Game program, game processing method, and game processing device

The game program addresses the simplicity of existing capture games by allowing territory ownership changes based on surrounding area ownership rather than parameter comparisons, enhancing gameplay complexity and engagement.

JP2025086740APending Publication Date: 2025-06-09KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2023200987
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-28
Publication Date
2025-06-09

AI Technical Summary

Technical Problem

Existing capture games rely on comparing the total strength of parameters between game objects to determine territory ownership, which is simple but lacks interest and complexity.

Method used

A game program that allows a computer to execute a process making a specific area not owned by a force when the surrounding area is owned by another force, without relying on parameter comparisons, and includes options to set execution-inhibited times and abort suppression processes.

Benefits of technology

Enables the reduction of territories owned by a force without parameter comparisons, offering a more complex and engaging gameplay experience by considering ownership status and strategic territory management.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To reduce a region that a force owns without depending on the comparison of parameters among game objects.SOLUTION: A game program causes a computer to execute specific processing to cause a specific region not to be a region that a first force owns when a second force owns a region around the specific region that the first force owns in a virtual space including a plurality of regions.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present disclosure relates to a game program, a game processing method, and a game processing apparatus.

Background Art

[0002] Patent Document 1 discloses a war simulation game in which commands are given to the affiliated army to attack and defend a territory.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, a capture game is known in which a plurality of forces existing in a game compete for a territory.

[0005] Here, in the above capture game, for example, when the second force wins in a battle wagering on the territory owned by the first force, the number of territories owned by the first force that lost the battle can be reduced. The outcome of the above battle is determined by the total strength of the parameters of the first force defending the territory and the second force attacking the territory. Thus, in the above capture game, since the territory is only taken by comparing the total strength of the parameters, the capture method is simple and may lack interest.

[0006] Therefore, an object of the present disclosure is to provide a game program, a game processing method, and a game processing apparatus capable of reducing the territories owned by a force without depending on the comparison of parameters between game objects.

Means for Solving the Problems

[0007] The game program according to the first aspect causes a computer to execute a specific process of making a specific area not an area owned by the first force when an area around the specific area owned by the first force is owned by the second force in a virtual space including a plurality of areas.

[0008] The game program according to the second aspect is the game program according to the first aspect, wherein an execution-inhibited time until a suppression process for owning the area can be executed can be set for each of the plurality of areas, and when an area around the specific area owned by the first force is owned by the second force while the execution-inhibited time is set for the specific area owned by the first force, the computer is caused to execute the specific process of canceling the setting of the execution-inhibited time and making the specific area not an area owned by the first force.

[0009] The game program according to the third aspect is the game program according to the first or second aspect, wherein a suppression process for owning each of the plurality of areas is executable, and when the specific process is executed for the area where the suppression process is being executed, the computer is caused to execute a process of aborting the execution of the suppression process.

[0010] The game program according to the fourth aspect is the game program according to any one of the first to third aspects, wherein an execution-inhibited time until a suppression process for owning each of the plurality of areas can be executed can be set, and when the specific process is executed, the computer is caused to execute a process of not setting the execution-inhibited time for the specific area that has ceased to be an area owned by the first force.

[0011] The game program according to the fifth aspect causes a computer to execute a process in the game program according to any one of the first to fourth aspects, wherein the second force is a force composed of a plurality of players, and when the area around the specific area owned by the first force is owned by two or more players constituting the second force, the specific process is executed, and when it is owned only by a single player constituting the second force, the specific process is not executed.

[0012] The game program according to the sixth aspect causes a computer to execute a process in the game program according to any one of the first to fifth aspects, wherein each of the plurality of areas is formed in a polygon, and when all the areas adjacent to the plurality of sides of the polygon of the specific area owned by the first force are owned by the second force, the specific process is executed.

[0013] The game program according to the seventh aspect causes a computer to execute a process in the game program according to any one of the first to sixth aspects, wherein each of the plurality of areas can be owned by the force that has executed the suppression process for owning the area, each of the plurality of areas is formed in a polygon, and the suppression process for the target area can be executed only by the force that owns the area adjacent to the side of the polygon of the target area of the suppression process.

[0014] The game program according to the eighth aspect causes a computer to execute a process in the game program according to any one of the first to seventh aspects, wherein the second force belongs to a predetermined group, and when the specific process is executed, the specific area that is no longer an area owned by the first force is made to be owned by the predetermined group.

[0015] The game processing method according to the ninth aspect is such that when a computer owns an area around a specific area owned by a first force in a virtual space including a plurality of areas, the computer executes a specific process of making the specific area not an area owned by the first force when the second force owns the area.

[0016] The game processing apparatus according to the tenth aspect includes a processor, and when the processor determines that a region surrounding a specific region owned by a first force is owned by a second force in a virtual space including a plurality of regions, the processor executes a specific process to make the specific region not an area owned by the first force.

Advantages of the Invention

[0017] According to the game program, game processing method, and game processing apparatus according to the present disclosure, it is possible to reduce the regions owned by a force without depending on the comparison of parameters between game objects.

Brief Description of the Drawings

[0018]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Modes for Carrying Out the Invention

[0019] Hereinafter, an example of an embodiment of the present disclosure will be described with reference to the drawings. In each drawing, the same or equivalent components and parts are given the same reference numerals. Also, the dimensional ratios in the drawings are exaggerated for the convenience of explanation and may be different from the actual ratios.

[0020] FIG. 1 is a diagram showing a schematic configuration of a game system 1 according to the present embodiment. Here, a game is a collection of activities and rules for playing and competing. A game is played, for example, by a player making full use of strategies and techniques to achieve a specific goal. A game is played, for example, to achieve various goals such as a competitive goal such as winning, a combat goal such as defeating an enemy, an educational goal such as learning, and a narrative goal such as the completion of a scenario progression. A game may be in a competitive format or a non-competitive format.

[0021] The game system 1 includes a plurality of user terminals 10A, 10B, 10C and a server 20. Here, the user terminals 10A, 10B, 10C are examples of a "computer" and a "game processing device". The plurality of user terminals 10A, 10B, 10C and the server 20 are communicably connected through a network 30. In the following description, when there is no need to distinguish between the user terminals 10A, 10B, 10C, they will be simply described as the user terminal 10. The user terminal 10 includes mobile terminals such as smartphones and tablets, and PCs (Personal Computers). In the present embodiment, as an example, the user terminal 10 is a smartphone.

[0022] The user terminal 10 executes the game program 14A (see FIG. 2) stored in the storage 14 (see FIG. 2). The user terminal 10 downloads and installs the game program 14A from, for example, a platform (app store) that distributes apps and the like. The user terminal 10 provides a player with an environment for playing a game in response to the execution of the game program 14A. The user terminal 10 enables a player to play a game by executing the game program 14A installed in the user terminal 10 by the player's operation and programs and the like pre-installed at the time of shipment. The user terminal 10 communicates with the server 20 by loading and executing the game program 14A. When the player plays the game, data related to the game is transmitted and received between the user terminal 10 and the server 20 according to the progress of the game on the user terminal 10.

[0023] The server 20 appropriately transmits data necessary for playing the game on the user terminal 10 to the user terminal 10. By sending the data necessary for playing the game on the user terminal 10 from the server 20, the progress of the game on the user terminal 10 is advanced. The server 20 manages various data related to the game of each player who plays the game on the user terminal 10. The server 20 communicates with the user terminal 10 and transmits image, audio, text data, etc. to the user terminal 10 according to the progress of each player's game.

[0024] FIG. 2 is a block diagram showing the hardware configuration of the user terminal 10. As shown in FIG. 2, the user terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, an input unit 15, a display unit 16, and a communication interface (I / F) 17. Each component is connected to be communicable with each other via a bus 18. The CPU 11 is an example of a "processor".

[0025] The CPU 11 is a central processing unit that executes various programs and controls each part. That is, the CPU 11 reads a program from the ROM 12 or the storage 14 and executes the program using the RAM 13 as a work area. The CPU 11 performs control of each of the above configurations and various arithmetic processes according to the program stored in the ROM 12 or the storage 14. In the present embodiment, a game program 14A is stored in the storage 14. The game program 14A is installed in the user terminal 10 by being downloaded from a platform (app store) that distributes apps and the like. When the CPU 11 executes the game program 14A, the user terminal 10 appropriately communicates with the server 20, and data necessary for the game provided by the game program 14A is transmitted and received between the user terminal 10 and the server 20. The game program 14A is an example of a "game program".

[0026] The ROM 12 stores various programs and various data. The RAM 13 temporarily stores a program or data as a work area. The storage 14 is composed of a storage device such as an SSD (Solid State Drive) or a flash memory, and stores various programs and various data.

[0027] The input unit 15 includes various buttons and is used to perform various inputs. The display unit 16 is, for example, a liquid crystal display and displays various information. The display unit 16 is provided with a touch panel and also functions as the input unit 15.

[0028] The communication I / F 17 is an interface for communicating with other devices such as the server 20. For this communication, for example, standards of mobile communication systems such as 4G and 5G, or standards of wireless communication such as Wi-Fi (registered trademark) are used.

[0029] Next, the functional configuration of the user terminal 10 will be described. FIG. 3 is a block diagram showing an example of the functional configuration of the user terminal 10.

[0030] As shown in FIG. 3, the CPU 11 of the user terminal 10 has, as a functional configuration, an acquisition unit 11A, a reception unit 11B, and a control unit 11C. Each functional configuration is realized by the CPU 11 reading out and executing a game program 14A stored in the storage 14.

[0031] The acquisition unit 11A periodically acquires data necessary for playing a game on the user terminal 10 transmitted from the server 20.

[0032] The reception unit 11B receives an input operation from a player using the input unit 15, the display unit 16, etc.

[0033] The control unit 11C controls the progress of the game based on the input operation from the player received by the reception unit 11B and information defined in the game program 14A.

[0034] FIG. 4 is a block diagram showing the hardware configuration of the server 20. As shown in FIG. 4, the server 20 has a CPU 21, a ROM 22, a RAM 23, a storage 24, and a communication interface (I / F) 25. Each configuration is connected to be communicable with each other via a bus 26.

[0035] The CPU 21 is a central processing unit that executes various programs and controls each unit. That is, the CPU 21 reads a program from the ROM 22 or the storage 24 and executes the program using the RAM 23 as a work area. The CPU 21 performs control of the above-described respective configurations and various arithmetic processes according to the program stored in the ROM 22 or the storage 24.

[0036] The ROM 22 stores various programs and various data. The RAM 23 temporarily stores a program or data as a work area.

[0037] The storage 24 is composed of a storage device such as an HDD (Hard Disk Drive), an SSD, or a flash memory, and stores various programs and various data.

[0038] The communication I / F 25 is an interface for communicating with other devices such as the user terminal 10. For this communication, for example, a standard for wired communication such as Ethernet (registered trademark) or FDDI, or a standard for wireless communication such as 4G, 5G, or Wi-Fi (registered trademark) is used.

[0039] Hereinafter, a case where the game played on the user terminal 10 is a game themed on historical territorial disputes will be described as an example. The player becomes the lord of a daimyo family and aims to expand the territory he owns in the game. Also, the player can join a plurality of players belonging to the same daimyo family, in other words, a force composed of a plurality of lords. Hereinafter, the game may be referred to as "this game", and the player of this game may be referred to as "lord". Also, the territory is an example of a "region".

[0040] The territory provided in the virtual space (such as a world map) can be divided into the territory owned by the daimyo family to which the player belongs, the enemy territory owned by the daimyo family that is the player's enemy, and the blank territory that is not owned by any daimyo family. Also, the territory of one's own family can be divided into the territory of the player force owned by the lord of the player force that the player has joined, the territory of another force owned by the lord of another force different from the player force, and the territory owned by the daimyo of the daimyo family of one's own family after the lord of the daimyo family of one's own family has abandoned the ownership right. In this game, ownership information indicating the presence or absence of ownership and the owner, etc. is associated with each territory.

[0041] Here, FIG. 5 is a first diagram showing an example of a virtual space divided into a plurality of territories. FIG. 5 shows an example in which various territories provided in the above virtual space are territories 50 formed in a triangular shape. The territory 50 can also be said to be a section obtained by dividing the virtual space according to a predetermined rule. Note that the shape of the territory 50 is not limited to a triangle, and may be formed into any polygon such as a quadrilateral or a hexagon that can tile the virtual space. Also, in FIG. 5, an example is shown in which the virtual space is divided into five territories 50(1) to (5) (collectively referred to as territory 50 when there is no need to particularly distinguish them). However, the number of territories 50 is not limited to this. The virtual space may be divided into a plurality of territories 50 more than five, or may be divided into a plurality of territories 50 less than five.

[0042] The CPU 11 of the user terminal 10 executes a suppression process or a specific process capable of increasing or decreasing the number of territories of each daimyo family in the battle within this game in which players circle the territory 50 in the virtual space.

[0043] The suppression process is a process for possessing the target territory 50. In this game, each of the plurality of territories 50 can be possessed by the force that has executed the suppression process for possessing the territory 50. The CPU 11 can execute the suppression process for the target territory 50 only when the territory 50 owned by the force that owns the territory 50 that is the target of the suppression process is in contact with the side of the triangle of the target territory 50. In FIG. 5, among the territories 50(1) to (5), the territories 50(1) to (3) are player force territories, and the territories 50(4) and (5) are enemy territories owned by the enemy daimyo family A. In this case, the CPU 11 can execute the suppression process for the territory 50(4) by the player force that owns the territory 50(3), for example. The player force is a force composed of a plurality of players (lords) belonging to the same daimyo family.

[0044] Also, in this game, it is necessary to consume one predetermined item to execute the suppression process. The predetermined item can be obtained by meeting predetermined conditions within the game and is a special item whose available quantity varies depending on the level of the lord. Specifically, the higher the level of the lord, the greater the number of predetermined items that can be held.

[0045] Here, when the CPU 11 executes the suppression process on the territory 50(4) by the player's force, a defensive force by an NPC (Non Player Character) to prevent the suppression of the territory 50(4) appears. In this game, in order to prevent the suppression by the player's force, it is possible for an enemy player to dispatch an enemy force to fight against the attacking force of the player's force together with the defensive force. At this time, in the suppression process, if the attacking force can defeat the defensive force within the time limit, the suppression is completed and the territory 50(4) becomes the player's force territory. On the other hand, if the attacking force fails to defeat the defensive force within the time limit in the suppression process, the suppression fails and the territory 50(4) remains an enemy territory.

[0046] The battle between the above-mentioned forces is determined by the total power of the parameters of the game objects constituting the attacking force, specifically, the characters, and the total power of the parameters of the characters constituting the defensive force and the enemy force respectively. Specifically, in the battle, the force with the higher total power of parameters such as attack power, defense power, and hit points wins. Therefore, for example, if the number of characters in the attacking force exceeds the number of characters in the defensive force and the enemy force, and the total power of the parameters of the attacking force is higher than the total power of the parameters of the defensive force and the enemy force, the attacking force wins.

[0047] The specific process is a process of changing the territory 50 around the specific territory owned by the enemy daimyo family to a territory not owned by the enemy daimyo family when the territory is owned by the player's force. Specifically, when the specific process is executed, the specific territory that is no longer owned by the enemy daimyo family becomes an empty territory. The enemy daimyo family is an example of the "first force", the specific territory is an example of the "specific area", and the player's force is an example of the "second force".

[0048] Hereinafter, the flow of the execution of the specific process will be described with reference to FIGS. 5, 7, and 8 as appropriate using the flowchart of FIG. 6. FIG. 6 is a flowchart showing the flow of the process executed by the CPU 11 of the user terminal 10. The process is performed by the CPU 11 reading the game program 14A from the storage 14, expanding it in the RAM 13, and executing it. The process is repeatedly and automatically executed, for example, every time a certain period of time elapses.

[0049] In step S10 shown in FIG. 6, the CPU 11 determines whether there is a territory 50 where the suppression has been completed. Here, when the CPU 11 determines that there is a territory 50 where the suppression has been completed (step S10: YES), the process proceeds to step S11. On the other hand, when the CPU 11 determines that there is no territory 50 where the suppression has been completed (step S10: NO), the process ends. Hereinafter, it will be described assuming that the suppression of the territory 50(4) by the player's force has been completed. In this case, the territory 50(4) becomes the player's territory. In an example of the virtual space shown in FIG. 7, the display of the territory 50(4) has changed based on the completion of the suppression by the player's force. Specifically, in FIG. 7, the display of the territory 50(4) has changed from the horizontal line display indicating that it is an enemy territory in FIG. 5 to the diagonal line display indicating that it is the player's territory.

[0050] In step S11 shown in FIG. 6, the CPU 11 acquires the ownership information about the territory 50 in contact with the side of the triangle of the territory 50(4) where the suppression was completed in step S10. In an example of the virtual space shown in FIG. 7, the CPU 11 acquires the ownership information about the territories 50(3) and (5) in contact with the side of the triangle of the territory 50(4). Then, the process proceeds to step S12.

[0051] In step S12 shown in FIG. 6, the CPU 11 determines whether there is a specific territory within the territory 50 for which ownership information was acquired in step S11 and which could be the target of the specific process. Here, if the CPU 11 determines that there is a specific territory (step S12: YES), the process proceeds to step S13. On the other hand, if the CPU 11 determines that there is no specific territory (step S12: NO), the process ends. As an example, the CPU 11 determines that there is a specific territory if, within the territory 50 for which ownership information was acquired in step S11, there is a territory 50 owned by a daimyo who is an enemy of the force that owns the territory 50 where the suppression was completed in step S10. In an example of the virtual space shown in FIG. 7, since there is a territory 50(5) owned by enemy daimyo A, which is an enemy of the player force that owns territory 50(4), the CPU 11 determines that there is a specific territory.

[0052] In step S13 shown in FIG. 6, the CPU 11 determines whether the player force owns the territories 50 around the specific territory. Here, if the CPU 11 determines that the player force owns the territories 50 around the specific territory (step S13: YES), the process proceeds to step S14. On the other hand, if the CPU 11 determines that the player force does not own the territories 50 around the specific territory (step S13: NO), the process ends. In an example of the virtual space shown in FIG. 7, since the player force owns the territories 50(1), (2), and (4) around the specific territory, which is territory 50(5), the process proceeds to step S14.

[0053] In step S14 shown in FIG. 6, the CPU 11 executes a specific process on the specific territory. As described above, when the specific process is executed, the specific territory becomes a blank territory. Therefore, in an example of the virtual space shown in FIG. 8, based on the execution of the specific process, the display of territory 50(5) has changed. Specifically, in FIG. 8, the specific territory 50(5), for which the specific process was executed, has changed from the display of the horizontal line in FIGS. 5 and 7 indicating that it is an enemy territory to a display without a line (white background) indicating that it is a blank territory. Then, the process ends.

[0054] As described above, in the virtual space including a plurality of territories 50, when the territories 50 around a specific territory owned by an enemy daimyo family are owned by the player's forces, the CPU 11 executes a specific process to make the specific territory not a territory 50 owned by the enemy daimyo family. Specifically, when all the territories 50 in contact with the plurality of sides of the triangle of the specific territory owned by the enemy daimyo family are owned by the player's forces, the CPU 11 executes a specific process. Thereby, according to the game system 1 according to the present embodiment, it is possible to reduce the territories 50 owned by the enemy daimyo family without depending on the comparison of parameters between game objects. Further, according to the game system 1, in order to reduce the territories 50 owned by the enemy daimyo family, it is possible to consider the ownership status of the territories 50 in contact with the plurality of sides of the triangle of the territory 50, and widen the scope of strategies such as which territory 50 to suppress instead of simply competing the total strength of parameters between game objects.

[0055] Also, in the above embodiment, the specific process was to make the above specific territory a blank territory, but it is not limited to this. For example, when the CPU 11 executes the specific process, the specific territory that is no longer owned by the enemy daimyo family may be owned by the daimyo family of the player's forces to which the player belongs. The daimyo family of the player is an example of a "predetermined group". In this case, the CPU 11 changes the specific territory where the specific process has been executed to a daimyo-owned territory. Here, the daimyo-owned territory is a territory 50 having a property different from that of the player's territory and other forces' territories within the player's territory. For example, the daimyo-owned territory is a territory 50 where anyone who is the lord of the same daimyo family can transfer their base. The base is a village governed by the lord and serves as the player's main base such as the departure point of the troops. Also, the daimyo-owned territory is a territory 50 where anyone who is the lord of the same daimyo family can execute the suppression process even during the set non-executable time described later. In this game, when a daimyo-owned territory is suppressed during the set non-executable time, the set non-executable time is carried over. With the above configuration, according to the game system 1 according to the present embodiment, by executing the specific process, benefits can be given not only to the force that executed the specific process but also to other forces belonging to the same daimyo family as the force.

[0056] In this game, for each of the plurality of territories 50, it is possible to set an inexecutable time until the suppression process for owning the territory 50 can be executed. For example, in this game, when a certain territory 50 is suppressed, an inexecutable time for a predetermined period is set for the territory 50, and the suppression process for the territory 50 cannot be executed while the inexecutable time is set. Here, while the inexecutable time is set for a specific territory owned by the enemy daimyo family, if the player's force owns the territories 50 around the specific territory, the CPU 11 cancels the setting of the inexecutable time and executes a specific process to make the specific territory not a territory 50 owned by the enemy daimyo family. Thereby, according to the game system 1 according to the present embodiment, it is possible to provide a gameplay such that without waiting for the elapse of the inexecutable time, the specific territory for which the inexecutable time is set is not a territory 50 owned by the enemy daimyo family.

[0057] In this game, for each of the plurality of territories 50, the suppression process for owning the territory 50 is executable. Specifically, the CPU 11 makes the suppression process for the target territory 50 executable only for the force that owns the territory 50 adjacent to the side of the triangle of the target territory 50 for the suppression process. And for each of the plurality of territories 50, it can be owned by the force that has executed the suppression process for owning the territory 50. Here, when a specific process is executed for the territory 50 for which the suppression process is being executed, the CPU 11 aborts the execution of the suppression process. In this case, the execution of the suppression process for the territory 50 is aborted and a specific process is executed for the territory 50. Thereby, according to the game system 1 according to the present embodiment, even if the suppression process proceeds unfavorably for the player, by executing the specific process, it is possible to provide a gameplay such that the player can win the battle wagering on the territory 50. Also, according to the game system 1, since the suppression process can be executed only for the force that owns the territory 50 adjacent to the side of the triangle of the target territory 50 for the suppression process, it is possible to suppress a situation where the territory 50 for which the specific process has been executed is immediately suppressed by another force different from the said force.

[0058] Further, when the CPU 11 executes a specific process, it does not set an execution - impossible time for a specific territory that has become unowned by the territory 50 of the enemy daimyo family. Thus, according to the game system 1 according to the present embodiment, it is possible to provide a gameplay such that for the territory 50 where the specific process is executed, the power that owns the territories 50 around the territory 50 can immediately execute a suppression process.

[0059] Here, in this game, the CPU 11 may determine whether to execute a specific process for a specific territory in consideration of the following ownership status of the territories 50 around the specific territory. Specifically, when the territories 50 around a specific territory owned by the enemy daimyo family are owned by two or more players constituting the player power, the CPU 11 executes the specific process, and when it is owned by only a single player constituting the player power, the CPU 11 may not execute the specific process. Thus, according to the game system 1 according to the present embodiment, in order to reduce the territories 50 owned by the enemy daimyo family, it is possible to strengthen the cooperation between player companions who constitute the same power.

[0060] (Others) In the above - described embodiment, when there is a situation where the territories 50 around the first specific territory owned by one power are owned by another power, and the territories 50 around the second specific territory owned by the other power are owned by one power, the CPU 11 adjusts the execution of the specific process as follows.

[0061] FIG. 9 is a fourth diagram showing an example of a virtual space divided into a plurality of territories. In FIG. 9, among the territories 50(10) to (17), the territories 50(10) to (13) are player - power territories owned by the player power which is an example of the above - mentioned one power, and the territories 50(14) to (17) are enemy territories owned by the power A of the enemy daimyo family A which is an example of the above - mentioned other power.

[0062] In the example of the virtual space shown in FIG. 9, the CPU 11 is executing a control process for the territory 50(17) by the player force that owns the territory 50(13), and a control process for the territory 50(12) by force A that owns the territory 50(15). In this case, the CPU 11 executes a specific process by the force that first completes the control of the territory 50 based on the control process being executed. For example, if the control of the territory 50(17) is completed first, the CPU 11 executes a specific process for the territory 50(16), which is an example of the second specific territory. After that, even if the control of the territory 50(12) is completed later, the territory 50(16), which is an example of the first specific territory, is not owned by force A, so the CPU 11 does not execute a specific process for the territory 50(11).

[0063] In the above embodiment, a special territory in which a specific process is not executed may be provided among the multiple territories 50. The special territory is, for example, a territory 50 in which the rank set for the territory 50 or the base located in the territory 50 is a predetermined value (e.g., the highest value), a territory 50 in which a special base is located, etc.

[0064] In the above embodiment, the specific process is executed for the specific territory owned by the force to which the enemy player who is the enemy of the player belongs, but the specific territory for which the specific process is executed is not limited to this. For example, the CPU 11 may execute the specific process for the specific territory owned by an NPC.

[0065] In the above embodiment, when the control process is executed for the territory 50, a defensive force by an NPC appears, but this is not limited to the above. For example, when the control process is executed for the territory 50, a defensive force by an NPC does not have to appear, and there may be some territories 50 in which the defensive force appears and some territories 50 in which the defensive force does not appear.

[0066] In the above-described embodiment, it is not essential for a player to join a faction. That is, in this game, there may be players who have not joined a faction (hereinafter referred to as non-faction players). In this case, the CPU 11 may enable a non-faction player who owns a territory 50 adjacent to the side of the triangle of the territory 50 targeted for the suppression process to execute the suppression process on the targeted territory 50. Also, on the premise that the execution of the specific process requires joining a faction, the CPU 11 may not execute the specific process when the territory 50 around a specific territory owned by an enemy daimyo is owned only by non-faction players.

[0067] As described above, the embodiments of the present disclosure have been described in detail with reference to the accompanying drawings. However, the technical scope of the present disclosure is not limited to such examples. It is obvious that those having ordinary knowledge in the technical field of the present disclosure can conceive of various modification examples or correction examples within the scope of the technical idea described in the claims. It is naturally understood that these modification examples or correction examples also belong to the technical scope of the present disclosure.

[0068] Also, the effects described in the above embodiment are illustrative or exemplary and are not limited to those described in the above embodiment. That is, the technology according to the present disclosure may exhibit other effects that are obvious to those having ordinary knowledge in the technical field of the present disclosure from the description in the above embodiment, together with or instead of the effects described in the above embodiment.

[0069] In the above embodiment, the case where the user terminal 10 is a "computer" and a "game processing device" has been described as an example. However, it is not limited to this. The server 20 may be a "computer" and a "game processing device", or both the user terminal 10 and the server 20 may be a "computer" and a "game processing device". That is, the information processing according to the present embodiment may be processed on the terminal side, on the network side, or in cooperation between the terminal side and the network side.

[0070] In the above-described embodiment, the mode in which the game program 14A is downloaded from a platform (app store) that distributes apps or the like and installed in the storage 14 has been described, but the present invention is not limited to this. The game program 14A may be provided in a form stored in a storage medium such as a CD-ROM (Compact Disk Read Only Memory), a DVD-ROM (Digital Versatile Disk Read Only Memory), or a USB (Universal Serial Bus) memory.

[0071] In addition, in the above-described embodiment, the processor refers to a processor in a broad sense, and includes a general-purpose processor (such as a CPU or the like) and a dedicated processor (such as a GPU: Graphics Processing Unit, an ASIC: Application Specific Integrated Circuit, an FPGA: Field Programmable Gate Array, a programmable logic device, etc.).

[0072] In addition, the operation of the processor in the above-described embodiment may be achieved not only by one processor but also by a plurality of physically separated processors cooperating with each other. Also, the order of each operation of the processor is not limited to the order described in each of the above-described embodiments, and may be changed as appropriate.

Description of Reference Numerals

[0073] 10 User terminal (computer and game processing device) 11 CPU (processor) 14A Game program

Claims

1. In a virtual space including a plurality of regions, when a region surrounding a specific region owned by a first force is owned by a second force, a game program for causing a computer to execute a specific process of making the specific region not an area owned by the first force.

2. For each of the plurality of regions, an execution impossible time until a suppression process for owning the region can be executed can be set. While the execution impossible time is set for the specific region owned by the first force, when a region surrounding the specific region is owned by the second force, the setting of the execution impossible time is cancelled, and the game program according to claim 1 for causing a computer to execute the specific process of making the specific region not an area owned by the first force.

3. For each of the plurality of regions, a suppression process for owning the region is executable. When the specific process is executed for a region where the suppression process is being executed, the execution of the suppression process is aborted. The game program according to claim 1 for causing a computer to execute a process.

4. For each of the plurality of regions, an execution impossible time until a suppression process for owning the region can be executed can be set. When the specific process is executed, the execution impossible time is not set for the specific region that has become not an area owned by the first force. The game program according to claim 1 for causing a computer to execute a process.

5. The second force is a force composed of a plurality of players. When a region surrounding the specific region owned by the first force is owned by two or more players constituting the second force, the specific process is executed, and when it is owned only by a single player constituting the second force, the specific process is not executed. The game program according to claim 1 for causing a computer to execute a process.

6. Each of the plurality of regions is formed in a polygon. When all regions in contact with a plurality of sides of the polygon of the specific region owned by the first force are owned by the second force, the specific process is executed. The game program according to claim 1 for causing a computer to execute a process.

7. Each of the plurality of regions can be owned by a force that has executed a suppression process for owning the region. Each of the plurality of regions is formed in a polygon. The suppression process can be executed on the target area only for the force that owns the area adjacent to the side of the polygon of the target area of the suppression process. The game program according to claim 1 for causing a computer to execute the process.

8. The second force belongs to a predetermined group. When the specific process is executed, the specific area that is no longer the area owned by the first force is made to be owned by the predetermined group. The game program according to claim 1 for causing a computer to execute the process.

9. A computer, In a virtual space including a plurality of areas, when the area around a specific area owned by a first force is owned by a second force, executes a specific process to make the specific area not an area owned by the first force. Game processing method.

10. Equipped with a processor, the processor, In a virtual space including a plurality of areas, when the area around a specific area owned by a first force is owned by a second force, executes a specific process to make the specific area not an area owned by the first force. Game processing device.

Citation Information

Patent Citations

  • Program, game system, control method, and recording medium

    JP2016047124A