Game program, game processing method, and information processing device

The game program automatically generates local maps for game events by cutting out a predetermined range from a wide-area map and creating second game elements, addressing the high manual creation costs and enabling efficient game event management.

JP2025086120APending Publication Date: 2025-06-06KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2023199951
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-27
Publication Date
2025-06-06

AI Technical Summary

Technical Problem

Conventional games require significant manual effort and cost to create local map information for game events, especially when the information differs between local and wide-area maps.

Method used

A game program and method that automatically generates a local map by cutting out a predetermined range from a wide-area map and creating second game elements based on first game elements within that range, thereby reducing manual creation costs.

Benefits of technology

Enables efficient and cost-effective automatic generation of local maps for game events, reducing the need for manual creation and allowing for real-time generation during gameplay.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game program, a game processing method, and an information processing device capable of automatically creating a local map using data on a wide area map.SOLUTION: A game program causes an information processing device 3 to function as a map creation unit 17 for creating a local map 35 in which a predetermined range 33 including a specific castle 27a is cut out of a wide area map 19 when a game event occurs in the specific castle 27a on the wide area map 19 where a plurality of castles 27a-27e and a plurality of roads 29a-29g, etc. are arranged, creating roads 63a-63d used for the game event on the basis of the castle 27a and the roads 29a-29d included in the predetermined range 33, and arranging them in the local map 35.SELECTED DRAWING: Figure 3
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Description

[Technical field]

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

[0002] Conventionally, games have been known in which a player object arranged on a game map executes an action designated by the player. For example, Patent Document 1 describes such a game in which a player object fights an enemy object on a wide-area map including terrain such as forests, towns, roads, and rivers. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2006-87459 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the above conventional games, when a specific game event such as a battle occurs at a specific location on a wide-area map, a process may be applied to display a local map that locally enlarges the specific location. Here, when the information used for the game event differs between the local map and the wide-area map, there is a problem that a large amount of cost is required to manually create the information used for the game event.

[0005] The present invention has been made in consideration of such problems, and aims to provide a game program, a game processing method, and an information processing device that can automatically generate a local map using data from a wide-area map. [Means for solving the problem]

[0006] In order to achieve the above-mentioned object, the game program of the present invention causes an information processing device to function as a map generation unit that, when a game event occurs at a specific position on a wide-area map where one or more first game elements are placed, generates a local map by cutting out a predetermined range from the wide-area map that includes the specific position, and generates a second game element to be used in the game event based on the one or more first game elements included in the predetermined range and places the second game element on the local map.

[0007] In addition, in order to achieve the above-mentioned object, the game processing method of the present invention is a game processing method executed by an information processing device, and when a game event occurs at a specific position on a wide-area map on which one or more first game elements are placed, a local map is generated by cutting out a predetermined range including the specific position from the wide-area map, and based on the one or more first game elements included in the predetermined range, a second game element to be used in the game event is generated and placed on the local map.

[0008] In addition, in order to achieve the above-mentioned object, the information processing device of the present invention has a map generation unit that, when a game event occurs at a specific position on a wide-area map where one or more first game elements are located, generates a local map by cutting out a predetermined range from the wide-area map that includes the specific position, and generates a second game element to be used in the game event based on the one or more first game elements included in the predetermined range and places the second game element on the local map. Effect of the Invention

[0009] According to the game program of the present invention, a local map can be automatically generated using data of a wide area map. [Brief description of the drawings]

[0010] [Figure 1] 1 is a diagram illustrating an example of an overall configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 is a block diagram illustrating an example of a functional configuration of an information processing device. [Diagram 3] FIG. 13 is a diagram illustrating an example of a wide area map. [Figure 4] FIG. 13 is a diagram illustrating an example of a road area generated in a local map. [Diagram 5] 11A and 11B are diagrams illustrating an example of start points, end points, and intermediate points generated in a local map. [Figure 6] FIG. 13 is a diagram illustrating an example of a rectangular area generated on a map. [Figure 7] 11A and 11B are diagrams illustrating an example of a procedure for generating a reference point in a rectangular area. [Figure 8] 11A and 11B are diagrams illustrating an example of a procedure for generating a reference point in a rectangular area. [Figure 9] FIG. 11 is a diagram illustrating an example of reference points generated in each rectangular area. [Figure 10] FIG. 13 is a diagram illustrating an example of reference points generated inside and around a castle. [Figure 11] FIG. 13 is a diagram illustrating an example of a triangular area generated based on reference points. [Figure 12] FIG. 11 is an explanatory diagram illustrating an example of thinning out a triangular region. [Figure 13] FIG. 13 is a diagram illustrating an example of a road generated based on reference points in a local map. [Figure 14] 11 is a diagram illustrating an example of a road that is generated so as to cross adjacent road regions in a local map. FIG. [Figure 15] FIG. 13 is a diagram illustrating an example of a completed local map. [Figure 16] 11 is a flowchart illustrating an example of a processing procedure executed by an information processing device. [Figure 17] FIG. 13 is a diagram illustrating an example of a local map in a modified example in which an attacking force is arranged on the local map. [Figure 18] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0012] <1. Overall structure of the game system> An example of the overall configuration of a game system 1 according to an embodiment will be described with reference to Fig. 1. As shown in Fig. 1, the game system 1 includes an information processing device 3, a game controller 5, and a display device 7. The game controller 5 and the display device 7 are connected to the information processing device 3 so as to be able to communicate with each other via wire or wirelessly.

[0013] The information processing device 3 is, for example, a stationary game machine. However, it is not limited to this, and may be, for example, a portable game machine that is integrally equipped with an input unit, a display unit, etc. In addition to game machines, it may be, for example, computer equipment such as a server computer, a desktop computer, a notebook computer, a tablet computer, or a device with a telephone function such as a smartphone, a mobile phone, or a phablet.

[0014] A player performs various operational inputs using a game controller 5. In the example shown in Fig. 1, the game controller 5 has, for example, a cross key 9, a plurality of operation buttons 11, a joystick 13, a touch pad 15, and the like.

[0015] <2. Overview of the game> Next, an example of the general content of the game according to this embodiment, that is, the game provided by executing the game program and game processing method of the present invention by the information processing device 3 will be described.

[0016] The game according to this embodiment is a Sengoku period simulation game in which the player becomes a power (such as a historical daimyo or military commander) and aims to unify the country by expanding his / her territory through combat with other powers.

[0017] On a wide-area map that represents a wide area such as the entire game field (for example, all of Japan) or a part of it, the player executes various strategies such as invading the enemy's base and managing internal affairs to develop the agriculture and commerce of the territory. When an invasion of an enemy's base by the friendly army controlled by the player occurs, or an invasion of the player's base by an enemy army automatically controlled by the game program occurs, the game transitions from the wide-area map to a local map that represents the local area where the invasion occurred. On the local map, combat takes place between the friendly army controlled by the player and the enemy army.

[0018] According to the game program of this embodiment, a local map can be automatically generated using data of a wide area map. This will be described in detail below. The game program may be executed when the game is created, so that a local map is generated in advance using data of the wide area map and then implemented in the game. The game program may also be executed in conjunction with the occurrence of a game event while the game is being played, so that a local map is generated in real time using data of the wide area map.

[0019] <3. Functional configuration of information processing device> Next, an example of a functional configuration of the information processing device 3 will be described with reference to FIG. 2 and FIG. 3 to FIG.

[0020] As shown in FIG. 2, the information processing device 3 has a map generation unit 17. When a game event occurs at a specific position on a wide-area map where one or more first game elements are arranged, the map generation unit 17 generates a local map by cutting out a predetermined range including the specific position from the wide-area map. Furthermore, the map generation unit 17 generates a second game element to be used in the game event based on one or more first game elements included in the cut-out predetermined range and arranges it on the local map. The "first game element" is, for example, a base, a route, a terrain, etc. arranged on the wide-area map, and the "second game element" is, for example, a base, a route, a terrain, etc. arranged on the local map. Note that the terrain includes, for example, a river, a mountain, an ocean, a land, etc., but may include other terrains. Furthermore, the game element may include elements other than those mentioned above as long as they are elements used in the game event.

[0021] In this embodiment, the case where the base is a castle and the route is a road leading to the castle will be described as an example. Also, the case where the "game event" is an event (so-called siege) in which a friendly army (an example of a predetermined force) operated by a player, or an enemy army (an example of a predetermined force) automatically controlled by a predetermined algorithm (game AI) defined by a game program or an enemy army (an example of a predetermined force) operated by another player invades a specific castle from a specific road will be described as an example.

[0022] FIG. 3 shows an example of a wide-area map. In the wide-area map 19 shown in FIG. 3, for example, land 21, sea 23, and river 25 (an example of a first game element) are displayed as terrain. On the land 21, a plurality of castles 27a-27e (an example of a first game element) and a plurality of roads 29a-29g (an example of a first game element) connected to the castles 27a-27e are displayed. In FIG. 3, for example, four roads 29a, 29b, 29c, and 29d (an example of a first route) are connected to the castle 27a (an example of a first base). In addition, a castle town 31 (an example of a first game element) is arranged around the castle 27a. Note that the castle town 31 does not necessarily have to be arranged.

[0023] When a siege occurs, for example, at a castle 27a on the wide area map 19, the map generating unit 17 cuts out a predetermined area 33 including the castle 27a from the wide area map 19, and generates a local map .

[0024] FIG. 4 shows an example of a road area generated in the local map 35. As shown in FIG. 4, the map generating unit 17 divides the area of ​​the local map 35 into an area 37a where the castle 27a is located, an area 37b where the castle town 31 is located, and road areas 39a to 39d (examples of route areas) based on the roads 29a, 29b, 29c, and 29d, respectively, and generates each area. Specifically, the map generating unit 17 divides each area so that it belongs to the road that is closest in terms of the coordinates of each area. That is, the road areas 39a to 39d are divided by making the area outside the castle town 31 belong to the nearest road. In the example shown in FIG. 4, road area 39a (area shown by diagonal hatching) belongs to road 29a, road area 39b (area shown by grid hatching) belongs to road 29b, road area 39c (area shown by horizontal hatching) belongs to road 29c, and road area 39d (area shown by vertical hatching) belongs to road 29d. If there is one road connecting to castle 27a, only one road area will be generated. If castle town 31 is not placed, area 37b will not be generated.

[0025] FIG. 5 shows an example of the start point, end point, and relay point generated in the local map 35. As shown in FIG. 5, the map generating unit 17 generates the start point, end point, and relay point for each of the roads 29a, 29b, 29c, and 29d. In the example shown in FIG. 5, the start point 41a is generated at the intersection of the boundary of the predetermined range 33 and the road 29a, and the end point 43a is generated at the castle gate, which is the entrance of the castle 27a on the road 29a side. In addition, the start point 41b is generated at the intersection of the boundary of the predetermined range 33 and the road 29b, and the end point 43b is generated at the castle gate, which is the entrance of the castle 27a on the road 29b side. In addition, the start point 41c is generated at the intersection of the boundary of the predetermined range 33 and the road 29c, and the end point 43c is generated at the castle gate, which is the entrance of the castle 27a on the road 29c side. Also, a starting point 41d is generated at the intersection of the boundary of the predetermined range 33 and the road 29d, and an end point 43d is generated at the castle gate, which is the entrance to the castle 27a on the side of the road 29d.

[0026] The map generating unit 17 generates a road connecting the start point and the end point so as to pass through a plurality of reference points arranged on the local map 35. The plurality of reference points include relay points. The map generating unit 17 generates a plurality of relay points that are located midway between the start point and the end point in the first direction connecting the start point and the end point, and are located in a second direction intersecting the first direction. The "first direction connecting the start point and the end point" is, for example, the direction of a line segment connecting the start point and the end point. The "midway between the start point and the end point" is, for example, the approximate center position of the line segment connecting the start point and the end point, but may be an intermediate position other than the center position. In this embodiment, the relay point is generated, for example, on the boundary line of the castle town 31. The "second direction intersecting the first direction" is, for example, a direction perpendicular to the first direction, but the angle with the first direction may be other than 90 degrees as long as it is a direction inclined with respect to the first direction. In this embodiment, the second direction is, for example, the direction of the boundary line of the castle town 31. The number of relay points is not particularly limited as long as it is two or more, but in this embodiment, for example, three relay points are generated for each road.

[0027] 5, for road 29a, relay point 45a1 is generated at the intersection of road 29a and the boundary line of castle town 31, and relay points 45a2 and 45a3 are generated on both sides of relay point 45a1 on the boundary line of castle town 31. The three relay points 45a1, 45a2, and 45a3 are placed at approximately equal intervals. For road 29b, relay point 45b1 is generated at the intersection of road 29b and the boundary line of castle town 31, and relay points 45b2 and 45b3 are generated on both sides of relay point 45b1 on the boundary line of castle town 31. The three relay points 45b1, 45b2, and 45b3 are placed at approximately equal intervals. For road 29c, relay point 45c1 is generated at the intersection of road 29c and the boundary line of castle town 31, and relay points 45c2 and 45c3 are generated on both sides of relay point 45c1 on the boundary line of castle town 31. The three relay points 45c1, 45c2, and 45c3 are arranged at approximately equal intervals. For road 29d, relay point 45d1 is generated at the intersection of road 29d and the boundary line of castle town 31, and relay points 45d2 and 45d3 are generated on both sides of relay point 45d1 on the boundary line of castle town 31. The three relay points 45d1, 45d2, and 45d3 are arranged at approximately equal intervals.

[0028] FIG. 6 shows an example of a rectangular region generated on the map 35. As shown in FIG. 6, the map generating unit 17 generates rectangular regions 47a, 47b, 47c, and 47d that include the road regions 39a, 39b, 39c, and 39d set for the roads 29a, 29b, 29c, and 29d. The rectangular regions 47a, 47b, 47c, and 47d are directional rectangular or square regions that cover the road regions 39a, 39b, 39c, and 39d that are the objects, and are also called oriented bounding boxes (OBBs). The map generating unit 17 determines the orientations of the rectangular regions 47a, 47b, 47c, and 47d based on a first direction that connects the start point and end point of the corresponding road.

[0029] In the example shown in FIG. 6, the rectangular region 47a is generated so that one of its sides is approximately parallel to the direction of the line segment connecting the start point 41a and the end point 43a of the road 29a corresponding to the road region 39a while covering the road region 39a. The rectangular region 47a is generated so that its sides or vertices are in contact with the sides or vertices of the road region 39a, thereby including the road region 39a. The rectangular region 47b is generated so that one of its sides is approximately parallel to the direction of the line segment connecting the start point 41b and the end point 43b of the road 29b corresponding to the road region 39b while covering the road region 39b. The rectangular region 47b is generated so that its sides or vertices are in contact with the sides or vertices of the road region 39b, thereby including the road region 39b. The rectangular region 47c is generated so that one of its sides is approximately parallel to the direction of the line segment connecting the start point 41c and the end point 43c of the road 29c corresponding to the road region 39c while covering the road region 39c. The rectangular region 47c is generated so that its sides or vertices are in contact with the sides or vertices of the road region 39c, thereby encompassing the road region 39c. The rectangular region 47d is generated so that one of its sides is approximately parallel to the direction of a line segment connecting a start point 41d and an end point 43d of a road 29d corresponding to the road region 39d, while covering the road region 39d. The rectangular region 47d is generated so that its sides or vertices are in contact with the sides or vertices of the road region 39d, thereby encompassing the road region 39d.

[0030] In the above, a rectangular area is generated so as to cover the road area, but for example, a rectangular area may be generated so as to cover a road portion (an example of a route portion) of the road that exists within the predetermined range 33. Also, in the above, the orientation of the rectangular area is determined so that one of the sides is approximately parallel to the direction of the line segment connecting the start point and end point of the corresponding road, but for example, the orientation may be determined based on the shape or direction of a predetermined terrain (sea, mountain, river, etc.) included in the predetermined range 33. For example, a rectangular area is generated so as to cover the area included in the predetermined range 33 excluding the first terrain or the second terrain.

[0031] 7 to 9 show specific examples of reference points generated in rectangular regions. The map generating unit 17 generates reference points in the rectangular region generated as described above, using as references grid points in the rectangular region where a line connecting adjacent grid points is parallel to one of the sides of the rectangular region. In this case, the reference points may be arranged so as to coincide with the positions of the grid points, or may be arranged at positions corrected according to a predetermined rule with the positions of the grid points as references.

[0032] 7(a) and 7(b) show an example of a procedure for generating reference points in a rectangular region 47a. Here, the inside of a road region 39a included in the rectangular region 47a is the processing target. First, as shown in FIG. 7(a), the map generating unit 17 arranges a plurality of reference points 49a in the road region 39a at positions that coincide with lattice points parallel to the long and short sides of the rectangular region 47a. The intervals between the reference points 49a may be set to a predetermined value in advance, or may be determined according to, for example, the size or shape of the rectangular region 47a or the road region 39a. Next, as shown in FIG. 7(b), the map generating unit 17 randomly changes the positions of the reference points 49a within a predetermined range from the positions of the lattice points. This allows the reference points 49a to be arranged along the direction of the rectangular region 47a while having some randomness.

[0033] 8(a) to 8(c) show an example of a procedure for generating a reference point in a rectangular area 47d. Here, the inside of a road area 39d included in the rectangular area 47d is the processing target. First, as shown in FIG. 8(a), the map generating unit 17 places a plurality of reference points 49d in the road area 39d at positions that coincide with lattice points parallel to the long and short sides of the rectangular area 47d. Next, as shown in FIG. 8(b), the map generating unit 17 randomly changes the positions of the reference points 49d within a predetermined range from the positions of the lattice points. Next, as shown in FIG. 8(c), the map generating unit 17 places at least a part of the plurality of reference points 49d along the boundary of a predetermined landform included in the road area 39d. In the example shown in FIG. 8(a) to FIG. 8(c), a river 25 (an example of a first landform) is included in the road area 39d, and the river 25 has a riverbank portion 25a and a waterway portion 25b. As shown in FIG. 8(c), the map generating unit 17 places the reference points 49d located near the river 25 along the boundary of the waterway portion 25b. At this time, the reference points 49d are not placed inside the waterway portion 25b. This allows the reference points 49d to be placed along the river 25, so that the shape of the river 25 can be reflected in the local map 35. Note that the first terrain may include linear terrain such as a valley, a ravine, a ditch, a crack in the earth, a crevice, etc., in addition to the above-mentioned river. Also, the first terrain is included in the first game element.

[0034] As shown in FIG. 8(c), the map generating unit 17 places a plurality of reference points 49d in an area excluding a predetermined terrain included in the road area 39d. In the example shown in FIG. 8(a) to FIG. 8(c), the road area 39d includes an inaccessible sea 23 (an example of a second terrain), and as shown in FIG. 8(c), the map generating unit 17 deletes the reference points 49d located inside the sea 23. This makes it possible to prevent a road from being generated in an inaccessible terrain. Note that, in cases where inaccessible terrain such as mountains, lakes, forests, and other terrains are included in addition to the sea, the reference points 49d may be placed so as to exclude the terrain. The second terrain is included in the first game element.

[0035] For the rectangular regions 47b and 47c, reference points 49b and 49c are generated in the same manner as for the rectangular region 47d. Fig. 9 shows the reference points 49a to 49d thus generated for each of the rectangular regions 47a to 47d.

[0036] FIG. 10 shows an example of reference points generated inside and around the castle 27a. As shown in FIG. 10, the map generating unit 17 generates a reference point 51 (shown in black) representing, for example, the inner citadel of the castle 27a. In the example shown in FIG. 10, the reference point 51 is generated at a substantially central position of the castle 27a. The map generating unit 17 also generates a reference point 53 (shown in diagonal hatching) at the position of the castle gate of the castle 27a. In the example shown in FIG. 10, four reference points 53a to 53d are generated at the positions of the four castle gates of the castle 27a. The reference points 53a, 53b, 53c, and 53d correspond to the end points 43a, 43b, 43c, and 43d shown in FIG. 5, respectively. The map generating unit 17 also generates a plurality of reference points around each of the reference points 53a, 53b, 53c, and 53d. 10, three reference points 55 (shown by dot hatching) are generated around each of the reference points 53a, 53b, 53c, and 53d in a triangular shape. For example, three reference points 55a1, 55a2, and 55a3 are generated for the reference point 53a, three reference points 55b1, 55b2, and 55b3 are generated for the reference point 53b, three reference points 55c1, 55c2, and 55c3 are generated for the reference point 53c, and three reference points 55d1, 55d2, and 55d3 are generated for the reference point 53d.

[0037] Furthermore, the map generating unit 17 generates a plurality of reference points 57 (displayed in white) in an area outside the castle 27a and inside the castle town 31. The reference points 57 may be arranged, for example, in the same manner as the reference points in the rectangular area described above. That is, the map generating unit 17 generates a rectangular area having a shape similar to that of the castle town 31, and arranges a plurality of reference points 57 at positions that coincide with lattice points that are parallel to the long and short sides of the rectangular area. The intervals between the reference points 57 may be set to a predetermined value in advance, or may be determined according to, for example, the size and shape of the castle town 31. Next, the map generating unit 17 randomly changes the positions of the respective reference points 57 within a predetermined range from the positions of the lattice points. This allows the reference points 57 to be arranged so as to follow the direction of the castle town 31 while having some randomness. The reference points 57 may be arranged in a manner other than the above.

[0038] Fig. 11 shows an example of a triangular area generated based on the reference points. As shown in Fig. 11, the map generating unit 17 generates a plurality of triangular areas 59 each having a triangular shape with three adjacent points as vertices for the start points 41a-41d, end points 43a-43d (reference points 53a-53d), intermediate point 45, and reference points 49, 51, 55, and 57 generated as described above. The triangular areas 59 are polygons. A general algorithm such as Delaunay triangulation can be used to generate the triangular areas 59.

[0039] FIG. 12 shows an example of thinning out the triangular region 59. The map generating unit 17 thins out the generated triangular region 59 according to a predetermined rule. For example, as shown in a partial enlarged view 12X of FIG. 12, the map generating unit 17 generates a quadrangular region 61 having a quadrangular shape by combining one triangular region 59 with another triangular region 59 adjacent to the one triangular region 59 for at least a part of the multiple triangular regions 59. The same process is performed in other places than the part shown in the partial enlarged view 12X. Also, for example, as shown in a partial enlarged view 12Y of FIG. 12, the map generating unit 17 does not generate (excludes) the triangular region 59 when the aspect ratio of the triangular region 59 exceeds a predetermined range. In the example shown in the partial enlarged view 12Y, the triangular region 59 with a large aspect ratio and an elongated distorted triangular shape is not generated, and as a result, a quadrangular region 61 is generated. The same process is performed in other places than the part shown in the partial enlarged view 12Y. Also, for example, as shown in a partially enlarged view 12Z of FIG. 12, the map generating unit 17 does not generate (excludes) a triangular region 59 if the triangular region 59 is smaller than a predetermined dimension. In the example shown in the partially enlarged view 12Z, the triangular region 59 is not generated because it is too small, and as a result, a quadrangular region 61 is generated. The same process is performed for locations other than the location shown in the partially enlarged view 12Z. The map generating unit 17 sets each side of the quadrangular region 61 generated as described above, and each side of the triangular region 59 if a triangular region 59 exists after thinning, as road candidates in the local map 35.

[0040] It should be noted that the map generation unit 17 does not need to perform all three of the above-mentioned processes of combining two adjacent triangular regions 59, not generating triangular region 59 when the aspect ratio exceeds a predetermined range, and not generating triangular region 59 when triangular region 59 is smaller than a predetermined dimension, and may perform at least one of them.

[0041] 13 shows an example of a road generated based on reference points in the local map 35. For each of the road regions 39a to 39d, the map generating unit 17 generates a road connecting the start point and the end point so as to pass through a plurality of reference points (including relay points) arranged in the local map 35. In this case, the map generating unit 17 generates a road connecting the start point and the end point by passing through the sides of a plurality of quadrangular regions 61 or triangular regions 59.

[0042] In the example shown in FIG. 13, in the road area 39a, a plurality of roads 63a (an example of a second route) are generated that connect the start point 41a and the end point 43a (reference point 53a) for each of the relay points 45a1, 45a2, and 45a3. The road 63a may be determined with a predetermined randomness, for example, based on the shortest route that passes through the start point 41a, the relay point 45a1 (or the relay point 45a2, or the relay point 45a3), and the end point 43a. The number of roads 63a to be generated is not particularly limited, but is at least equal to or greater than the number of relay points. In this embodiment, three relay points 45a1, 45a2, and 45a3 are generated, so three or more roads 63a are generated.

[0043] Similarly, in the road area 39b, a plurality of roads 63b (an example of a second route) are generated that connect the start point 41b and the end point 43b (reference point 53b) for each of the relay points 45b1, 45b2, and 45b3. Similarly, in the road area 39c, a plurality of roads 63c (an example of a second route) are generated that connect the start point 41c and the end point 43c (reference point 53c) for each of the relay points 45c1, 45c2, and 45c3. Similarly, in the road area 39d, a plurality of roads 63d (an example of a second route) are generated that connect the start point 41d and the end point 43d (reference point 53d) for each of the relay points 45d1, 45d2, and 45d3.

[0044] FIG. 14 shows an example of a road generated so as to cross adjacent road regions in a local map. The map generating unit 17 generates a road so as to cross adjacent road regions among the road regions 39a to 39d. In the example shown in FIG. 14, a road 63a generated in the road region 39a and a road 63b generated in the road region 39b are connected by, for example, a plurality of roads 65a (an example of a second route) so as to cross the road regions 39a and 39b. The roads 65a may be generated so as to connect adjacent reference points between the road regions 39a and 39b. The number of roads 65a generated is not limited to a plurality, and may be one, and may not be generated if not necessary.

[0045] Similarly, the road 63b generated in the road area 39b and the road 63c generated in the road area 39c are connected by, for example, a plurality of roads 65b (an example of a second route) so as to cross the road area 39b and the road area 39c. Similarly, the road 63c generated in the road area 39c and the road 63d generated in the road area 39d are connected by, for example, one road 65c (an example of a second route) so as to cross the road area 39c and the road area 39d. Similarly, the road 63d generated in the road area 39d and the road 63a generated in the road area 39a are connected by, for example, one road 65d (an example of a second route) so as to cross the road area 39d and the road area 39a.

[0046] FIG. 15 shows an example of the completed local map 35. The map generating unit 17 deletes unnecessary routes other than the generated roads 63a to 63d and roads 65a to 65d from the state shown in FIG. 14. The unnecessary routes include routes connecting the start point and the end point other than the route that passes through the relay point. As a result, as shown in FIG. 15, the local map 35 is generated in which the castle 27a, the castle town 31, the sea 23, the river 25, the roads 63a to 63d, and the roads 65a to 65d are arranged. Note that the castle 27a, the castle town 31, the sea 23, the river 25, the roads 63a to 63d, and the roads 65a to 65d arranged in the local map 35 are examples of the second game elements.

[0047] The above-described processing in each processing unit is not limited to the above-described examples of division of processing, and may be performed by, for example, further subdivided processing units. The functions of each processing unit described above are implemented by a game program executed by a CPU 301 (see FIG. 18) described later, but some of them may be implemented by actual devices such as dedicated integrated circuits such as ASICs (Application Specific Integrated Circuits) and FPGAs (Field Programmable Gate Arrays), or other electric circuits.

[0048] <4. Processing procedure executed by the information processing device> Next, an example of a processing procedure executed by the information processing device 3 will be described with reference to Fig. 16. Note that the processing procedure shown in Fig. 16 is an example of a game processing method executed by the information processing device 3.

[0049] In step S5, the information processing device 3 causes the map generating unit 17 to display the wide area map 19 on the display device 7. The wide area map 19 displays a plurality of castles 27a to 27e and a plurality of roads 29a to 29g connecting the castles 27a to 27e, respectively.

[0050] In step S10, the information processing device 3 determines whether or not a game event (e.g., a siege) has occurred in any of the castles. If a game event has not occurred (step S10: NO), the information processing device 3 returns the process to the above step S5. On the other hand, if a game event has occurred in any of the castles (step S10: YES), the information processing device 3 transitions to the next step S15.

[0051] In step S15, the information processing device 3 causes the map generating unit 17 to generate a local map 35 by cutting out a predetermined range 33 including the castle 27a where the game event has occurred.

[0052] In step S20, the information processing device 3 causes the map generating unit 17 to place the castle 27a and the castle town 31 on the local map 35, and generates road areas 39a, 39b, 39c, and 39d for each of the roads 29a, 29b, 29c, and 29d connected to the castle 27a.

[0053] In step S25, the information processing device 3 causes the map generating unit 17 to generate a start point, an end point, and relay points for each of the roads 29a, 29b, 29c, and 29d leading to the castle 27a.

[0054] In step S30, the information processing device 3 generates, by the map generation unit 17, rectangular regions 47a, 47b, 47c, 47d oriented along the directions of the corresponding roads 29a, 29b, 29c, 29d for each road region 39a, 39b, 39c, 39d generated in step S20 above.

[0055] In step S35, the information processing device 3, by using the map generation unit 17, places reference points 49a, 49b, 49c, and 49d at positions that coincide with lattice points where a line connecting adjacent lattice points is parallel to any side of the rectangular area, for each of the rectangular areas 47a, 47b, 47c, and 47d generated in step S30 above.

[0056] In step S40, the information processing device 3 causes the map generating unit 17 to randomly correct the positions of the reference points 49a, 49b, 49c, and 49d within a predetermined range for each of the rectangular regions 47a, 47b, 47c, and 47d.

[0057] In step S45, the information processing device 3 uses the map generation unit 17 to arrange landforms (sea 23, river 25, etc.) on the local map 35, and corrects the positions of the reference points 49a, 49b, 49c, 49d that interfere with or are located near the landforms for each of the rectangular areas 47a, 47b, 47c, 47d so that they are arranged along the boundary of the landform (river 25, etc.). In addition, the reference points 49a, 49b, 49c, 49d that are located inside the inaccessible landform (sea 23, etc.) are deleted.

[0058] In step S50, the information processing device 3 causes the map generating unit 17 to place reference points 51, 53, 55, and 57 inside the castle 27a and around the castle 27a inside the castle town 31.

[0059] In step S55, the information processing device 3 generates, by the map generating unit 17, a plurality of triangular regions 59 each having three vertices adjacent to the start points 41a-41d, the end points 43a-43d (reference points 53a-53d), the intermediate point 45, and the reference points 49, 51, 55, and 57.

[0060] In step S60, the information processing device 3 causes the map generating unit 17 to generate a quadrilateral area 61 by merging two adjacent triangular areas 59 for at least a part of the triangular area 59 generated in step S55 above.

[0061] In step S65, the information processing device 3 causes the map generating unit 17 to thin out the triangular region 59 generated in step S55 in accordance with a predetermined rule. For example, when the aspect ratio of the triangular region 59 exceeds a predetermined range or when the triangular region 59 is smaller than a predetermined dimension, the map generating unit 17 deletes the triangular region 59.

[0062] In step S70, the information processing device 3 causes the map generating unit 17 to generate roads 63a, 63b, 63c, and 63d that pass through each side of the triangular region 59 and the quadrangular region 61 and connect the start point, intermediate point, and end point, and arranges the roads on the local map .

[0063] In step S75, the information processing device 3 causes the map generating unit 17 to generate roads 65a, 65b, 65c, and 65d so as to straddle adjacent road regions among the road regions 39a to 39d, and arranges the roads in the local map .

[0064] In step S80, the information processing device 3 deletes unnecessary routes including routes that do not pass through relay points by the map generating unit 17. This ends this flowchart.

[0065] The above-mentioned processing procedure is an example, and at least some of the above procedures may be deleted or changed, or procedures other than those described above may be added. Furthermore, the order of at least some of the above procedures may be changed, or multiple procedures may be combined into a single procedure.

[0066] <5. Effects of the embodiment> As described above, in this embodiment, when a game event occurs in the wide area map 19, a predetermined range 33 including a specific castle 27a where the game event occurred is cut out to generate a local map 35. Then, based on the castle 27a included in the cut out predetermined range 33 and the roads 29a to 29d leading to the castle 27a, the roads 63a to 63d used in the game event are generated and arranged on the local map 35. In this way, the local map 35 of the specific position where the game event occurred can be automatically generated using the data of the wide area map 19. This can significantly reduce the cost required for generating the local map 35, so that a large number of local maps 35 can be generated and implemented in the game. In addition, when a local map is generated in real time using the data of the wide area map during game play, it is not necessary to prepare the local map 35 in advance.

[0067] Furthermore, particularly in this embodiment, the map generator 17 sets intersections between the boundaries of the predetermined range 33 and the roads 29a-29d as starting points 41a-41d, sets the castle 27a as ending points 43a-43d, and generates roads 63a-63d that connect the starting points 41a-41d and the ending points 43a-43d so as to pass through multiple reference points arranged in the local map 35. This makes it possible to generate the local map 35 that reflects the directions of the roads 29a-29d in the wide area map 19.

[0068] In particular, in this embodiment, the map generator 17 generates a plurality of relay points 45a1-45a3, 45b1-45b3, 45c1-45c3, 45d1-45d3 that are located midway between the start points 41a-41d and the end points 43a-43d in a first direction connecting the start points 41a-41d and the end points 43a-43d and that are arranged in a second direction intersecting the first direction. This makes it possible to generate a plurality of roads in parallel in a direction perpendicular to the road extension direction from the start point to the end point via any one of the relay points, and therefore makes it possible to generate each of the roads 63a-63d in the local map 35 so as to have a planar spread.

[0069] Furthermore, particularly in this embodiment, the map generator 17 deletes routes connecting the start points 41a to 41d and the end points 43a to 43d other than the routes passing through the relay points 45a1 to 45a3, 45b1 to 45b3, 45c1 to 45c3, and 45d1 to 45d3. This makes it possible to prevent the local map 35 from becoming complicated by deleting unnecessary routes including routes that do not pass through relay points.

[0070] In particular, in this embodiment, when a predetermined terrain is included in the local map 35, the map generator 17 places at least a part of the multiple reference points 49a to 49d along the boundary of the terrain. This allows the shape of the terrain to be reflected in the shape of the road in the local map 35 when a passable terrain (e.g., a river) that is different from land is present in the wide area map 19.

[0071] In particular, in this embodiment, when a predetermined terrain is included in the local map 35, the map generating unit 17 places a plurality of reference points 49a to 49d in an area excluding the terrain. This allows the local map 35 to reflect an inaccessible terrain (such as a mountain or sea) in the wide area map 19.

[0072] In particular, in this embodiment, the map generating unit 17 generates rectangular regions 47a to 47d including road regions 39a to 39d, and generates reference points 49a to 49d based on lattice points in the rectangular regions where lines connecting adjacent lattice points are parallel to any side of the rectangular regions 47a to 47d. This simplifies the process, and reduces the processing load of the information processing device 3. In addition, since the reference points 49a to 49d are generated based on the lattice points, it is possible to arrange the reference points 49a to 49d by randomly placing the reference points at the positions of the lattice points within a predetermined range, and it is possible to generate roads 63a to 63d with natural shapes.

[0073] In particular, in this embodiment, the map generator 17 determines the orientations of the rectangular regions 47a-47d based on the first direction connecting the start points and end points of the corresponding roads 29a-29d. This allows the orientations of the roads 29a-29d in the wide-area map 19 to be reflected in the orientations of the roads 63a-63d in the local map 35.

[0074] Furthermore, particularly in this embodiment, the map generating unit 17 generates a plurality of triangular regions 59 each having a triangular shape with three adjacent reference points among the plurality of reference points as vertices, and sets routes that pass through the sides of the plurality of triangular regions 59 and connect the start points and end points as candidates for roads in the local map 35. This allows a general algorithm (e.g., Delaunay triangulation, etc.) to be used for generating the triangular regions 59, thereby reducing costs.

[0075] In particular, in this embodiment, the map generating unit 17 generates a quadrangular region 61 having a quadrangular shape by combining one triangular region 59 with another triangular region 59 adjacent to the one triangular region 59 for at least a part of the plurality of triangular regions 59. This allows the generation of mesh-like roads 63a to 63d like an actual streetscape based on a quadrangle, so that the local map 35 on which natural roads are arranged can be generated. Furthermore, the map generating unit 17 does not generate the triangular region 59 when the aspect ratio of the triangular region 59 exceeds a predetermined range or when the triangular region 59 is smaller than a predetermined dimension. In other words, the map generating unit 17 deletes the triangular region 59 in the above case. This prevents the generation of a distorted triangular region 59 or a triangular region 59 that is too small, so that the roads 63a to 63d can be generated so as to follow a shape close to a square (a shape with nearly the same aspect ratio) like an actual streetscape.

[0076] In particular, in this embodiment, the map generating unit 17 generates road regions 39a-39d by dividing the local map 35 based on the roads 29a-29d, and generates a plurality of reference points 49a-49d within the road regions 39a-39d. This allows the local map 35 to be divided into the road regions 39a-39d, and the process of generating the roads 63a-63d to be executed for each road region, thereby reducing the processing load of the information processing device 3.

[0077] In particular, in this embodiment, when the map generating unit 17 generates a plurality of road regions 39a-39d, it generates roads 65a-65d so as to cross adjacent road regions. In this way, when there are a plurality of roads 29a-29d that connect to the castle 27a, it is possible to generate a mesh-like road that connects the adjacent roads, and therefore it is possible to generate a natural local map 35 that resembles an actual streetscape.

[0078] <6. Modifications, etc.> The present invention is not limited to the above-described embodiment, and various modifications are possible without departing from the spirit and technical concept of the present invention.

[0079] (6-1. When placing the attacking force on a local map) For example, when a siege occurs at castle 27a on wide area map 19, a friendly or enemy force may be displayed on local map 35 depending on which of roads 29a to 29d leading to castle 27a the force invaded from.

[0080] FIG. 17 shows an example of the local map 35 in this modified example. As shown in FIG. 17, the map generating unit 17 places an object 67 corresponding to a predetermined force that has launched an attack on a road in the local map 35 corresponding to a specific road along which the predetermined force has invaded in the wide area map 19. FIG. 17 shows an example in which a predetermined force has invaded from the road 29a among the roads 29a to 29d leading to the castle 27a in the wide area map 19. As shown in FIG. 17, an object 67, for example, of a convex shape representing a force (for example, a troop) is placed near the starting point 41a of the road 63a corresponding to the road 29a in the local map 35. When a siege occurs in the wide area map 19, the map generating unit 17 determines from which road the attacking force has invaded the castle 27a, generates the roads 63a to 63d in the local map 35 in the same manner as in the above embodiment, and places the object 67 on the road 63a to 63d corresponding to the determined road.

[0081] The number of objects 67 may be multiple or one. For example, the number of objects 67 may be changed according to the scale of the force that has invaded the castle on the wide area map 19 (for example, the number of troops or the number of soldiers). The object 67 may have a shape other than the convex shape. For example, the type of object 67 may be changed according to the type of force that has invaded the castle on the wide area map 19.

[0082] According to this modification, when a predetermined force invades a castle from a specific road in a game event (such as a siege), a local map 35 that reflects the state of the invasion (such as the direction of invasion) can be generated.

[0083] (6-2. When fighting in a place where there is no base) For example, the present invention may be applied to a case where a game event occurs in which two or more forces fight in a place where there is no base such as a castle. In this modified example, when a battle occurs, for example, on a road in the wide area map 19, the map generating unit 17 may identify the location where the battle occurs, and may generate a road (an example of a second game element, a second route) in the local map 35 in a similar manner based on the road (an example of a first game element) that leads to the battle location, with the identified battle location (an example of a first game element) being the location (end point) of the castle 27a in the above embodiment.

[0084] According to this modification, even if there is no base such as a castle on the wide area map 19, it is possible to generate a local map 35 that reflects the roads and topographical features of the wide area map 19. This makes it possible to apply the present invention to cases where the game event is a battle without a base (so-called field battle). It is also possible not to visualize the generated roads on the local map 35. In this case, it is possible to express a battle that takes place on a plain, mountain field, or the like.

[0085] (6-3.Others) In the above embodiment, the reference points in the periphery of the castle 27a and the rectangular regions 47a to 47d are arranged in a grid pattern, but the reference points may be arranged in a pattern other than a grid. For example, the reference points may be arranged in a radial pattern or a fan shape. By adjusting the arrangement of the reference points in this way, the shape of the road in the local map 35 can be adjusted.

[0086] Also, for example, the number of reference points placed on the local map 35 may be changed. For example, if the player can adjust the difficulty level of the game, the number of reference points may be changed according to the difficulty level. For example, by increasing the number of reference points as the difficulty level increases, it becomes possible to make the roads generated on the local map 35 more complex.

[0087] In the above embodiment, the present invention is applied to a Sengoku simulation game, but the present invention can be applied to various games as long as the game switches to a local map when a game event occurs on a wide-area map. For example, the present invention can be applied to a wide variety of games, including simulation games other than Sengoku simulation games, role-playing games, adventure games, action games, fighting games, and other games of various genres.

[0088] The above-described game can also be applied to an online game. In this case, the information processing device 3 is connected to a server device via the Internet, for example, and the server device has a part or all of the functional configuration of the information processing device 3 shown in Fig. 2. In this case, the server device corresponds to an example of the information processing device.

[0089] In addition to the above, the methods according to the above-mentioned embodiments and each modified example may be appropriately combined and used. Although not illustrated individually, the above-mentioned embodiments and each modified example may be implemented with various modifications without departing from the spirit thereof.

[0090] The problems and effects that the above-described embodiments and modifications are intended to solve are not limited to those described above. The embodiments and modifications may solve problems or achieve effects that are not described above, or may solve only some of the problems or achieve only some of the effects that are described.

[0091] <7. Hardware configuration of information processing device> Next, an example of a hardware configuration of the information processing device 3 will be described with reference to FIG.

[0092] 18, the information processing device 3 includes, for example, a CPU 301, a ROM 303, a RAM 305, a GPU 306, a dedicated integrated circuit 307 constructed for a specific purpose, such as an ASIC (Application Specific Integrated Circuit) or an FPGA (Field Programmable Gate Array), an input device 313, an output device 315, a recording device 317, a drive 319, a connection port 321, and a communication device 323. These components are connected to each other via a bus 309, an input / output interface 311, etc. so as to be able to transmit signals to each other.

[0093] The game program can be recorded, for example, in the ROM 303, the RAM 305, or a recording device 317 such as a hard disk.

[0094] The game program may also be temporarily or permanently (non-temporarily) recorded on a removable recording medium 325, such as a magnetic disk such as a flexible disk, various types of CDs, MO disks, DVDs, and other optical disks, or a semiconductor memory. Such recording medium 325 may also be provided as so-called package software. In this case, the game program recorded on the recording medium 325 may be read by the drive 319 and recorded on the recording device 317 via the input / output interface 311, the bus 309, and the like.

[0095] The game program may also be recorded, for example, on a download site, another computer, or another recording device (not shown). In this case, the game program is transferred via a network NW such as a LAN or the Internet, and the communication device 323 receives this program. The program received by the communication device 323 may then be recorded in the recording device 317 via the input / output interface 311, the bus 309, etc.

[0096] The game program may also be recorded in, for example, an appropriate external connection device 327. In this case, the game program may be transferred via an appropriate connection port 321 and recorded in the recording device 317 via the input / output interface 311, the bus 309, etc.

[0097] Then, the CPU 301 executes various processes in accordance with the programs recorded in the recording device 317, thereby implementing the processes by the map generating unit 17 and the like. At this time, the CPU 301 may, for example, directly read and execute the programs from the recording device 317, or may execute the programs after first loading them into the RAM 305. Furthermore, when the CPU 301 receives a program via the communication device 323, the drive 319, or the connection port 321, for example, the CPU 301 may directly execute the received program without recording it in the recording device 317.

[0098] Furthermore, the CPU 301 may perform various processes based on signals and information input from an input device 313, such as a microphone, mouse, keyboard, etc. (not shown), including the above-mentioned game controller 5, as necessary.

[0099] The GPU 306 performs processing for image display, such as rendering processing, in response to instructions from the CPU 301 .

[0100] Then, the CPU 301 and the GPU 306 output the results of the above-mentioned processing from an output device 315 including, for example, the above-mentioned display device 7. Furthermore, the CPU 301 and the GPU 306 may transmit the results of this processing via a communication device 323 or a connection port 321 as necessary, or may record the results in the recording device 317 or recording medium 325. [Explanation of symbols]

[0101] 1. Game System 3. Information processing equipment 17 Map Generation Section 19 Wide Area Map 21 land 23. Sea 25 River 27a~27e Castle 29a~29g road 31 Castle Town 33 Prescribed range 35 Local Maps 39a~39d Road area 41a~41d starting point 43a~43d End point 45 Relay Point 45a1~45a3 relay point 45b1~45b3 relay point 45c1~45c3 relay point 45d1~45d3 relay point 47a~47d Rectangular area 49 Reference point 49a~49d Reference point 51 Reference point 53 Reference point 53a~53d Reference point 55 Reference point 55a1~55a3 Reference point 55b1~55b3 Reference point 55c1~55c3 Reference point 55d1~55d3 Reference point 57 Reference point 59 Triangular area 61 Rectangular area 63a~63d road 65a~65d road 67 Objects

Claims

1. An information processing device, generating a local map by extracting a predetermined range including the specific position from a wide area map when a game event occurs at a specific position on the wide area map on which one or more first game elements are arranged; a map generation unit that generates a second game element to be used in the game event based on the one or more first game elements included in the predetermined range, and places the second game element on the local map; A game program to function as a.

2. The first game element is A first base and a first route connected to the first base, The map generation unit is generating a second route, which is the second game element, that connects an intersection point between the boundary of the predetermined range and the first route as a starting point, the first base as an ending point, and passes through one or more reference points among a plurality of reference points arranged on a local map; The game program according to claim 1 .

3. The map generation unit is generating a plurality of relay points, which are the reference points, each of which is located midway between the start point and the end point in a first direction connecting the start point and the end point and is arranged in a second direction intersecting the first direction; The game program according to claim 2.

4. The map generation unit is delete the second routes other than the second route passing through the relay point from among the second routes connecting the start point and the end point; The game program according to claim 3.

5. The first game element is A predetermined first terrain is included; The map generation unit is disposing at least a portion of the plurality of reference points along a boundary of the first terrain; The game program according to claim 2.

6. The first game element is a predetermined second terrain; The map generation unit is arranging the plurality of reference points in an area excluding the second terrain; The game program according to claim 2.

7. The map generation unit is generating a rectangular area including a route portion of the first route that exists within the predetermined range or a route area including the route portion; generating the reference point based on a lattice point in the rectangular area where a line connecting adjacent lattice points is parallel to any side of the rectangular area; The game program according to claim 2.

8. The map generation unit is determining an orientation of the rectangular area based on an orientation of the path portion or a predetermined terrain included in the first game element; The game program according to claim 7.

9. The map generation unit is generating a triangular region having a triangular shape with three adjacent reference points among the plurality of reference points as vertices; generating the second path that passes through a side of the one triangular region and connects the start point and the end point; The game program according to claim 2.

10. The map generation unit generating a quadrilateral area by combining the one triangular area with another triangular area adjacent to the one triangular area; generating the second path that passes through the sides of the rectangular area and connects the start point and the end point; The game program according to claim 9.

11. The map generation unit not generating the one triangular region when at least one of the following conditions is met: an aspect ratio of the one triangular region exceeds a predetermined range; and the one triangular region is smaller than a predetermined dimension.

11. The game program according to claim 9 or 10.

12. The map generation unit generating a route region by dividing the local map based on the first route; setting the plurality of reference points within the route region; The game program according to claim 2.

13. The map generation unit When a plurality of the route areas are generated, the second route is generated so as to straddle the adjacent route areas. The game program according to claim 12.

14. The map generation unit generating a second path, which is the second game element, based on the first game element; The game program according to claim 1 .

15. The first game element is A first base and a first route connected to the first base, The game event is an event in which a predetermined force invades the first base from a specific first route, The map generation unit placing an object corresponding to the predetermined force on a specific second path which corresponds to the specific first path and is the second game element; The game program according to claim 1 .

16. A game processing method executed by an information processing device, comprising: generating a local map by extracting a predetermined range including the specific position from a wide area map when a game event occurs at a specific position on the wide area map on which one or more first game elements are arranged; generating a second game element to be used in the game event based on the one or more first game elements included in the predetermined range, and placing the second game element on the local map; The game processing method includes:

17. generating a local map by extracting a predetermined range including the specific position from a wide area map when a game event occurs at a specific position on the wide area map on which one or more first game elements are arranged; a map generation unit that generates a second game element to be used in the game event based on the one or more first game elements included in the predetermined range, and places the second game element on the local map; An information processing device having the above configuration.

Citation Information

Patent Citations

  • Game program, computer readable recording medium having the game program recorded and game apparatus

    JP2006087459A