illustrating an example of the progress of a game. [Figure 10] FIG. 13 is a diagram illustrating an example of the progress of a game. [Figure 11] FIG. 13 is a diagram illustrating an example of the progress of a game. [Figure 12] FIG. 13 is a diagram illustrating an example of the progress of a game. [Figure 13] FIG. 13 is a diagram illustrating an example of the progress of a game. [Figure 14] FIG. 13 is a diagram illustrating an example of the progress of a game. [Figure 15] FIG. 13 is a diagram illustrating an example of the progress of a game. [Figure 16] 11 is a flowchart illustrating an example of a process performed by an information processing device. [Figure 17] FIG. 13 is a diagram showing a modified example of the game screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0018] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. First, an overview of the game according to this embodiment will be described. The game has a first mode and a second mode. In the first mode, the player You can play against opponents using the game media you have selected, or complete regular quests in the game. By doing so, it is possible to acquire game content, such as items that can be used in the game.
[0019] On the other hand, the second mode will be implemented as a time-limited event, for example. In this game, multiple groups, each consisting of multiple players, compete against each other in real time. In the following, unless otherwise specified, the second mode of the game according to this embodiment will be described. explain.
[0020] In this embodiment, it is assumed that two groups, Group A and Group B, will play against each other. Each player places the game contents he or she owns on the field in the game and The game (second mode) is played by operating the game medium to perform actions such as movement or attack. The game media is the electronic data used in the game, for example Examples of game media include cards, items, characters, and avatars. As the player progresses, they can acquire, hold, use, manage, exchange, synthesize, strengthen, sell, or discard items. The game media is electronic data that can be discarded and / or donated, but the usage of the game media is not limited to the above. In this embodiment, the game content includes characters. and explain.
[0021] In the game according to this embodiment, the groups' turn is changed at regular intervals. In this situation, the fixed time is 1 minute, and after the 1 minute of A group's turn, the 1 minute of B group's turn is Then it is the turn of group A for one minute. The game time (for example, 30 minutes) ends, or before the game time ends, either The game ends when one group meets the game's victory conditions.
[0022] During the turn of the group to which each player belongs, In addition, each player can move the character a predetermined number of times (for example, once). is an action that a character can perform, regardless of whether it is the group's turn or not. By selecting items such as the above, you can progress through the game. Based on the action taken, the characters belonging to the opponent's group and the opponent's Attacking the representative game media owned by the group. The representative game media are the above-mentioned game media. Each castle is electronic data used in the game, similar to the castle in the present embodiment. Each Rakuta and castle has a parameter related to its stamina (stamina parameter). When the opponent's castle's vitality parameter is set to 0 or the game time is over, the castle's vitality parameter The group with the most meters remaining wins the game.
[0023] In addition, in the game according to this embodiment, the player can use the chat function to communicate with the other players during the game. In addition, players in the same group can exchange information and discuss how to proceed with the game (strategy). You can consult about:
[0024] FIG. 1 is a functional block diagram of a main part of an information processing system according to an embodiment of the present invention. The information processing system 100 includes an information processing device 10 and a plurality of terminal devices 30. The information processing device 10 according to the embodiment executes the game outlined above. The device 10 communicates with the terminal devices 30 of each player of the game. The game is decided based on the input operation performed by each player using the input unit 31 of the terminal device 30. The information processing device 10 also transmits the progress of the game to the terminal device 3 of each player. Specifically, the information processing device 10 causes the display unit 32 of the terminal device 30 to display The information processing device 32 generates information to be displayed on the terminal device 30 and transmits (outputs) the information to the terminal device 30. 10 is, for example, configured by a server device.
[0025] The information processing device 10 includes a storage unit 11, a physical strength parameter management unit 12, and a fighting power parameter A management unit 13, an action force parameter management unit 14, a chat management unit 15, and a control unit 16, It comprises a progress processing unit 17, a screen generation unit 18, an extraction unit 19, and a communication unit 20.
[0026] The storage unit 11 stores various information used in the game. A layer stores multiple game media used by the layer in association with the group to which the player belongs. As shown in FIG. 2, the storage unit 11 stores information about the players of the game and each player. A table that associates the characters operated by each player with the groups to which each player belongs is created. Referring to FIG. 2, for example, player A1 belongs to group A and has a character It can be understood that the player operates the controller A1. Also, the memory unit 11 can store the game data in the same manner as in FIG. The representative game content of each group is stored in association with each group. Since game content is not associated with a player, the correspondence between the game content and the player is The group A and the group B are stored in the storage unit 11 in association with each other. can be.
[0027] The storage unit 11 also stores information specific to each character. The multiple items that the body can execute, the combat power of the game medium, such as the offensive and defensive power of the game medium, combat methods such as attacking and defending methods, game medium skill information, game medium avatar information The information includes the characteristics of the game media, the attributes of the game media, and an index showing the rarity of the game media. The degree of rareness is expressed in hierarchical levels such as normal, rare, super rare, and ultra rare. In this embodiment, the unique information may include a plurality of items that the game content can execute. It will be described as such.
[0028] The items that the game medium can execute include items that the player can select as the game progresses. The progress processing unit 17 performs processing based on the selected item, and the game progresses. The multiple items can be any items related to the progress of the game, but in this embodiment In the embodiment, the character is described as an action that can be executed by the player. When an action for the character is selected, the progress processing unit 17 performs a Based on the above, various parameters are changed, and the game displayed on the display unit 32 of the terminal device 30 is Change the screen related to the above.
[0029] As shown in FIG. 3 as an example, the storage unit 11 stores the actions that the character can execute. The actions that can be performed vary from character to character. A character is an action that a certain character can perform among the characters used in the game. In this embodiment, as shown in FIG. 3, the actions are attack, Each action is divided into three categories based on the nature of the action: The nature of the action is, for example, It is an action-specific feature that determines which parameters are affected when the action is processed. In the attack category, the physical parameters of the characters in the opponent's group are The auxiliary category includes actions that change a character's combat power parameters. The recovery category includes actions that change the HP of characters in the same group. Actions that change Kuta's physical parameters are included. The earphones may be classified into arbitrarily configurable categories.
[0030] Actions affect the parameters of a single character in each category. They are classified into those that affect the parameters of a single character or those that affect the parameters of multiple characters. Depending on the action, the effect of changing parameters, such as the amount of increase or decrease or the rate of increase or decrease, will differ. Some actions have a limit on the number of times they can be used at the start of the game. ,The number of remaining uses a character can have for each action is stored, as shown in Figure 3. However, for actions that do not have a usage limit, the storage unit 11 stores the remaining usage The remaining number of uses of such an action is shown as "-" in Figure 3. In addition, each action has a set value for the energy parameter required to execute it. The memory unit 11 also stores the action points required to execute each action. To perform an action, you must consume one or more points of motivation. If the character does not have enough motivation to perform an action, the character cannot perform that action. Generally, the more effective an action is, the fewer times it will be available at the start of the game. The required action power parameter value is set high. Highly effective actions have larger power. This is an action that can increase or decrease a parameter.
[0031] In addition, the memory unit 11 executes the progress processing unit 17 after the game is started and before the game is ended. The game progress record may be stored. The physical strength parameter management unit 12 manages the physical strength parameters of each character and castle. The parameter management unit 12 manages the strength parameters of each character and castle as shown in FIG. As shown in FIG. 4, the physical strength parameter management unit 12 manages the physical strength parameters as a table. The table contains characters A1 to A5, B1 to B5, Castle A and Castle B and their corresponding strength parameters are stored. When one of the actions in the attack category is selected, the progress processing section 17 executes the selected action. Based on the above, the physical strength parameters stored in the table of the physical strength parameter management unit 12 are decreased. When a character's physical strength parameter falls below 0, that character will no longer participate in the game. You will no longer be able to add
[0032] The fighting power parameter management unit 13 manages the parameters related to the fighting power of each character (fighting power parameter In this embodiment, the combat power parameters are the attack power parameters and The combat power parameter management unit 13 manages the attack power parameters of each character. The data and defensive strength parameters are managed in a table, an example of which is shown diagrammatically in FIG. As shown in FIG. 5, the table of the fighting power parameter management unit 13 includes characters A1 to Character A5 and characters B1 to B5 and their corresponding attack parameters The meter and defense parameter are stored. When one of the actions is selected, the progress processing unit 17 calculates the combat power point based on the selected action. The attack power parameters and defense power parameters stored in the table of the parameter management unit 13 are changed. Also, when the player selects one of the actions in the attack category, the progress process The control unit 17 inputs the selected action into the table of the combat power parameter control unit 13. Refer to the stored attack and defense parameters and decrease the physical strength parameter. Determine the amount of reduction to be made.
[0033] The action power parameter management unit 14 is required for the character to execute an action. Manages parameters related to motivation (motivation parameters). Motivation Parameter Management Unit 1 4 is a table showing the action power parameters of each character, as an example shown in FIG. As shown in FIG. 6, the table of the action power parameter management unit 14 includes Character A1 to character A5 and character B1 to character B5, Each player stores the action power parameter of the character. The player consumes energy to progress through the game. The energy parameter determines the progress of the game and the execution of actions. For example, the character performs an action based on the player's selection. Then, the progress processing unit 17 calculates the amount of the action power parameter required for the executed action. The value of the Motivation parameter is reduced to the value required to perform an action. If the player's motivation parameter is below the required value, he or she must select that action and cast the In addition, the character's action parameters are increased under certain conditions. The progress processing unit 17 increases the character's action power parameter based on the conditions. For example, the character's action power parameter is Each time a turn of the group to which the player who controls the character belongs starts (i.e. In this embodiment, the action power parameter is increased once every two minutes. The increase in the action power parameter is determined by a certain percentage or can be a constant value, and in this embodiment, the amount of increase in the action power parameter per time is In this embodiment, the action power parameter is set to 50. , with an upper limit of 100.
[0034] The chat management unit 15 manages the chat function in the game according to this embodiment. The chat management section 15 stores standard phrases and / or images that may be frequently used during the game. The standard phrase may be, for example, a phrase that is assigned to players belonging to the same group in the attack category. "Attack me!", which prompts Gori to perform an action, belonging to the same group "Ask for help!" and the same "Ask for help!" prompt the player to perform an action in the help category "Aim for the Castle" encourages players in a group to attack the representative game media of their opponents. "What!", etc. In the chat management unit 15, each player inputs a message in the input unit 31 of the terminal device 30 in advance. A sentence input using the may be stored as a fixed phrase.
[0035] The control unit 16 controls the various functional blocks of the information processing device 10 as well as the information processing device 10. The control unit 16 controls and manages the entire game. It consists of a processor such as a CPU (Central Processing Unit) that executes Such a program is stored in the storage unit 11 or an external storage medium.
[0036] The progress processing unit 17 performs processing related to the progress of the game according to this embodiment. 7, when the number of players participating in the game according to this embodiment becomes a predetermined number or more, i.e. That is, the player (or the character corresponding to the player) stored in the storage unit 11 When the number of the game pieces reaches a predetermined number or more, the game progress processing unit 17 starts the game progress processing. Even if the number of players participating in the game is less than the predetermined number, the control unit 16 may automatically operate the game. The game progress process may be started by having a player who is a member of the game participate in the game. The progress processing unit 17 performs a process based on an input operation from the player via the input unit 31 of the terminal device 30. The progress processing unit 17 also controls the terminal device The processing is based on the action selected by the player via the input unit 31 of the input unit 30. In the step S10, the progress processing unit 17 controls the physical strength parameter management unit 12 based on the executed action. , the parameters of the tables in the combat power parameter management unit 13 and the action power parameter management unit 14 In addition, the progress processing unit 17 increases or decreases the predetermined game time and the turn time of each group. Manage.
[0037] The progress processing unit 17 determines the winner of the game. When the vitality parameter of one of the representative game media becomes "0", the processing unit 17 The other group, different from the group of the representative game media whose parameter was "0", When a predetermined game time has elapsed, the progress processing unit 17 determines that the player who has won the game is the winner. If both the health parameters of the representative game media of the group are greater than "0", the remaining The group associated with the representative game medium with the highest physical strength parameter value is declared the winner. Make a decision.
[0038] The screen generation unit 18 generates information for displaying a game screen including information related to the game (hereinafter 7 shows the screen generated by the screen generator 18. FIG. 5 is a diagram showing an example of a game screen of a game. The game screen 50 includes a first area 51. , a second area 52, a field display area 53, a tab display area 54 and a parameter display area 5 5. The second area 52 is disposed at a specific position on the game screen. As shown in FIG. 7, the field display area 53 displays information about the progress of the game. and the first area 51.
[0039] The tab display area 54 has three categories of actions: attack, recovery, and support. In the first area 51, three tabs are displayed, each showing a different function, and one tab showing a chat function. The items related to the tab selected by the player are displayed in tab format for each category. In FIG. 7, since the Attack tab 61 is selected, the first area 51 displays the Attack Multiple actions (items) in the category are displayed for selection. In area 52, a specific action is selected from the actions that the character can perform. Preferably, the second area 52 displays the actions included in the selected tab. The specific action extracted from the is displayed in a selectable manner. A specific action extracted by the extraction unit 19 from among the multiple actions in the first area 51 In Figure 7, multiple actions in the attack category are displayed. Among them, one action "Single Special Attack 2" is extracted and generated on game screen 50. The details of the extraction process by the extraction unit 19 will be described later. In the first area 51 and the second area 52, the remaining time of each action is stored in association with each action. The number of uses and the required action power parameter value may be displayed.
[0040] The field display area 53 displays information regarding the progress of the game. In the display area 53, for example, a field where a game is played and the balls arranged on the field and used in the game are displayed. In FIG. 7, a plurality of characters and a representative game medium (castle) are displayed. The field is 5 squares long and 8 squares wide, but the shape and number of squares on the field are not limited to this. .
[0041] The parameter display area 55 displays information about various parameters. In FIG. Only the action and stamina parameters of the character operated by the player are displayed. However, the information about the parameters displayed in the parameter display area 55 is limited to this. The parameter display area 55 displays information about the fighting power parameters operated by the player. The parameters of the representative game medium or other characters that are not controlled by the player may be displayed. The parameters may be displayed by indicators such as bars. It may be displayed as a bar indicator or as a numerical value, as shown in FIG. It may be displayed both as a data and a numerical value.
[0042] The display unit 32 of the terminal device 30 displays a game screen. Therefore, it is not possible to display the entire game screen 50 on the display unit 32. A part of the game screen 50 is displayed on the display unit 32. The area surrounded by the dotted line 56 in FIG. 1 shows an example of the range of the screen displayed on the display unit 32, particularly showing the first view. The first view 56 includes the entire field display area 53 and the second area 5 2 is displayed, but only a part of it is displayed in the first area 51. Actions not displayed in the main view 56 (in FIG. 7, single special attacks 2 to n and multiple special To select an attack (2 to n), the user flicks the screen (display screen) displayed on the display unit 32. Click or swipe to display the action you want to select, then select it. However, as shown in FIG. 7, the image extracted in the second region 52 is Actions are included in the first view 56, so the player can flick or You can select an action without swiping.
[0043] The extraction unit 19 selects a plurality of items that are displayed in the first area 51 and that are selected in the second area 52. The extraction unit 19 extracts specific items to be displayed selectably by the user. The extraction process will be described in detail later.
[0044] The communication unit 20 communicates with the terminal devices 30 used by the players of the game via wired or wireless communication. This allows the transmission and reception of data used in the game. The terminal device 30 includes an input unit 31, a display unit 32, a control unit 33, and a communication unit 34. The terminal device 30 may be a dedicated device capable of executing a game. may be configured using electronic devices (information processing devices) such as mobile phones or tablet terminals. stomach.
[0045] The input unit 31 receives operation input from a player. In the case where the terminal device 30 has a touch panel, The touch panel detects the touch of the player's finger or stylus pen and accepts input. Thereby, it functions as the input unit 31.
[0046] The display unit 32 is a liquid crystal display, an organic EL display, or an inorganic EL display. The display unit 32 displays information on the information processing device 10 according to the progress of the game. Displays various information about the game received from.
[0047] The control unit 33 controls the entire terminal device 30 including each functional block of the terminal device 30. It is a processor that controls and manages the The communication unit 34 performs wired or wireless communication with the information processing device 10 that executes the game. This transmits and receives data used in the game.
[0048] Next, an example of the extraction process performed by the extraction unit 19 will be described. Based on the battle situation, among the actions that the character can execute, the second area 52 of the display screen is Preferably, the extraction unit 19 extracts a specific action to be displayed on the screen. A specific action is extracted from the actions included in the selected tab. The extraction unit 19 extracts the action that has already been performed after the start of the game in each category (tab). When is selected, the action last selected by the player is displayed on the second The action is extracted as an action to be displayed in the area 52. However, the remaining number of times that the action can be used is If the number of times is 0 or the action parameter required to execute the action is insufficient, In such a case, the player cannot select the action. 19, in each category, other actions, such as pre-determined basic The action is extracted as an action to be displayed in the second area 52 of the display screen. An action is determined for each category based on a set of criteria. In this embodiment, the number of times that the action can be used is not limited. If there are multiple actions in a category that are not assigned to the basic action, the basic action is One of the actions is selected from the multiple actions that correspond to the player. The selection may be determined in advance based on the player's selection through input to the input unit 31. The unit 19 thus determines whether or not a process based on each action can be executed, and From the actions that are determined to be possible, actions to be displayed in the second area 52 are extracted. In this way, the extraction unit 19 extracts executable actions according to the game situation. do.
[0049] On the other hand, after the game starts, in each category, there are still no actions to be taken after the game starts. If not selected, the extraction unit 19 selects basic actions in each category. The action is extracted as an action to be displayed in the second area 52 of the display screen.
[0050] The processing of the extraction unit 19 will be further explained using the attack category as an example. The basic action is predefined as a single normal attack. If the user has not yet selected an action that belongs to the attack category, the extraction unit 19 selects a basic action Then, as the game progresses, the player will choose the attack type. Suppose you select an action that belongs to a category. At some point, If the selected action is "single special attack 1", the extraction unit 19 extracts "single special attack 1". The extracted action is displayed in the tab display area 54 of the display screen under the "attack" tab. When selected, it is displayed in the second area 52. The same process is carried out for the other actions.
[0051] In addition, when the selected tab is changed by the operation of the player, the extraction unit 19 extracts the changed tab. Extract a new specific item from multiple items included in the selected tab category. For example, When the "Support" tab is newly selected from the "Attack" tab, the extraction unit 19 re-extracts a specific item from the multiple items contained in the auxiliary category.
[0052] FIG. 8 is a flowchart showing an example of the extraction process performed by the extraction unit 19. While the game is in progress, the Attack, Cheer, or Recovery tab will be selected. If so, the flow shown in FIG. 8 is repeated.
[0053] First, the extraction unit 19 extracts any one of the items in the category of the selected tab after the start of the game. It is determined whether or not an action has been selected by the player (step S101). The decision is made by referring to the record of the processing performed by the progress processing unit 17 stored in the memory unit 11, for example. can be.
[0054] The extraction unit 19 extracts a category of the selected tab from among the categories of the game that have not yet been played after the game has started. If it is determined that the action has never been selected (No in step S101), the basic action is , and extracts it as an action to be displayed in the second area 52 of the display screen (step S106). Then, the extraction unit 19 ends this flow.
[0055] On the other hand, the extraction unit 19 extracts, in the category of the selected tab, When it is determined that any action has been selected by the player (step S101 Yes), the memory unit 11 is referenced, and the action last selected in the selected tab is Then, information about the application is obtained (step S102).
[0056] Then, the extraction unit 19 refers to a table in the storage unit 11 as shown in FIG. It is determined whether the remaining number of uses of the action for which the information has been obtained is 0 (step S1 03).
[0057] When the extraction unit 19 determines that the remaining number of uses of the action for which the information is obtained is 0, (Yes in step S103), the basic action is displayed in the second area 52 of the display screen. Then, the extraction unit 19 extracts the action as the action (step S106). Complete.
[0058] On the other hand, the extraction unit 19 detects that the remaining number of uses of the action for which the information is obtained is not 0 (i.e., If it is determined that the number of the first and second inputs is equal to or greater than 1 (No in step S103), for example, as shown in FIG. By referring to the table in the action power parameter management unit 14, the action power parameters of the character are Determine whether the action parameter is equal to or exceeds the required value to execute the action obtained from the information. Make a decision (step S104).
[0059] The extraction unit 19 extracts the action power parameter of the character so as to execute the action for which the information has been acquired. If it is determined that the driving force parameter is less than the driving force parameter required for the Then, the basic action is extracted as an action to be displayed in the second area 52 of the display screen (step (Step S106). Then, the extraction unit 19 ends this flow.
[0060] On the other hand, the extraction unit 19 extracts the action for which the character's action power parameter is obtained. If it is determined that the action power parameter is equal to or greater than the action power parameter required for execution (step S104 (Yes), and an action of displaying the action of obtaining the information in the second area 52 of the display screen. (step S105).
[0061] In this manner, the extraction unit 19 extracts the action to be displayed in the second area 52 of the display screen. The extracted actions are used by the screen generator 18 when generating a display screen. Next, details of the game executed by the information processing device 10 according to this embodiment will be described. Here, please refer to Figs. 9 to 15 which show the screens displayed on the display unit 32 of a certain player A1. The game will be explained with reference to the following. Player A1 belongs to group A. do.
[0062] FIG. 9 shows the display screen at the start of the game. Each character and each The representative game media are displayed by the screen generation unit 18 so that the groups to which they belong can be distinguished. For example, each character and representative game medium may be colored in black and white, or a robot type. The characters are displayed in a distinguishable manner by their shapes, such as a human figure, or by their orientation, such as left and right. Characters and representative game media may be displayed with emblems, flags, or other markings attached. In this embodiment, the groups are distinguished by the direction. shall be distinguished.
[0063] In addition, the characters operated by each player are controlled by the screen generator 18. On the display screen displayed on the display unit 32 of the terminal device 30, the character can be distinguished from other characters. The character operated by the player may be displayed in a more prominent position than other characters, for example. By making the character appear larger, or by blinking or highlighting the square in which the character is located, In this embodiment, the fields are displayed in a distinguishable manner, as shown in the upper left box of the field in FIG. The square in which the character A1 operated by the player A1 is located can be distinguished by surrounding it with a thick frame. This will be explained as being displayed in the function.
[0064] At the start of the game, the screen generator 18 automatically selects the attack tab 61. At the start of the game, the player has not yet selected any action. Therefore, in the second area 52, the basic actions of the attack category are extracted by the extraction unit 19. A "single normal attack" is displayed.
[0065] During the one minute period of Group A's turn, Player A1 may move Character A1 once. When moving the character A1, the player A1 moves the character A1 in the field. Tap the square where player A1 is located. Based on the tap operation of player A1, the screen is generated. The screen generating unit 18 displays the squares on the field to which the character A1 can move. For example, the movement of the character A1 is determined based on the range in which the character A1 can move stored in the storage unit 11. The squares that can be moved are displayed on the field. The squares that can be moved are indicated by blinking or highlighting. The ear A1 is displayed in various recognizable ways. In this embodiment, as shown in FIG. The squares that can be moved are displayed with shading. Player A1 moves to the displayed squares that can be moved. By selecting the square to which you want to move character A1, you can move character A1. It can be done.
[0066] Player A1 will play the first move regardless of whether it is Group A's or Group B's turn. By selecting an action in the first area 51 or the second area 52, the character A1 can FIG. 11 shows an example of a display image during the game. In Figure 11, the action that player A1 last selected in the attack category was " The "Single Special Attack 2" is extracted by the extraction unit 19 and displayed in the second area 52. The character A1's action parameter decreases and the character A1 executes "Single Special Attack 2". or the remaining number of uses of "Single Special Attack 2" is Player A1 can repeatedly select "Single Special Attack 2" until the number of times is 0. Since the player A1 has selected "Special Attack 2", in the game situation shown in FIG. Therefore, it is expected that they consider "Single Special Attack 2" to be an effective action. Player A1 can repeatedly select "Single Special Attack 2" until he can no longer select it. Here, when the player A1 selects “Single Special Attack 2” from the first area 51, However, due to the size of the screen, the portion of the first area 51 that is displayed on the display screen is The "Single Special Attack 2" action is not displayed, so you need to flick or swipe the display screen. However, in this embodiment, In the first view, the second area 52 displays the last selected action. The option "Single Special Attack 2" is displayed as selectable. Therefore, the player A1 Flick or swipe to display the action you want to use repeatedly. In particular, in this embodiment, In real-time battle games like this, players generally take action quickly. Therefore, the information processing device 10 performs operations up to the selection of an action. By simplifying the above, it is possible to reduce the effort required for the player to perform flick or swipe operations. This makes it easier to satisfy the desire to select an action quickly. If you wish to select an action other than that displayed in area 52, Other action choices can be made from area 51.
[0067] When the player A1 selects an action included in the attack category, the progress processing unit 17 are located in the squares around character A1 (for example, above, below, left, right) and belong to group B. Decrease the physical strength parameter of one of the characters. In Figure 11, the right of character A1 Since there is a character belonging to group B in the adjacent square, the progress processing unit 17 The attack power parameter of A1 and the defense power parameter of the character belonging to the group B Based on this, the effect of the single special attack 2 selected by player A1 is referenced, and the physical strength parameter is This reduces the amount of data.
[0068] Player A1 repeatedly selects the "Single Special Attack 2" action to Character A1's action parameter is the action required to execute "Single Special Attack 2" When the parameter value falls below the limit or the remaining number of uses of "Single Special Attack 2" reaches 0 In this case, the extraction unit 19 extracts the basic action "single normal attack" according to the flow of FIG. Therefore, the last action selected by Player A1 was "Single Special Attack 2". At most, the second area 52 displays "single normal attack" as shown in FIG.
[0069] In the case where multiple characters belonging to group B are located around character A1, Player A1 selected an action that was in the attack category that affected a single player. In this case, the progress processing unit 17 may select, for example, the characters belonging to group B located around the character A1. One of the characters is selected automatically or based on the input of the player A1. Decreases the physical strength parameter of the character.
[0070] When multiple characters belonging to group B are located around character A1, Selecting an action that affects multiple targets in the Attack category (e.g. "Multiple Normal Attacks") Then, the progress processing unit 17 detects a plurality of characters belonging to group B located around the character A1. Decreases the character's physical strength parameters.
[0071] Next, referring to FIG. 13, a player A1 taps the auxiliary tab 62. When the player A1 selects the auxiliary tab 62, the display screen is as shown in FIG. In the first area 51, a list of actions included in the auxiliary category is displayed. In the area 52, the extraction unit 19 extracts a specific action from the actions included in the auxiliary category. That is, the second area 5 is displayed in conjunction with the tab selected by the player. In the example shown in FIG. 13, the player A1 selects the sub-category The action that was last selected from the list is "Single Special Aid 3". The action power parameter of Layer A1 is the action power parameter required to execute "Single Special Support 3". When the parameter value falls below the threshold, the second area 52 displays the basic action "single normal assistance". As shown.
[0072] The player A1 can also select "Single Special Aid 3" displayed in the second area 52. , the player A1 can select another action displayed in the first area 51. If you select an action that is included in a subcategory that affects a single item, the progress processing unit 17 indicates whether the effect of the selected action is for the same group A or for the opponent Check whether it is for group B.
[0073] The progress processing unit 17 determines whether the effect of the selected action is for the same group A. If it is determined that the character belongs to the same group A on the field, The action selected is selected automatically or based on the input of the player A1. Depending on the effect, the attack power parameter or defense power parameter of the selected character or The progress processing unit 17 increases both of the above for a certain period of time. The combat power parameter of the selected character may be increased. A character can attack an opponent's character or be attacked by an opponent's character. When the player is hit by a battle power parameter, the progress processing unit 17 increases the player's physical strength based on the increased combat power parameter. Vary the parameters.
[0074] The progress processing unit 17 determines whether the effect of the selected action is for the opponent's group B. If the opponent determines that a player is in Group B, any player on the field The player A1 selects an actor automatically or based on the input of the player A1. Depending on the effect of the option, the attack or defense parameters of the selected character will be increased. The progress processing unit 17 decreases the amount of the input signal or both of the input signal and the input signal for a certain period of time. may decrease the fighting power parameter of the selected character.
[0075] Player A1 takes an action that falls into a subcategory that affects multiple players (e.g., "multiple players"). When "number assistance 1" is selected, the progress processing unit 17 selects the effect of the selected action as Check whether the match is against Group A or against their opponent's Group B. The progress processing unit 17 performs the same action on the field based on the effect of the selected action. Increase the fighting power parameters of multiple characters in group A for a certain period of time, or Decreases the combat power parameters of multiple characters in the opponent's group B for a certain period of time. Can.
[0076] In addition, the progress processing unit 17 performs the process of an action that affects either one or multiple actions. Even if character A1 is in the middle of the battle, the fighting power parameters of only the characters around character A1 will be increased or decreased. This is also fine.
[0077] Next, referring to FIG. 14, the player A1 taps the recovery tab 63. When the player A1 selects the recovery tab 63, the display screen is as shown in FIG. The first area 51 displays a list of actions included in the recovery category. In the area 52, the extraction unit 19 extracts a specific action from the actions included in the recovery category. In this embodiment, the player A1 has not yet recovered any cards after the start of the game. Assume that you have not selected any action in the category. In this case, as shown in Figure 14, In the second area 52, "self-recovery", which is a basic action in the recovery category, is displayed.
[0078] When the player A1 selects the action "self-healing", the progress processing unit 17 The progress processing unit 17 increases the physical strength parameter of the character A1 by a certain amount or a certain rate. Increases Kuta A1's physical strength parameter by 50.
[0079] Player A1 performs an action that is included in the recovery category that affects multiple players (e.g., "multiple players"). When the player selects "Recovery 1", the progress processing unit 17 performs the following steps based on the effect of the selected action: The physical strength parameters of multiple characters in the same group A on the field are increased by a certain amount or Increase the rate.
[0080] The action "Revive" is used when a character's physical strength drops below 0 and they are unable to participate in the game. This is an action that can be selected when the physical strength parameter of character A1 is 0 or less. If the player A1 selects the action "Revive", the character A1 will You will be able to rejoin the game midway through with your stamina parameter at 100. The progress processing unit 17 limits the number of times that the "Revival" can be selected to a predetermined number of times (for example, once). In addition, the progress processing unit 17 may limit the number of characters who participate in the game again by "reviving". The character is put into the game with their health parameters already reduced (for example, half, at 50). You may allow them to participate.
[0081] When the physical strength parameter of character A1 becomes 0 or less, player A1 can only "Revive" Therefore, the extraction unit 19 selects only the action to be displayed in the second area 52. In this case, the screen generator 18 may extract "Revival" as the second option. The action "Resurrection" is displayed in the area 52. The screen generator 18 also When the health parameter of falls below 0, even if the recovery tab 63 is not selected, the The recovery tab 63 is displayed on the display screen in a selected state, and the action “Recovery” is displayed in the second area 52. By doing this, when the physical strength parameter of character A1 is 0 or less, After that, Player A1 can select the action "Revive" without selecting a tab. Therefore, it takes longer for player A1 to rejoin the game than if he or she had selected the tab himself or herself. This can reduce the time required for the process.
[0082] Next, referring to FIG. 15, in FIG. 15, a player A1 taps the chat tab 64. The display screen when the player A1 selects the chat tab 64 is shown. Then, the first area 51 displays standard phrases used in chat as multiple items. In addition, the second area 52 displays the fixed phrase extracted by the extraction unit 19. If the player has not yet selected a template after the game has started, the second area 52 will display the basic action template. The basic phrases corresponding to the option will be displayed.
[0083] When the player A1 selects one of the standard phrases, the screen generating unit 18 displays the selected standard phrase. The sentence is displayed on the display screen of each player in group A to which player A1 belongs. In Division 18, players in Group A will be able to view a timeline containing standard phrases. Also, the screen generating unit 18 can display a defined The screen generator 18 may display the template for a certain period of time. Alternatively, the template may be displayed so as to move (roll) from the bottom to the top.
[0084] In addition, in the chat function, each player can input not only standard phrases but also keyboards on the display unit 32. In this case, the screen generating unit 18 displays the input The comment is displayed on the display screen.
[0085] Each player who sees the standard phrase or comment displayed on the display screen can respond to the standard phrase or comment. The chat function allows players to communicate with each other. This encourages players to play together and gives them a sense of unity in progressing through the game as a group. It is possible to do so.
[0086] Next, the process performed by the information processing device 10 of the present embodiment will be described with reference to a flowchart shown in FIG. The explanation will be given with reference to the flow chart. Figure 16 shows the flow chart for each group. This is an example of a process executed for any character in the group whose turn it is. do.
[0087] The progress processing unit 17 calculates the action power parameters of the characters belonging to the group that has a turn. Increase it (step S201). Next, the progress processing unit 17 determines whether the character being the subject of the processing belongs to the group. It is determined whether or not a move has been made during a turn (step S202).
[0088] If the progress processing unit 17 determines that the movement has already been performed (Yes in step S202), The flow proceeds to step S206. When the progress processing unit 17 determines that the movement has not yet been performed (No in step S202), ), and it is determined whether or not an operation to move the character has been input by the player (step In the example described above with reference to FIG. 9, the operation of moving the character is performed by the player. This is the operation of tapping the square on which the controlled character is located.
[0089] When the progress processing unit 17 determines that an operation to move the character has not been input ( If the answer is No in step S203, the flow proceeds to step S206. When the progress processing unit 17 judges that an operation to move the character has been input (step If the answer is Yes in step S203, the screen generating unit 18 refers to the information stored in the storage unit 11 and The squares to which the character can move are displayed (step S204).
[0090] Then, the screen generating unit 18 moves the character (step Top S205). Next, the progress processing unit 17 judges whether or not an item has been selected by the player (step (Step S206). The items are actions or moves that fall into the categories of attack, support, and recovery. This is a standard phrase used in
[0091] If the progress processing unit 17 determines that no item has been selected (No in step S206), ), the flow proceeds to step S208. On the other hand, if the progress processing unit 17 determines that an item has been selected (Yes in step S206), s), and performs processing based on the selected item (step S207). The process may involve, for example, varying various parameters or displaying standard phrases on the display screen. This is the process.
[0092] Then, the progress processing unit 17 determines the hand of the group to which the player being processed belongs. The progress processing unit 17 judges whether the turn has ended (step S208). The determination as to whether or not the game has been completed is made with reference to the game time.
[0093] When the progress processing unit 17 determines that the turn has not ended (No in step S208) Then, the flow proceeds to step S202. Steps S202 to S208 are repeated until it is determined that the
[0094] When the progress processing unit 17 determines that the turn has ended (Yes in step S208), The flow ends, and the opponent's group's turn begins. During the opponent's turn, the progress processing unit 17 processes the game that is the subject of processing in the flow of FIG. Repeat steps S206 to S208 in FIG. 16 for the character. This will cause the character that was the target of the process to remain in the opponent's turn. You can perform actions and use the chat function.
[0095] As described above, according to the information processing device 10 according to this embodiment, the screen generating unit 18 , a plurality of items are displayed in the first area 51, and a specific item extracted by the extraction unit 19 is displayed. The second area 52 is displayed. Since the second area is located at a specific position on the game screen, In this embodiment, the player can quickly display and select the location of the second area. In this state, the second area 52 is displayed in the first view 56, so that the player The items displayed in the second area 52 can be selected without performing complicated operations such as flicking or swiping. In addition, the specific items extracted in this embodiment are the items that the player last selected. The players select the items that they think are effective in each stage of the game. Therefore, the item that the player last selected will be the same as the item that the player repeatedly selects. Such items are displayed in the second area 52 selectable in the first view 56. By doing so, the items that the player is likely to select are displayed in the first view 56. Therefore, the player can search for the item he or she wants to select throughout the game. Since the number of times the information processing device 10 needs to perform the operation can be reduced, the information processing device 10 reduces the complexity of the operation. In particular, when the player searches for an item by himself, the player can use a flick or swipe operation. After searching for an item, you need to tap to select it, but this requires a lot of information processing. According to the device 10, when the player selects a specific item displayed in the second area 52, Since the selection can be made by tapping the specific item, the operation is very complicated. is reduced.
[0096] In addition, by reducing the complexity of the operation, the player can select an item without thinking. This reduces the time it takes for the character to perform an action quickly. This allows the player to concentrate more on the game.
[0097] The present invention has been described above based on the drawings and examples. Please note that various modifications and alterations can be easily made to the above. It should be noted that modifications and alterations are within the scope of the present invention. The functions, etc. contained in the above can be rearranged so as not to cause logical inconsistencies, and multiple means or steps can be It is possible to combine groups into one or to split them up.
[0098] In the above embodiment, a game having a first mode and a second mode is described. However, the information processing device 10 treats the second mode in the above embodiment as an independent game. The player may then provide the game information to the game player.
[0099] In addition, each player is playing the second mode described in detail in the above embodiment. The game may proceed in the first mode during the process of the first mode of each player. As the game progresses in the second mode, the progress processing unit 17 changes various parameters in the second mode. For example, the progress processing unit 17 may increase or decrease the number of times the game progresses in the first mode. Even if the action power parameter of the player's character who has progressed through the first mode is increased, good.
[0100] In the above embodiment, it has been described that the player performs a flick or swipe operation on the display screen. However, the operations for changing the range displayed on the display screen are not limited to these. For example, the displayed range can be changed by moving the scroll bar up or down. The scroll bar does not scroll the entire display screen, but scrolls the display range. It is also possible to scroll only the part where the range is changed. For example, as shown in FIG. In this way, the scroll bar may be provided only in the first area 51. By scrolling the first area 51, all items in the first area 51 can be viewed. can.
[0101] The extraction unit 19 extracts specific items by various methods other than the method described in the above embodiment. The extraction unit 19 can extract the items that the player is interested in from among the items displayed in the first area 51. It is preferable to extract items that are likely to be selected by the user as specific items.
[0102] The extraction unit 19 extracts items that are highly effective in, for example, the game battle situation. In the example in which the extraction unit 19 extracts items with high scores, similar to FIG. 11, Explain with an example how to make Actor A1 execute an action included in the attack category. do.
[0103] For example, the extraction unit 19 may extract the action-based character position on the field. The more characters the action can affect, the more effective it will be. Specifically, the extraction unit 19 may extract, for example, a character A1 and a character B1. If there are multiple characters in the opponent's group B, the category of the selected tab In this case, the extraction unit 19 may extract an action that affects multiple Layer A1 may extract actions that affect the last selected multiple. The output unit 19 executes a basic action that affects multiple actions, which is determined in advance by the progress processing unit 17. By displaying an action that affects multiple people in the second area 52, Character A1 deals damage to multiple characters in group B and loses vitality. The parameters can be effectively reduced.
[0104] The extraction unit 19 extracts an action that produces a high effect in a specific situation when the specific situation occurs. For example, when character A1 is a representative of group A1 to which he belongs, The smaller the physical strength value of the game media, the larger the physical strength parameter of the opponent character. If an action that can reduce the number of representative game media is executable, the extraction unit 19 When the physical strength value of the player falls below a predetermined value, the action may be extracted. Layer A1 is the layer that makes it easier to select an action when the effect of that action is high. become.
[0105] Also, for example, character A1 may have effects that change based on the number of actions performed. If the action can be executed, the extraction unit 19 extracts the number of times the action was executed during the game. The number of actions executed during the game is referred to to extract an action to be displayed in the second area 52. The number of actions selected by each player is stored in the progress processing unit 17. is stored in the memory unit 11.
[0106] For example, character A1 is killed by a character in the same group A during the game. The more actions that belong to the attack category that are performed, the more damage the opponent's character will receive. When an action that can greatly reduce the physical strength parameter can be executed, the extraction unit 1 9. When the number of actions belonging to an attack category executed reaches a certain number or more, The action is extracted. This allows the player A1 to know the effect of the action. When the value is high, the action becomes easier to select. 8. The actions performed in each category are displayed on the display screen, e.g., at the top of the field. The user may also display the
[0107] Note that the above example explains the case where an action included in the attack category is executed. As explained above, the extraction unit 19 also extracts the actions included in the support and recovery categories. The extraction can be carried out by the method described above.
[0108] In addition, the specific item extracted by the extraction unit 19 is not limited to one. The extraction unit 19 may extract two specific items, for example. The extraction unit 19 can extract two specific items in various combinations.
[0109] The extraction unit 19 may, for example, distinguish between actions that affect a singular number and actions that affect a plural number. In this case, the second area 52 contains the single-numbered and single-numbered options. Two actions are displayed: actions that can affect multiple users and actions that affect multiple users. Depending on the character's position on the field and the game situation, the player can 2. The action displayed in area 52 can be selected.
[0110] In addition, the extraction unit 19 may extract, for example, the action last selected by the player and the above-mentioned In this case, the second area is 52 has two actions: the last selected action and the action that produces the highest effect. The player can see the character's position on the field and the game Depending on the battle situation, the action displayed in the second area 52 can be selected.
[0111] In the above embodiment, the extraction unit 19 extracts a plurality of items included in the category of the selected tab. The specific items extracted by the extraction unit 19 are selected items. It is not necessary that the item is included in multiple items in the category of the selected tab. For example, After the player selects an action that is included in the attack category in the Attack tab 61, Assume that a tab other than the tab 61 (for example, the auxiliary tab 62) is selected. will extract a specific item from multiple items in the newly selected tab category. Instead, it is possible to extract actions that fall within the attack category selected by the player last. In this way, even if the player accidentally selects another tab, 2 You can repeat the same action by selecting the last selected action displayed in area 52. You can select the option repeatedly.
[0112] In addition, the extraction unit 19 may, for example, detect when the physical strength parameter of the character falls below a predetermined value. , actions included in the Recovery category even if the Recovery tab 63 is not selected In this case, regardless of the selected tab, the second area 52 may include Actions in the recovery category that increase the character's own physical strength parameters are displayed. The player can select an action displayed in the second area 52 to make a catch. It is possible to increase the physical strength of Rakuta, so that the physical strength parameter will not reach 0. At this time, the screen generating unit 18 displays the recovery tab 63 in the In this case, the recovery tab will be displayed automatically on the display screen. 63 will be selected.
[0113] In addition, the extraction unit 19 extracts items registered in advance by the player in each category. In this case, the player may enter the second area 52 in each category before starting the game. The items to be displayed are input in advance using the input unit 31. The input items are displayed in the control unit 1. The information is stored in the storage unit 11 by the user 6. The extraction unit 19 refers to the information stored in the storage unit 11. to extract the items.
[0114] In addition, the extraction unit 19 creates a new composite item that combines actions belonging to multiple categories. The extraction unit 1 may generate a composite item and extract the composite item as an item to be displayed in the second area 52. 9 is an example of a compound item that combines actions from two categories. The extraction unit 19 extracts the tab that is most frequently used by the player during the game from among the four tabs. Two tabs are determined. In this example, the extraction unit 19 determines an attack tab 61 and a recovery tab 63. The extraction unit 19 extracts the attack tab 61 and the recovery tab 63 corresponding to the selected attack tab 61 and the recovery tab 63. The extraction unit 19 extracts one specific item from each of the attack category and the recovery category. For example, as described above, the last action selected by the player in each category is selected. Here, the extraction unit 19 extracts “single special attack 2” from the attack category and “single special attack 3” from the recovery category. Assume that the extraction unit 19 extracts “self-healing” from the action list. In this example, the extraction unit 19 generates a new composite action by combining the actions. A composite action is generated that combines the effects of "Single Special Attack 2" and "Self-Recovery." The generated composite action is displayed in the second area 52 by the screen generator 18. When the user selects the compound item displayed in the second area 52, the progress processing unit 17 According to the effect of "Special Attack 2", it reduces the opponent's character's physical strength parameters and , the physical strength parameters of the character controlled by the player are increased according to the effect of "self-recovery". In addition, the amount of energy required for the character to execute the generated action is increased. The parameter values are, as shown in Figure 3, "Single Special Attack 2" is "10" and "Self-Recovery" is " The extraction unit 19 generates the compound item "15" by combining "5" and "15". Compared to when a player selects multiple tabs and selects multiple actions for each, Multiple actions can be performed with a single touch (selection), reducing the hassle of operation. The complexity is reduced.
[0115] In addition, even if the field where the game is played has a field attribute set for each square, Here, the field attributes are field attribute 1, field attribute 2, and field Each square has one of three field attributes. The field attribute is stored in, for example, the storage unit 11. Here, field attribute 1 is included in the attack category. Increases the effect of the action, and field attribute 2 is an action in the auxiliary category. Field attribute 3 increases the effectiveness of actions in the recovery category. Let us add
[0116] When the field attributes are defined in this way, the extraction unit 19 extracts the character Actions may be extracted by referring to the field attributes of the square in which the When the character is located in a square with a field attribute of 1, the extraction unit 19 selects the attack tab 61. Even if the attack is not activated, the effect of the attack category is increased due to the nature of Field Attribute 1. In this case, you can extract actions that are included in the list regardless of the selected tab. In the second area 52, actions included in the attack category are displayed. When an action displayed in the area 52 is selected, the progress processing unit 17 executes the selected action. For example, the attack power parameters of a character can be calculated by referring to the effect of the field attribute 1 and the effect of the field attribute 2. With the meter increased, you can battle with an opponent's character and By the extraction by the extraction unit 19, the player can In this example, the screen generator 18 selects the action to be taken by the attack. The tab 61 may be displayed on the display screen as the selected tab. In this case, the Attack tab 61 will be automatically selected.
[0117] If the character is located in a square with field attribute 2 or field attribute 3, the extraction section 19 are included in the auxiliary category or the recovery category, respectively, in the same way as the examples explained above. The field attributes are determined for all squares on the field. It may be determined only for some of the squares.
[0118] In the information processing system 100 according to the above embodiment, the information processing device 10 (server A part or all of the processing performed by the terminal device 30 is performed by a native It can also be made into a native game, such as through a mobile app.
[0119] In the information processing system 100 according to the embodiment, the game progress screen is A web display is displayed on the terminal device 30 based on the data generated by the information processing device 10, Other menu screens, etc. are displayed in the native application installed in the terminal device 30. In this way, the information processing system 1 can display the image in native format. 00 is a hybrid game in which an information processing device 10 and a terminal device 30 each handle part of the processing. It can also be a group.
[0120] In addition, in order to function as the information processing device 10 according to the above embodiment, a computer or In the above, an information processing device such as a mobile phone can be suitably used. A program describing the processing contents for implementing each function of the information processing device 10 according to the embodiment. The program is stored in the storage unit 11 of the information processing device 10, and the CPU of the information processing device 10 executes the program. This can be achieved by reading and executing the program.
[0121] The inventions described in the claims of the original application of this application are set forth below.
[0122] [1] An information processing device that executes a game, A specific action is selected from among multiple actions that the game character operated by the player can execute. an extraction step of extracting an action; A part of the plurality of actions is input by the player to a first area on the game screen. and a specific area different from the first area on the game screen is displayed selectably. and displaying the extracted specific action in a selectable manner in a second area disposed at the position. A display step; When the action displayed in the first area is selected by the player, The action is executed by the game character, and the specific action is displayed in the second area. When the action is selected by the player, the specific action is executed by the game player. a step of causing a game character to execute a process; a memory storage device for storing an action selected by the player and executed by the game character; Step 1: In the extracting step, the action stored in the storing step is selected from among the plurality of actions. The action thus selected is then subjected to a further determination as to whether or not the action satisfies a predetermined condition. If it is determined that the condition is satisfied, the action is extracted as the specific action; When it is determined that the action stored in the storing step does not satisfy the predetermined condition, An action selected from one or more predetermined actions is assigned to the specific action. Extract it as an option, The action determined to satisfy the predetermined condition in the display step is the specific In the second area displayed as an action, when the predetermined condition is no longer satisfied, From the specific action, an action selected from one or more predetermined actions A program characterized in that the display is switched to a selected action and the action is displayed in a selectable manner. Rum.
[0123] [2] The predetermined condition is a condition that the player can select the action stored in the storing step. The condition that the remaining number of times is one or more, or the parameters associated with the game character The value of the meter is the value of the parameter required for executing the action stored in the storage step. Includes the condition that the value is equal to or greater than the lower limit. [1] The program described in.
[0124] [3] The particular action is determined based on the number of times each of the plurality of actions is selected. Extracted The program according to [1] or [2].
[0125] [4] In the extracting step, among the actions stored in the storing step, Extract the action that the layer last selected as the specific action. The program according to any one of [1] to [3].
[0126] [5] An information processing device that executes a game, A specific action is selected from among multiple actions that the game character operated by the player can execute. an extraction step of extracting an action; A part of the plurality of actions is input by the player to a first area on the game screen. and a specific area different from the first area on the game screen is displayed selectably. The specific action extracted is input by the player to a second area disposed at a position a display step of displaying the selected item in a selectable manner; When the action displayed in the first area is selected by the player, The action is executed by the game character, and the specific action is displayed in the second area. When the action is selected by the player, the specific action is executed by the game player. a step of causing a game character to execute a process; In the display step, each of the plurality of actions is classified into a category. The first area is displayed for each of the categories. In the extraction step, the specific action is selected by the player. A program characterized by being extracted from actions included in the category.
[0127] [6] Each of the plurality of actions is displayed in the first area in a tab format for each of the categories. R, The specific action is one of the actions included in the tab selected by the player. Extracted from [5] The program described in.
[0128] [7] the extraction step is a first extraction step, the display step is a first display step, The information processing device includes: A tab different from the tab selected by the operation of the player in the first display step. When a tab is selected, the specific action is selected from the actions contained in the different tabs. A second extraction step for newly extracting; In the first area, some of the actions included in the different tabs are displayed to the player. Therefore, the second area is displayed in a selectable manner, and the second extraction step is a second display stage for displaying the extracted specific action in a selectable manner by the player; Run the top [6] The program described in.
[0129] [8] The second area includes an area for displaying information regarding the progress of the game and a region for displaying information regarding the progress of the game. displayed between The program according to any one of [1] to [7].
[0130] [9] The second area displays information without superimposing it on the information displayed on the game screen. The program according to any one of [1] to [8].
[0131]
[10] A method for controlling execution of a game, comprising: but, A specific action is selected from among multiple actions that the game character operated by the player can execute. an extraction step of extracting an action; A part of the plurality of actions is input by the player to a first area on the game screen. and a specific area different from the first area on the game screen is displayed selectably. and displaying the extracted specific action in a selectable manner in a second area disposed at the position. A display step; When the action displayed in the first area is selected by the player, The action is executed by the game character, and the specific action is displayed in the second area. When the action is selected by the player, the specific action is executed by the game player. a step of causing a game character to execute a process; a memory storage device for storing an action selected by the player and executed by the game character; Step 1: In the extracting step, the action stored in the storing step is selected from among the plurality of actions. The action thus selected is then subjected to a further determination as to whether or not the action satisfies a predetermined condition. If it is determined that the condition is satisfied, the action is extracted as the specific action; When it is determined that the action stored in the storing step does not satisfy the predetermined condition, An action selected from one or more predetermined actions is set as the specific action. Extract as In the display step, the action determined to satisfy the predetermined condition is displayed on the specific action. In the second area displayed as a selection, when the predetermined condition is no longer satisfied, A specific action, selected from one or more predefined actions and displaying the action in a selectable manner.
[0132]
[11] A method for controlling execution of a game, comprising: but, A specific action is selected from among multiple actions that the game character operated by the player can execute. an extraction step of extracting an action; A part of the plurality of actions is input by the player to a first area on the game screen. and a specific area different from the first area on the game screen is displayed selectably. and displaying the extracted specific action in a selectable manner in a second area disposed at the position. A display step; When the action displayed in the first area is selected by the player, The action is executed by the game character, and the specific action is displayed in the second area. When the action is selected by the player, the specific action is executed by the game player. and executing a process for causing the game character to execute the process; In the display step, each of the plurality of actions is classified into a category. The first area is displayed for each of the categories. In the extraction step, the specific action is selected by the player. A control method characterized in that the action is extracted from the actions included in the category.
[0133]
[12] An information processing device for executing a game, A specific action is selected from among multiple actions that the game character operated by the player can execute. an extractor for extracting an action; A part of the plurality of actions is input by the player to a first area on the game screen. and a specific area different from the first area on the game screen is displayed selectably. and displaying the extracted specific action in a selectable manner in a second area disposed at the position. A screen generating unit; When the action displayed in the first area is selected by the player, The action is executed by the game character, and the specific action is displayed in the second area. When the action is selected by the player, the specific action is executed by the game player. a progression processing unit for performing processing on a game character; An action that the player selects and causes the game character to perform is recorded. and a recording unit, The extracting unit extracts an action stored by the action recording unit from among the plurality of actions. The method further comprises determining whether the action satisfies a predetermined condition, and determining whether the action satisfies the predetermined condition. If it is determined that the above condition is satisfied, the action is extracted as the specific action, and It is determined that the action stored by the action recording unit does not satisfy the predetermined condition. In this case, an action selected from one or more predetermined actions is selected as the specific action. Extract it as a tion, The screen generation unit determines whether the action determined to satisfy the predetermined condition is the specific action. In the second area displayed as an option, when the predetermined condition is no longer satisfied, the specific The action is displayed as one or more actions selected from the actions. The display is switched to display the action in a selectable manner. An information processing device comprising:
[0134]
[13] An information processing device for executing a game, A specific action is selected from among multiple actions that the game character operated by the player can execute. an extractor for extracting an action; A part of the plurality of actions is input by the player to a first area on the game screen. and a specific area different from the first area on the game screen is displayed selectably. and displaying the extracted specific action in a selectable manner in a second area disposed at the position. A screen generating unit; When the action displayed in the first area is selected by the player, The action is executed by the game character, and the specific action is displayed in the second area. When the action is selected by the player, the specific action is executed by the game player. a progression processing unit that performs processing for a game character to execute; The screen generation unit classifies each of the plurality of actions into a category, and Displaying each category in the first area, The extraction unit extracts the specific action from the category selected by the player. 2. An information processing apparatus comprising: [Explanation of symbols]
[0135] 10. Information processing device 11 Storage section 12 Physical fitness parameter management section 13. Combat Power Parameter Management Department 14. Motivation Parameter Management Department 15 Chat Management Department 16 Control section 17 Progress Processing Section 18 Screen generation section 19 Extraction part 20 Communications Department 30 Terminal Equipment 31 Input section 32 Display section 33 Control Unit 34 Communications Department 50 Game Screen 51 First area 52 Second area 53 Field display area 54 Tab display area 55 Parameter display area 56 First View 57 Scrollbar 61 Attack Tab 62 Auxiliary Tab 63 Recovery Tab 64 Chat Tabs 100 Information Processing Systems
Claims
1. An information processing device that executes a game, a first means for displaying, in a first area on a game screen, a portion of a plurality of items selectable by a player and a field area in which game media is placed, the plurality of items including an item affecting a single game medium and an item affecting a plurality of game media; A second means for extracting a first item from among the items that affect the single game medium and a second item from among the items that affect the multiple game media; a third means for selectively displaying a portion of the plurality of items including the first item and the second item in the first area, and for selectively displaying the first item and the second item in a second area on the game screen; and a fourth means for varying parameters of the game medium based on a selected item from among the items displayed in the first area and the items displayed in the second area.
2. the item affecting the single game medium includes at least one of an item attacking the single game medium, an item varying a parameter of the single game medium, and an item recovering the single game medium; The program of claim 1 , wherein the items affecting the multiple game media include at least one of an item attacking the multiple game media, an item varying parameters of the multiple game media, and an item healing the multiple game media.
3. The item affecting the single game medium includes an item that affects the single game medium; the item that has an effect on the plurality of game media includes an item that has an effect on the plurality of game media; 2. The program according to claim 1, wherein the number of times the former can be selected is greater than the number of times the latter can be selected.
4. 4. The program according to claim 3, wherein the second means extracts a predetermined item in place of the first item when the number of times that the first item or the second item can be selected becomes zero.
5. The program according to claim 4 , wherein the predetermined items are selectable an unlimited number of times.
6. The item affecting the single game medium includes an item that affects the single game medium; the item that has an effect on the plurality of game media includes an item that has an effect on the plurality of game media; 2. The program according to claim 1, wherein an action power parameter required to select the former is lower than an action power parameter required to select the latter.
7. 7. The program according to claim 6, wherein said second means extracts a predetermined item instead of said first item when an action force parameter required for selecting said first item or said second item is insufficient.
8. 8. The program according to claim 4, wherein the predetermined item is predetermined by a player's selection.
9. a first means for displaying, in a first area on a game screen, a portion of a plurality of items selectable by a player and a field area in which game media is placed, the plurality of items including an item affecting a single game medium and an item affecting a plurality of game media; A second means for extracting a first item from among the items that affect the single game medium and a second item from among the items that affect the multiple game media; a third means for selectively displaying a portion of the plurality of items including the first item and the second item in the first area, and for selectively displaying the first item and the second item in a second area on the game screen; and a fourth means for varying parameters of the game medium based on a selected item from among the items displayed in the first area and the items displayed in the second area.
10. a step in which a first means displays, in a first area on a game screen, some of a plurality of items selectable by a player and also displays a field area in which game media is placed, the plurality of items including an item that affects a single game medium and an item that affects a plurality of game media; A step in which a second means extracts a first item from among the items affecting the single game medium and a second item from among the items affecting the multiple game media; a third means for displaying a part of the plurality of items including the first item and the second item in the first area in a selectable manner, and for displaying the first item and the second item in a second area on the game screen in a selectable manner; An information processing method in which a fourth means functions as a step of varying parameters of the game medium based on an item selected from among the items displayed in the first area and the items displayed in the second area.
Citation Information
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