Game program, game processing method, and game processing device
By assigning values to regions in a virtual game space and using these values to determine action permissions, the game program reduces processing load and improves game performance, addressing the challenge of increased load due to collision determinations.
Patent Information
- Application Number
- JP2023203214
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-30
- Publication Date
- 2025-06-11
AI Technical Summary
In virtual game spaces with multiple regions, performing actions between game objects across different regions increases processing load due to the need for collision determinations, especially when obstacles are present.
A game program that assigns values to regions in a virtual space, allowing actions between game objects to be permitted or prohibited based on predetermined conditions related to these values, thereby reducing the processing load.
This approach allows for the permission or prohibition of actions between game objects with a smaller processing load compared to traditional hit determination methods, enhancing game performance.
Smart Images

Figure 2025088488000001_ABST
Abstract
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, in a virtual space including a plurality of regions where game objects can be arranged, an action may be performed from a first game object arranged in a certain first region to a second game object arranged in another second region. For example, a first character, which is a first game object, may move to the vicinity of a second character, which is a second game object, and attack.
[0005] Here, for example, when there is an obstacle between the first region and the second region, it is not desired to let the first character pass through the obstacle. For this reason, a third game object representing the obstacle is arranged between the first region and the second region, and a collision determination with respect to the third game object is performed to prohibit an attack by the first character passing through the obstacle on the second character.
[0006] However, if a third game object that requires a collision determination is arranged and a collision determination is performed each time, the amount of data and the amount of calculation increase accordingly, and the processing load on the computer increases.
[0007] Therefore, compared with the case of permitting or prohibiting an action from a first game object arranged in a first region to a second game object arranged in a second region based on a hit determination, the present disclosure aims to permit or prohibit the action from the first game object to the second game object with a smaller processing load.
Means for Solving the Problem
[0008] A game program according to a first aspect causes a computer to execute a process of assigning a value to each of a plurality of regions in a virtual space in which game objects can be arranged, and permitting an action from a first game object arranged in a first region to a second game object arranged in a second region when a predetermined condition including a first condition regarding the value assigned to the first region and the value assigned to the second region is satisfied, and prohibiting the action when the predetermined condition is not satisfied.
[0009] A game program according to a second aspect causes a computer to execute a process of assigning values to the first region and the second region so as not to satisfy the predetermined condition when an image of an obstacle is arranged between the first region and the second region in the game program according to the first aspect.
[0010] A game program according to a third aspect causes a computer to execute a process of assigning a value to a third region provided on the first region side with respect to the image of the obstacle and adjacent to the image of the obstacle in the game program according to the second aspect so as to satisfy the value assigned to the first region and the predetermined condition and not to satisfy the value assigned to the second region and the predetermined condition.
[0011] The game program according to the fourth aspect is the game program according to the second aspect or the third aspect, wherein a fourth area through which a game object can pass from the first area to the second area or from the second area to the first area is provided between the first area and the second area. When making it possible to pass through the fourth area, a value is assigned to the fourth area so as to satisfy the value assigned to the first area, the value assigned to the second area, and the predetermined condition. When making it impossible to pass through the fourth area, a value is assigned to the fourth area so as not to satisfy the value assigned to the first area, the value assigned to the second area, and the predetermined condition, and the computer is caused to execute the process.
[0012] The game program according to the fifth aspect is the game program according to any one of the first aspect to the fourth aspect, wherein when the value assigned to the first area and the value assigned to the second area satisfy the predetermined condition, the first game object attacks the second game object as the action, and the computer is caused to execute the process.
[0013] The game program according to the sixth aspect is the game program according to any one of the first aspect to the fifth aspect, wherein the first game object is a movable character, the second game object is a passing point through which the character passes when moving, and when the value assigned to the first area and the value assigned to the second area satisfy the predetermined condition, the first game object moves to the second game object as the action, and the computer is caused to execute the process.
[0014] The game program according to the seventh aspect is the game program according to the sixth aspect, wherein when a plurality of the passing points are provided in the plurality of areas, when the first game object moves to the second game object, the computer is caused to execute the process of using, as the starting point of the movement, the passing point closest to the first game object in the first area where the passing point is provided.
[0015] The game program according to the eighth aspect is the game program according to the fourth aspect, wherein the first game object is a movable character, the second game object is a passing point through which the character passes when moving, and when a plurality of the passing points are provided in the plurality of regions, when the first game object passes through the fourth region, a line segment passing through the fourth region connects between the two passing points, and the computer is caused to execute a process of moving the first game object along the line segment.
[0016] The game program according to the ninth aspect is the game program according to any one of the first to eighth aspects, wherein the value assigned to each of the plurality of regions is a numerical value of one digit or more, and based on a comparison between the value assigned to the first region and the value assigned to the second region, it is determined whether or not the first condition is satisfied. When the first condition is satisfied, the action is permitted on the assumption that the predetermined condition is satisfied, and when the first condition is not satisfied, the action is prohibited on the assumption that the predetermined condition is not satisfied, and the computer is caused to execute a process.
[0017] The game program according to the tenth aspect is the game program according to any one of the first to ninth aspects, wherein the value assigned to each of the plurality of regions is a numerical value of a plurality of digits. Based on a comparison of the nth digit numerical value between the value assigned to the first region and the value assigned to the second region, it is determined whether or not the first condition is satisfied. Based on a comparison of the mth digit numerical value between the value assigned to the first region and the value assigned to the second region, it is determined whether or not the second condition is satisfied. When both the first condition and the second condition are satisfied, the action is permitted on the assumption that the predetermined condition is satisfied, and when at least one of the first condition and the second condition is not satisfied, the action is prohibited on the assumption that the predetermined condition is not satisfied, and the computer is caused to execute a process.
[0018] The game program according to the 11th aspect causes a computer to execute a process of determining that the first condition is satisfied when the value assigned to the first region and the value assigned to the second region are the same or continuous in the game program according to the 9th or 10th aspect, and determining that the first condition is not satisfied when the value of the first region and the value of the second region are not the same and not continuous.
[0019] The game processing method according to the 12th aspect is such that, in a virtual space including a plurality of regions where game objects can be arranged, a computer assigns a value to each of the plurality of regions, and permits an action from a first game object arranged in a first region to a second game object arranged in a second region when a predetermined condition including a first condition regarding the value assigned to the first region and the value assigned to the second region is satisfied, and prohibits the action when the predetermined condition is not satisfied.
[0020] The game processing apparatus according to the 13th aspect includes a processor, and the processor assigns a value to each of a plurality of regions included in a virtual space where game objects can be arranged, and permits an action from a first game object arranged in a first region to a second game object arranged in a second region when a predetermined condition including a first condition regarding the value assigned to the first region and the value assigned to the second region is satisfied, and prohibits the action when the predetermined condition is not satisfied.
Advantages of the Invention
[0021] According to the game program, game processing method, and game processing apparatus according to the present disclosure, compared with the case where the action from the first game object arranged in the first region to the second game object arranged in the second region is permitted or prohibited based on a hit determination, the permission or prohibition of the action from the first game object to the second game object can be realized with a smaller processing load.
Brief Description of the Drawings
[0022]
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Mode for Carrying Out the Invention
[0023] 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 convenience of explanation and may be different from the actual ratios.
[0024] (First Embodiment) First, the first embodiment of the game system 1 according to this embodiment will be described.
[0025] FIG. 1 is a diagram showing a schematic configuration of the game system 1 according to this 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.
[0026] 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 this embodiment, as an example, the user terminal 10 is a smartphone.
[0027] 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, game-related data 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.
[0028] 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 types of data related to the game for each player who plays the game on the user terminal 10. The server 20 communicates with the user terminal 10 and transmits images, voices, text data, and the like to the user terminal 10 according to the progress of each player's game.
[0029] 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".
[0030] 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 working 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".
[0031] The ROM 12 stores various programs and various data. The RAM 13 temporarily stores a program or data as a working 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] As shown in FIG. 3, the CPU 11 of the user terminal 10 includes, as functional components, an acquisition unit 11A, a reception unit 11B, and a control unit 11C. Each functional component is realized by the CPU 11 reading and executing a game program 14A stored in the storage 14.
[0036] The acquisition unit 11A periodically acquires data necessary for playing a game on the user terminal 10 transmitted from the server 20.
[0037] The reception unit 11B receives input operations from players using the input unit 15, the display unit 16, and the like.
[0038] The control unit 11C controls the progress of the game based on the input operations from the players received by the reception unit 11B and information defined in the game program 14A.
[0039] FIG. 4 is a block diagram showing the hardware configuration of the server 20. As shown in FIG. 4, the server 20 includes a CPU 21, a ROM 22, a RAM 23, a storage 24, and a communication interface (I / F) 25. Each component is connected to be communicable with each other via a bus 26.
[0040] 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 each of the above components and various arithmetic processes according to the program stored in the ROM 22 or the storage 24.
[0041] The ROM 22 stores various programs and various data. The RAM 23 temporarily stores programs or data as a work area.
[0042] 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.
[0043] 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.
[0044] 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. Hereinafter, the game will be referred to as "this game". In this game, as a territorial dispute, a special battle is conducted in which the attacking force (hereinafter, the "attacking power") and the defending force (hereinafter, the "defending power") fight over a special base placed on the world map. Each force is composed of a plurality of game objects used by a plurality of players participating in the special battle, specifically, a plurality of characters. The plurality of characters constituting each force are player characters that can be operated and instructed by the player. In addition, the character is a human, an animal, a robot, a machine, or a fictional creature that appears in this game, and its type is not particularly limited. As an example, the character of this game is a human character.
[0045] The player participating in the special battle fights against the enemy force using his own force. As an example, in the special battle, the attacking force wins by suppressing the most important part of the defending force within the limited time, and can occupy the special base. Also, in the special battle, the defending force wins by defending the most important part until the limited time elapses.
[0046] Here, the special battle is conducted in a special space 50A dedicated to the special battle (see FIG. 5 etc.), which is different from the world map. The special space 50A is an example of a "virtual space".
[0047] FIG. 5 is a first example showing a part of the special space 50A. Note that FIG. 5 shows the special space 50A as viewed from above. In the special space 50A in FIG. 5, a first field 52 on the right side in the figure, a second field 54 on the left side in the figure, and a wall 56 disposed between the first field 52 and the second field 54 are shown.
[0048] Various game objects are arranged in the special space 50A. The game objects are objects that appear in the game, such as characters, passing points through which the characters pass when moving, props, and gimmicks. The game objects include, for example, general objects visible to players such as characters and props, and special objects visible only to the administrator of this game such as passing points. In FIG. 5, as game objects (characters), a first force 60 that is the force of the first player belonging to the attacking force and a second force 62 that is the force of the second player belonging to the defending force are arranged in the first field 52. Also, in FIG. 5, as a game object (character), a third force 64 that is the force of the third player belonging to the defending force is arranged in the second field 54.
[0049] The wall 56 is an image of a shielding object drawn between the first field 52 and the second field 54. Note that the dimensions of the image of the wall 56 do not depend on the dimensions and number of the sections 100 (see FIG. 7) described later in the special space 50A and can be designed as appropriate. The wall 56 is an example of an "obstacle". Here, in this game, a collision determination with the wall 56 is not executed. Therefore, for example, it is assumed that an inconvenience such as the first force 60 passing through the wall 56 and moving to the position of the third force 64 occurs. However, in the game system 1, the CPU 11 of the user terminal 10 performs the following control to avoid the occurrence of such an inconvenience. This control will be described with reference to FIGS. 6 and 8 and FIGS. 5 and 7 as appropriate. In the following description, as an example, the execution availability of the action of the first force 60 in the special space 50A will be described. Here, the action includes various actions such as attacks and movements.
[0050] FIG. 6 is a flowchart showing the flow of a determination process in which the CPU 11 of the user terminal 10 determines whether or not to execute the action of a game object (e.g., the first faction 60) in the special space 50A. The determination 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 determination process shown in FIG. 6 is automatically and repeatedly executed, for example, every time a certain period of time elapses.
[0051] In step S10 shown in FIG. 6, the CPU 11 acquires section data indicating a plurality of sections in the special space 50A where a special battle is performed. Then, the process proceeds to step S11. The section data is data in which the special space 50A is divided into a plurality of sections according to a predetermined rule. Coordinate values for defining the position in the special space 50A are set in each of the plurality of sections. The position of a game object in the special space 50A can be specified based on the coordinate values set in the section where the game object is arranged.
[0052] Here, FIG. 7 is an explanatory diagram showing the special space 50A in FIG. 5 divided into a plurality of sections 100 based on the section data. In FIG. 7, a case where the section 100 is defined by a quadrangle is shown as an example. However, the shape of the section 100 is not limited to this. The section 100 may be defined by any shape that can tile the special space 50A, such as a triangle and a hexagon.
[0053] In step S11 shown in FIG. 6, the CPU 11 assigns a value to each of the plurality of sections indicated by the section data acquired in step S10. This "value" is, for example, a numerical value such as 1, 2, 3, etc. Then, the process proceeds to step S12.
[0054] Specifically, the CPU 11 assigns values according to each section in accordance with the game program 14A. In the first embodiment, the numerical values assigned to each section are one digit or more. In the special space 50A shown in FIG. 7, in the central column and the right column of the first field 52, the sections 100 from the first to the sixth rows from the top are assigned "1". In the left column of the first field 52, the section 100 in the fifth row from the top is assigned "1", and "specific numerical value (e.g., 99)" is assigned to the other sections 100. The specific numerical value is a numerical value that is not the same as and not continuous with the numerical values assigned to the sections 100 other than the sections 100 to which the specific numerical value is assigned in the special space 50A. Hereinafter, in the first field 52, a collection of consecutive sections 100 to which the value "1" is assigned may also be referred to as "section group R1".
[0055] Subsequently, in the central column and the left column of the second field 54, the sections 100 from the first to the sixth rows from the top are assigned "7". In the right column of the second field 54, the section 100 in the fifth row from the top is assigned "7", and "specific numerical value (e.g., 99)" is assigned to the other sections 100. Hereinafter, in the second field 54, a collection of consecutive sections 100 to which the value "7" is assigned may also be referred to as "section group R2".
[0056] "Specific numerical value (e.g., 99)" is assigned to the sections 100 in the columns of the wall 56. This game may divide the range where characters can be arranged on the special space 50A based on the values assigned to the sections 100 in this way. For example, in FIG. 7, the sections 100 to which "numerical values other than specific numerical values" are assigned may be the range where characters can be arranged, and the sections 100 to which "specific numerical values" are assigned may be the range where characters cannot be arranged. Also, as long as it is within the range where characters can be arranged on the special space 50A, it goes without saying that actions (e.g., attacks, movements) by the characters can be performed.
[0057] Here, in the special space 50A shown in FIGS. 5 and 7, the information visible to the player is the first field 52, the second field 54, and the wall 56, and the values assigned to the section 100 and the section 100 cannot be visually recognized. The values assigned to the section 100 and the section 100 are only visible to the administrator of this game.
[0058] In step S12 shown in FIG. 6, the CPU 11 determines whether or not it has received an input operation instructing an action for the first force 60. Here, when the CPU 11 determines that it has received the input operation (step S12: YES), the process proceeds to step S13. On the other hand, when the CPU 11 determines that it has not received the input operation (step S12: NO), the process ends.
[0059] In step S13, the CPU 11 determines whether or not a predetermined condition including a first condition regarding the value assigned to the current section, which is the section 100 where the first force 60 is located, and the value assigned to the destination section, which is the section 100 that is the destination of the action of the first force 60, is satisfied. Here, when the CPU 11 determines that the predetermined condition is satisfied (step S13: YES), the process proceeds to step S14. On the other hand, when the CPU 11 determines that the predetermined condition is not satisfied (step S13: NO), the process proceeds to step S15. The details of whether or not the predetermined condition is satisfied will be described later with reference to FIG. 8. The current section is an example of the "first area", and the destination section is an example of the "second area".
[0060] In step S14, the CPU 11 permits the action by the first force 60 based on the input operation received in step S12. Then, the process ends.
[0061] In step S15, the CPU 11 prohibits the action by the first force 60 based on the input operation received in step S12. Then, the process ends.
[0062] FIG. 8 is a first flowchart showing a method for determining whether or not a predetermined condition in step S13 shown in FIG. 6 is satisfied.
[0063] In step S13-1 shown in FIG. 8, the CPU 11 acquires the value assigned to the current section. In the special space 50A shown in FIGS. 5 and 7, the current section is section 100A, which is the fourth row from the top in the central column of the first field 52. Thereby, the CPU 11 acquires "1" as the value assigned to the current section. Then, the process proceeds to step S13-2.
[0064] In step S13-2, the CPU 11 determines whether the value assigned to the destination section is a numerical value. Here, when the CPU 11 determines that the value assigned to the destination section is a numerical value (step S13-2: YES), the process proceeds to step S13-3. On the other hand, when the CPU 11 determines that the value assigned to the destination section is not a numerical value (step S13-2: NO), the process proceeds to step S15 shown in FIG. 6. For example, in the special space 50A shown in FIGS. 5 and 7, when the destination section is section 100B, which is the third row from the top in the central column of the first field 52 where the second force 62 is located, the process proceeds to step S13-3. Also, when, for example, a Null value is assigned to the destination section, the CPU 11 determines that the value assigned to the destination section is not a numerical value, and the process proceeds to step S15.
[0065] In step S13-3 shown in FIG. 8, the CPU 11 determines whether or not the first condition is satisfied. Here, when the CPU 11 determines that the first condition is satisfied (step S13-3: YES), the process proceeds to step S14 shown in FIG. 6. On the other hand, when the CPU 11 determines that the first condition is not satisfied (step S13-3: NO), the process proceeds to step S15 shown in FIG. 6. As an example, the CPU 11 determines that the first condition is satisfied when the value assigned to the current section and the value assigned to the destination section are the same or continuous. Also, the CPU 11 determines that the first condition is not satisfied when the value assigned to the current section and the value assigned to the destination section are not the same and not continuous. For example, in the special space 50A shown in FIGS. 5 and 7, when the destination section is section 100B where the second force 62 is located, the process proceeds to step S14, and when it is section 100D, the fourth row from the top in the central column of the second field 54 where the third force 64 is located, the process proceeds to step S15.
[0066] Here, as shown in FIGS. 5 and 7, when a wall 56 is arranged between the first field 52 and the second field 54, the CPU 11 assigns values to the sections 100 where the characters in the first field 52 and the second field 54 can be arranged so as not to satisfy a predetermined condition. Specifically, the CPU 11 sets the values assigned to the sections 100 where the characters in the first field 52 and the second field 54 can be arranged to be values that are not the same and not continuous. Thereby, in the special space 50A shown in FIGS. 5 and 7, for example, when an input operation instructing an attack from the first force 60 to the third force 64 is received, the process shown in FIG. 6 proceeds to step S15 and the attack is prohibited. Thus, in the special space 50A shown in FIGS. 5 and 7, for example, section 100A where the first force 60 is located is an example of "the first area", the first force 60 is an example of "the first game object", section 100D where the third force 64 is located is an example of "the second area", and the third force 64 is an example of "the second game object".
[0067] As another example, in the special space 50A shown in FIGS. 5 and 7, when an input operation instructing an attack from the first force 60 to the second force 62 is received, for example, the process shown in FIG. 6 proceeds to step S14, and the attack is permitted. Specifically, in this case, since the values assigned to the sections 100 where the first force 60 and the second force 62 are located are the same and satisfy a predetermined condition, the CPU 11 permits the attack from the first force 60 to the second force 62. Here, in this game, the attack range of a force is determined based on information such as the abilities of a plurality of characters constituting the force and the military branch. The first force 60 starts an attack on the second force 62 when it enters its own range. Thus, in the special space 50A shown in FIGS. 5 and 7, for example, the section 100A where the first force 60 is located is an example of the "first area", the first force 60 is an example of the "first game object", the section 100B where the second force 62 is located is an example of the "second area", and the second force 62 is an example of the "second game object".
[0068] FIG. 9 is a second example showing a part of the special space 50A. Specifically, FIG. 9 shows the state after the special space 50A shown in FIG. 5 has changed.
[0069] In the special space 50A shown in FIG. 9, different from FIG. 5, a passage 58 is provided in a part of the wall 56. The passage 58 is a space that enables a character to pass through from the first field 52 to the second field 54 or from the second field 54 to the first field 52. The passage 58 is provided in the special space 50A, for example, when an event such as a part of the wall 56 being destroyed or opened occurs.
[0070] Also, in FIG. 9, the arrangement of each force in the special space 50A is different from that in FIG. 5. Specifically, the first force 60 is arranged in the section 100E (see FIG. 10) in the second row from the top in the right column of the first field 52. Note that the second force 62 and the third force 64 are not arranged in the special space 50A shown in FIG. 9.
[0071] FIG. 10 is an explanatory diagram showing an example in which values are assigned to each of a plurality of compartments 100 of the special space 50A in FIG. 9. In FIG. 10, in accordance with the provision of the passage 58 in the special space 50A, the values assigned to each of the plurality of compartments 100 are updated.
[0072] Here, when the CPU 11 makes it impossible to pass through the compartment 100C which is the fifth row from the top of the column of the wall 56 where the passage 58 is provided, the CPU 11 assigns a value to the compartment 100C so that the values assigned to the compartment group R1 and the values assigned to the compartment group R2 do not satisfy a predetermined condition. Therefore, the CPU 11 assigns a specific numerical value to the compartment 100C in the special space 50A before the passage 58 shown in FIGS. 5 and 7 is provided. Further, when the CPU 11 makes it possible to pass through the compartment 100C, the CPU 11 assigns a value to the compartment 100C so that the values assigned to the compartment group R1 and the values assigned to the compartment group R2 satisfy a predetermined condition. As an example, in the special space 50A after the passage 58 is provided, as shown in FIG. 10, the CPU 11 updates the value of the compartment group R2 to "2" and updates the value of the compartment 100C to "1".
[0073] With the above configuration, in the special space 50A shown in FIGS. 9 and 10, the first force 60 can pass from the first field 52 to the second field 54 or from the second field 54 to the first field 52. Thus, in the special space 50A shown in FIGS. 5 and 7 and the special space 50A shown in FIGS. 9 and 10, for example, one of the compartment group R1 or the compartment group R2 is the "first region", the other of the compartment group R1 or the compartment group R2 is the "second region", and the compartment 100C is an example of the "fourth region". That is, in the special space 50A, any one of a single compartment 100 or a collection of a plurality of compartments 100 may be used as an example of a "region".
[0074] Next, in the special space 50A shown in FIGS. 9 and 10, the flow in which the first force 60, which is a movable character, moves from the first field 52 to the second field 54 will be described with reference to FIG. 11. FIG. 11 is an explanatory diagram showing the flow in which the first force 60 moves from the first field 52 to the second field 54.
[0075] Here, in the special space 50A, one or more passing points, which are game objects, are provided in each collection of consecutive sections 100 to which the same numerical value is assigned. For example, as shown in FIG. 11, in the section group R1 and the section 100C to which "1" is assigned (see FIG. 10), a passing point 70 is provided in the section 100 at the second row from the top in the central column of the first field 52, and a passing point 72 is provided in the section 100 at the fifth row from the top in the central column. Also, in the section group R2 to which "2" is assigned (see FIG. 10), a passing point 74 is provided in the section 100F at the fifth row from the top in the central column of the second field 54. In FIG. 11, a line segment L1 connecting the adjacent passing points 70 and 72, and a line segment L2 connecting the adjacent passing points 72 and 74 are shown.
[0076] Hereinafter, taking as an example the case where an input operation for instructing the movement of the first force 60 to the section 100F in the special space 50A shown in FIGS. 9 to 11 is received. In this case, since the value assigned to the current section 100E and the value assigned to the destination section 100F to be moved to are consecutive and satisfy a predetermined condition, the CPU 11 permits the movement of the first force 60 to the section 100F.
[0077] The CPU 11 moves starting from the passing point 70 closest to the first force 60 within the section group R1 and the section 100C, which are given the same value as the section 100E. Therefore, as shown in FIG. 11, the first force 60 first moves from the section 100E in the direction of arrow A towards the passing point 70. When the first force 60 reaches the passing point 70, the CPU 11 moves the first force 60 along the line segment connecting two adjacent passing points to direct it towards the section 100F. As a result, as shown in FIG. 11, the first force 60 moves to the passing point 72 along the line segment L1 connecting the passing point 70 and the passing point 72, and then moves to the passing point 74 along the line segment L2 connecting the passing point 72 and the passing point 74. Since the passing point 74 is provided in the section 100F, which is the target section for the action, the first force 60 stops when it moves to the passing point 74. In this way, in the special space 50A shown in FIGS. 9 to 11, for example, the section group R1 and the section 100C are the "first area", the first force 60 is the "first game object", the section 100F where the passing point 74 is provided is the "second area", and the passing point 74 is an example of the "second game object".
[0078] As described above, in the special space 50A including a plurality of sections 100 where game objects can be arranged, the CPU 11 assigns values to each of the plurality of sections 100. Then, for example, the CPU 11 permits the action of the first force 60 arranged in the section 100A (see FIGS. 5 and 7), which is an example of the first area, towards the third force 64 arranged in the section 100D (see FIGS. 5 and 7), which is an example of the second area, when a predetermined condition including a first condition regarding the value assigned to the section 100A and the value assigned to the section 100D is satisfied, and prohibits the action when the predetermined condition is not satisfied. For example, the CPU 11 causes the first force 60 to attack the third force 64 when the value assigned to the section 100A and the value assigned to the section 100D satisfy a predetermined condition.
[0079] Here, in conventional games, so-called collisions are arranged for game objects arranged in a virtual space such as the special space 50A, and by performing collision detection based on the collisions, for example, it is suppressed that a character sinks into a wall or passes through a wall. On the other hand, in the special battle in this game, a plurality of players participating in the special battle use a plurality of characters, and the actions by these plurality of characters are synchronized in real time and drawn on the user terminal 10. Therefore, in the special battle, there is a high possibility that synchronization cannot be achieved due to an increase in the processing load based on the data amount, calculation amount, etc., and it is difficult to control the permission or prohibition of actions by game objects using collisions.
[0080] In contrast, in the game system 1 according to the present embodiment, without using collisions, the permission or prohibition of actions by game objects is controlled based on whether a predetermined condition is satisfied. Thereby, according to the game system 1, for example, compared with the case where an attack from the first force 60 arranged in the section 100A to the third force 64 arranged in the section 100D is permitted or prohibited based on collision detection, the permission or prohibition of the attack from the first force 60 to the third force 64 can be realized with a small processing load.
[0081] In the first embodiment, the CPU 11 determines whether or not to satisfy the first condition based on the comparison between the value given to the section 100A and the value given to the section 100D in the above case. Then, when the first condition is satisfied, the CPU 11 permits the action from the first force 60 to the third force 64 on the assumption that a predetermined condition is satisfied. On the other hand, when the first condition is not satisfied, the CPU 11 prohibits the action on the assumption that a predetermined condition is not satisfied. Thus, the game system 1 according to the present embodiment permits or prohibits the action by the game object based on the comparison of the values given to both sections 100, so that the processing load is reduced as compared with the case where the action is permitted or prohibited based on the hit determination. Here, in the game system 1, in order to reduce the processing load, the game program 14A is described in the Java (registered trademark) language, and the primitive type "int" is used as the data type. Therefore, according to the game system 1, the processing load can be reduced as compared with the case where, for example, the object type "String" is used as the data type.
[0082] Further, in the above case, the CPU 11 determines that the first condition is satisfied when the value given to the section 100A and the value given to the section 100D are the same or continuous, and determines that the first condition is not satisfied when the value of the section 100A and the value of the section 100D are not the same and not continuous. Thus, in the game system 1 according to the present embodiment, since the action by the game object is permitted or prohibited based on the identity and continuity of the values given to both sections 100, a decision table for determining the permission or prohibition of the action becomes unnecessary. That is, according to the game system 1, the data amount related to the execution of the special battle can be reduced as compared with the case where the decision table is referred to for determining the permission or prohibition of the action.
[0083] Further, when an image of the wall 56 is arranged between the above-described section 100A and section 100D (see FIGS. 5 and 7), in step S11 shown in FIG. 6, the CPU 11 assigns values to section 100A and section 100D so as not to satisfy a predetermined condition. Thereby, according to the game system 1 according to the present embodiment, inconveniences such as the first force 60 arranged in section 100A passing through the wall 56 and moving to section 100D are suppressed. However, when a section 100C through which the first force 60 can pass from section 100A to section 100D or from section 100D to section 100A is provided in a part of the image of the wall 56 between section 100A and section 100D, the CPU 11 assigns a value to section 100C as follows.
[0084] When making it possible to pass through section 100C, the CPU 11 assigns a value to section 100C so as to satisfy a predetermined condition with the value assigned to section 100A and the value assigned to section 100D. On the other hand, when making it impossible to pass through section 100C, the CPU 11 assigns a value to section 100C so as not to satisfy a predetermined condition with the value assigned to section 100A and the value assigned to section 100D. Thereby, according to the game system 1 according to the present embodiment, it is possible to dynamically permit or prohibit the first force 60 from passing through section 100C according to the progress of the game in the special space 50A.
[0085] Further, for example, when the value assigned to section 100E (see FIGS. 9 to 11), which is an example of the first area, and the value assigned to section 100F (see FIGS. 9 to 11), which is an example of the second area, satisfy a predetermined condition, the CPU 11 moves the first force 60 arranged in the section 100E to the passing point 74 arranged in the section 100F. Thereby, according to the game system 1 according to the present embodiment, compared with the case where the movement of the first force 60 arranged in the section 100E to the passing point 74 arranged in the section 100F is permitted or prohibited based on a hit determination, the permission or prohibition of the movement of the first force 60 to the passing point 74 can be realized with a small processing load.
[0086] Also, when the first force 60 moves to the passing point 74, the CPU 11 uses the passing point 70 (see FIG. 11) closest to the first force 60 in the section group R1 given the same value as the section 100E and in the section 100C as the starting point of the movement. Thereby, according to the game system 1 according to the present embodiment, the occurrence of inconveniences such as passing through the wall 56 before moving to the passing point that is the starting point is suppressed.
[0087] Also, when the first force 60 passes through the section 100C, the CPU 11 connects between the passing point 72 and the passing point 74 by a line segment L2 passing through the section 100C, and moves the first force 60 along the line segment L2 (see FIG. 11). Thereby, according to the game system 1 according to the present embodiment, when passing through the section 100C, the occurrence of inconveniences such as the first force 60 sinking into the wall 56 or passing through the wall 56 is suppressed.
[0088] (Second Embodiment) Next, a second embodiment of the game system 1 according to the present embodiment will be described while omitting or simplifying overlapping parts with the above embodiment.
[0089] FIG. 12 is an explanatory diagram showing a special space 50A divided into a plurality of sections 100 based on the section data according to the second embodiment.
[0090] In the first column from the left of the special space 50A shown in FIG. 12, "5" is assigned to the compartments 100 from the first to the third row from the top, "6" is assigned to the compartment 100 in the fourth row, "specific value (e.g., 99)" is assigned to the compartment 100 in the fifth row, "8" is assigned to the compartment 100 in the sixth row, and "7" is assigned to the compartments 100 from the seventh to the eighth row. In the second column from the left of the special space 50A, "6" is assigned to the compartments 100 from the first to the fifth row from the top, and "7" is assigned to the compartments 100 from the sixth to the eighth row. In the third column from the left of the special space 50A, "6" is assigned to the compartments 100 from the first to the second row from the top, "Null value" is assigned to the compartments 100 from the third to the fourth row, "specific value" is assigned to the compartment 100 in the fifth row, "Null value" is assigned to the compartment 100 in the sixth row, and "7" is assigned to the compartments 100 from the seventh to the eighth row. In the fourth column from the left of the special space 50A, "specific value" is assigned to the compartment 100 in the first row from the top, "6" is assigned to the compartment 100 in the second row, "specific values" are assigned to the compartments 100 from the third to the fifth row, "Null values" are assigned to the compartments 100 from the sixth to the seventh row, and "6" is assigned to the compartment 100 in the eighth row. Hereinafter, in the special space 50A, the collection of consecutive compartments 100 to which the value "5" is assigned in the first column from the left is referred to as "compartment group R10", the collection of consecutive compartments 100 to which the value "6" is assigned from the first to the third columns from the left is referred to as "compartment group R11", and the collection of consecutive compartments 100 to which the value "7" is assigned from the first to the third columns from the left is referred to as "compartment group R12".
[0091] Subsequently, in the fifth column from the left of the special space 50A shown in FIG. 12, "specific value (e.g., 99)" is assigned to the compartment 100 in the first row from the top, "5" is assigned to the compartment 100 in the second row, and "specific values" are assigned to the compartments 100 from the third to the eighth row. In the sixth column from the left of the special space 50A, "4" is assigned to the compartment 100 in the first row from the top, "5" is assigned to the compartment 100 in the second row, "4" is assigned to the compartments 100 from the third to the sixth row, and "5" is assigned to the compartments 100 from the seventh to the eighth row. In the seventh column from the left of the special space 50A, "5" is assigned to the compartments 100 from the first to the eighth row. Hereinafter, in the special space 50A, the collection of consecutive compartments 100 to which the value "5" is assigned from the fifth to the seventh columns from the left is referred to as "compartment group R13", and the collection of consecutive compartments 100 to which the value "4" is assigned in the sixth column from the left is referred to as "compartment group R14".
[0092] As described above, in the second embodiment, as the value assigned to the section 100, in addition to numerical values, a Null value is included. And in FIG. 12, for example, a section 100 to which a "numerical value other than a specific numerical value" is assigned may be a range where a character can be placed, and a section 100 to which a "specific numerical value" or a "Null value" is assigned may be a range where a character cannot be placed. Also, in the special space 50A shown in FIG. 12, for example, an image of a wall 56 (see FIG. 5) may be arranged in a section 100 to which a "specific numerical value" is assigned in the 4th to 5th columns from the left. Thus, the image of the wall 56 arranged in the special space 50A may be provided across a plurality of sections 100. Also, in the special space 50A, a range where a character cannot be placed may be defined by using both a "specific numerical value" and a "Null value".
[0093] Also, as shown in the section groups R10 and R13, the special space 50A may have the same value (e.g., 5) assigned to section groups that are not adjacent to each other, in other words, are in separated positions. Also, as shown in the section 100 at the 8th row from the top and 4th column from the left and the section 100 at the 8th row from the top and 6th column from the left in the special space 50A, the values assigned to the adjacent sections 100 straddling the section 100 at the 8th row from the top and 5th column from the left where the image of the wall 56 is arranged may be made continuous. Thereby, in the special space 50A, for example, game properties such as a special attack (e.g., magic attack) being able to penetrate the thin wall 56 can be imparted. Also, as shown in the section groups R12 and R14, the special space 50A may have sections 100 to which a specific numerical value and a Null value are assigned provided between the section groups.
[0094] For example, in the special space 50A shown in FIG. 12, it is provided on the side of the section group R13 (the right side in the figure) with respect to the section 100 in the 5th column from the left and the 3rd to 6th rows from the top where the image of the wall 56 is arranged. In the section group R14 adjacent to the plurality of sections 100 in the 3rd to 6th rows, a value that satisfies the value given to the section group R13 and a predetermined condition and does not satisfy the value given to the section group R11 and a predetermined condition is given. Therefore, in the game system 1 according to the present embodiment, for example, the movement of the first force 60 arranged in the section group R13 to the section group R14 is permitted. Also, in the game system 1, for example, an attack from the first force 60 arranged in the section group R14 to a character (e.g., the third force 64) arranged in the section group R11 is prohibited. Thereby, according to the game system 1, it is possible to suppress characters from engaging in battle with the image of the wall 56 in between. Thus, in the special space 50A shown in FIG. 12, for example, the section group R13 is an example of the "first area", the section group R11 is an example of the "second area", and the section group R14 is an example of the "third area".
[0095] (Third Embodiment) Next, a third embodiment of the game system 1 according to the present embodiment will be described while omitting or simplifying overlapping parts with the above embodiment.
[0096] The third embodiment is different from the above embodiment in that a multi-digit numerical value is given as a value to the section 100 in the special space 50B (see FIG. 14). Also, in the third embodiment, the condition for the CPU 11 to determine that a predetermined condition is satisfied is different from the above embodiment. This will be described using the flowchart shown in FIG. 13.
[0097] FIG. 13 is a second flowchart showing a method for determining whether or not a predetermined condition is satisfied in step S13 shown in FIG. 6.
[0098] In step S13-1 shown in FIG. 13, the CPU 11 acquires the value given to the current section. Then, the process proceeds to step S13-2.
[0099] In step S13-2, the CPU 11 determines whether the value assigned to the destination section is a numerical value. Here, when the CPU 11 determines that the value assigned to the destination section is a numerical value (step S13-2: YES), the process proceeds to step S13-3. On the other hand, when the CPU 11 determines that the value assigned to the destination section is not a numerical value (step S13-2: NO), the process proceeds to step S15 shown in FIG. 6.
[0100] In step S13-3, the CPU 11 determines whether the first condition is satisfied. Here, when the CPU 11 determines that the first condition is satisfied (step S13-3: YES), the process proceeds to step S13-4. On the other hand, when the CPU 11 determines that the first condition is not satisfied (step S13-3: NO), the process proceeds to step S15 shown in FIG. 6. The CPU 11 determines whether the first condition is satisfied based on a comparison of the first-digit numerical values of the value assigned to the current section and the value assigned to the destination section. For example, the CPU 11 determines that the first condition is satisfied when the first-digit numerical values of the value assigned to the current section and the value assigned to the destination section are the same or consecutive, and determines that the first condition is not satisfied when the first-digit numerical values are not the same and not consecutive. The first digit is an example of the "nth digit".
[0101] In step S13-4, the CPU 11 determines whether the second condition is satisfied. Here, when the CPU 11 determines that the second condition is satisfied (step S13-4: YES), the process proceeds to step S14 shown in FIG. 6. On the other hand, when the CPU 11 determines that the second condition is not satisfied (step S13-4: NO), the process proceeds to step S15 shown in FIG. 6. The CPU 11 determines whether the second condition is satisfied based on a comparison of the second-digit numerical values of the value assigned to the current section and the value assigned to the destination section. For example, the CPU 11 determines that the second condition is satisfied when the second-digit numerical value of the value assigned to the current section is greater than the second-digit numerical value of the value assigned to the destination section, and determines that the second condition is not satisfied when the second-digit numerical value of the value assigned to the current section is smaller than the second-digit numerical value of the value assigned to the destination section. The second digit is an example of the "mth digit".
[0102] FIG. 14 shows an example of a part of a special space 50B which is a modified example of the special space 50A. As an example, the special space 50B shown in FIG. 14 is a three-dimensional space. Note that FIG. 14 shows the state of the special space 50B as viewed from the side. In the special space 50B shown in FIG. 14, in the first field 52, sections 100A and 100B with different heights are shown. Here, the section 100A is provided at a higher position than the section 100B. And the first force 60 is arranged in the section 100A, and the second force 62 is arranged in the section 100B. In the following description, when there is no need to distinguish between the special spaces 50A and 50B, they will simply be described as the special space 50.
[0103] In the special space 50B shown in FIG. 14, the CPU 11 assigns the numerical value "92" to the section 100A and the numerical value "13" to the section 100B.
[0104] Here, in the special space 50B shown in FIG. 14, when an input operation for instructing an attack from the first force 60 to the second force 62 is received, the process shown in FIG. 6 proceeds to step S14 and the attack is permitted. In this case, the first-digit numerical values of the value assigned to the section 100A and the value assigned to the section 100B are consecutive. Also, the second-digit numerical value of the value assigned to the section 100A is larger than the second-digit numerical value of the value assigned to the section 100B. Therefore, since the CPU 11 satisfies both the first condition and the second condition, it permits the attack from the first force 60 to the second force 62 on the assumption that a predetermined condition is satisfied. As an example, FIG. 14 shows a state in which the first force 60 attacks the second force 62 by throwing the stone X which is a game object falling in the section 100A.
[0105] As another example, in the special space 50 shown in FIG. 14, when an input operation for instructing an attack from the second force 62 to the first force 60 is received, the process shown in FIG. 6 proceeds to step S15, and the attack is prohibited. In this case, the first-digit numerical values of the value assigned to section 100A and the value assigned to section 100B are consecutive. Also, the second-digit numerical value of the value assigned to section 100B is smaller than the second-digit numerical value of the value assigned to section 100A. Therefore, since the CPU 11 does not satisfy at least one of the first condition and the second condition, it prohibits the attack from the second force 62 to the first force 60 on the grounds that the predetermined conditions are not satisfied.
[0106] With the above configuration, according to the game system 1 according to the present embodiment, an action by a game object from one section 100 to the other section 100 can be permitted, and an action by a game object from the other section 100 to one section 100 can be prohibited. Therefore, according to the game system 1, for example, a situation where an attack can be unilaterally made on a character arranged from one section 100 to the other section 100 can be created, and the strategic nature of the special battle can be enhanced. Note that the configuration of the third embodiment is not limited to being performed in the special space 50B which is a three-dimensional space, and may be performed in the special space 50A which is a two-dimensional space.
[0107] (Other) The configuration of the special space 50 in the above embodiment is merely an example, and other configurations may be adopted. That is, the number of fields and the number of obstacles constituting the special space 50 are not limited, and the shape of the special space 50 is also not limited.
[0108] In the above embodiment, the wall 56 is taken as an example of an "obstacle", but it is not limited to this. For example, a hole, a valley, etc. may be taken as an example of an "obstacle". Also, in the above embodiment, the wall 56 which is an example of an "obstacle" is an image without a collision determination, but it is not limited to this. For example, the wall 56 may be an image with a collision determination, and a collision determination (collision) may not be set for a character arranged in the special space 50.
[0109] In the above-described embodiment, the combination of values assigned to the section 100 shown in FIGS. 7 and 10 etc. is merely an example, and needless to say, other combinations of values can be adopted as long as they are within the scope of the technical idea described in the claims.
[0110] In the above-described embodiment, an example was shown in which a two-digit numerical value was assigned as a multi-digit numerical value to the section 100 in the special space 50, but the present invention is not limited thereto, and a numerical value of three digits or more may be assigned. Further, in the above-described embodiment, in the two-digit numerical value, the first digit was taken as an example of the "n-th digit" and the second digit was taken as an example of the "m-th digit", but the present invention is not limited thereto. For example, the first digit may be taken as an example of the "m-th digit" and the second digit may be taken as an example of the "n-th digit".
[0111] In the above-described embodiment, when a multi-digit numerical value is assigned to the section 100 in the special space 50, it may be determined whether to give a predetermined effect to the game object by referring to the numerical value of the p-th digit of the value assigned to the section 100 where the game object (character) is located. For example, when the third digit is taken as an example of the "p-th digit", a negative effect (e.g., decrease in hit points, abnormal status) may be given to the game object located in the section 100 where the numerical value of the third digit is "4". As another example, a positive effect (e.g., recovery of hit points, improvement of attack power) may be given to the game object located in the section 100 where the numerical value of the third digit is "7".
[0112] In the above embodiment, as conditions for satisfying a predetermined condition, two types of conditions, i.e., a first condition and a second condition, are exemplified. However, the present invention is not limited to this, and there may be three or more types of conditions for satisfying a predetermined condition. For example, a third condition regarding the attributes of a game object whose action is scheduled to be executed is provided, and when all of the first condition, the second condition, and the third condition are satisfied, the action by the game object is permitted as satisfying the predetermined condition, and when at least one of the first condition, the second condition, and the third condition is not satisfied, the action by the game object is prohibited as not satisfying the predetermined condition. In this case, for example, in the special space 50B shown in FIG. 14, when the troops and weapon types of the first force 60 satisfy the third condition (e.g., when using a long-range weapon such as a gun or a bow), the attack by the first force 60 on the second force 62 can be permitted.
[0113] In the above embodiment, the CPU 11 assigns values corresponding to each of the plurality of sections 100 shown in the section data according to the game program 14A, but the present invention is not limited to this. For example, the CPU 11 may acquire section data in which values are previously assigned to each of the plurality of sections 100.
[0114] In the above embodiment, it is assumed that in the special space 50, at least one passing point is provided in each collection of consecutive sections 100 to which the same numerical value is assigned, but the present invention is not limited to this. A plurality of passing points may be provided in a plurality of sections 100 included in the special space 50. That is, as long as a plurality of passing points are provided in a plurality of sections 100, there may be a collection in which no passing point is provided in the above collection of sections 100.
[0115] In the above-described embodiment, the actions by the game object were permitted or prohibited based on the identity and continuity of the numerical values assigned to both sections 100, but the present invention is not limited to this. For example, the CPU 11 may permit or prohibit the actions by the game object based on the identity and continuity of the character strings assigned to both sections 100. Specifically, when alphabets are assigned to the sections 100 as character strings, if the alphabets assigned to the sections 100 are "A and A" or "A and B", etc., the CPU 11 may permit the actions by the game object. Also, when the alphabets assigned to the sections 100 are "A and C" or "A and D", etc., the CPU 11 may prohibit the actions by the game object.
[0116] 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 understood that these modification examples or correction examples naturally belong to the technical scope of the present disclosure.
[0117] 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.
[0118] 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, the present invention is not limited to this, and 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, may be processed on the network side, or may be processed in cooperation between the terminal side and the network side.
[0119] In the above embodiment, the mode in which the game program 14A is downloaded from a platform (app store) that distributes an app 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.
[0120] In the above-described embodiment, the processor refers to a processor in a broad sense, and includes a general-purpose processor (for example, a CPU or the like) and a dedicated processor (for example, a GPU: Graphics Processing Unit, an ASIC: Application Specific Integrated Circuit, an FPGA: Field Programmable Gate Array, a programmable logic device, etc.).
[0121] In addition, the operation of the processor in the above-described embodiment is not limited to being performed by a single processor, and may be performed 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 embodiments, and may be changed as appropriate.
Explanation of Reference Numerals
[0122] 10 User terminal (computer and game processing device) 11 CPU (processor) 14A Game program 50 Special space (virtual space) 70, 72, 74 Passage points 100 Section
Claims
1. In a virtual space including a plurality of regions where game objects can be placed, assign values to each of the plurality of regions, and permit an action from a first game object placed in a first region to a second game object placed in a second region when a predetermined condition including a first condition regarding the value assigned to the first region and the value assigned to the second region is satisfied, and prohibit the action when the predetermined condition is not satisfied. A game program for causing a computer to execute the processing.
2. When an image of an obstacle is placed between the first region and the second region, assign values to the first region and the second region so that the predetermined condition is not satisfied. The game program according to claim 1 for causing a computer to execute the processing.
3. To a third region provided on the first region side with respect to the image of the obstacle and adjacent to the image of the obstacle, assign a value so that the value assigned to the first region satisfies the predetermined condition and the value assigned to the second region does not satisfy the predetermined condition. The game program according to claim 2 for causing a computer to execute the processing.
4. A fourth region through which a game object can pass from the first region to the second region or from the second region to the first region is provided between the first region and the second region. When it is possible to pass through the fourth region, assign a value to the fourth region so that the value assigned to the first region and the value assigned to the second region satisfy the predetermined condition. When it is not possible to pass through the fourth region, assign a value to the fourth region so that the value assigned to the first region and the value assigned to the second region do not satisfy the predetermined condition. The game program according to claim 2 for causing a computer to execute the processing.
5. When the value assigned to the first region and the value assigned to the second region satisfy the predetermined condition, the first game object attacks the second game object as the action. The game program according to claim 1 for causing a computer to execute the processing.
6. The first game object is a movable character. The second game object is a passing point through which the character passes when moving. When the value assigned to the first area and the value assigned to the second area satisfy the predetermined condition, the first game object moves to the second game object as the action. The game program according to claim 1 for causing a computer to execute the process.
7. When a plurality of passing points are provided in the plurality of areas, when the first game object moves to the second game object, the passing point closest to the first game object in the first area where the passing point is provided is used as the starting point of the movement. The game program according to claim 6 for causing a computer to execute the process.
8. The first game object is a movable character. The second game object is a passing point through which the character passes when moving. When a plurality of passing points are provided in the plurality of areas, when the first game object passes through the fourth area, a line segment passing through the fourth area connects between the two passing points, and the first game object is moved along the line segment. The game program according to claim 4 for causing a computer to execute the process.
9. The value assigned to each of the plurality of areas is a numerical value of one digit or more. Based on the comparison between the value assigned to the first area and the value assigned to the second area, it is determined whether the first condition is satisfied. When the first condition is satisfied, the action is permitted on the assumption that the predetermined condition is satisfied. When the first condition is not satisfied, the action is prohibited on the assumption that the predetermined condition is not satisfied. The game program according to claim 1 for causing a computer to execute the process.
10. The value assigned to each of the plurality of areas is a numerical value of multiple digits. Based on the comparison of the nth digit numerical value between the value assigned to the first area and the value assigned to the second area, it is determined whether the first condition is satisfied, and based on the comparison of the mth digit numerical value between the value assigned to the first area and the value assigned to the second area, it is determined whether the second condition is satisfied. When both the first condition and the second condition are satisfied, the action is permitted on the assumption that the predetermined condition is satisfied. When at least one of the first condition and the second condition is not satisfied, the action is prohibited on the assumption that the predetermined condition is not satisfied. The game program according to claim 1 for causing a computer to execute processing.
11. Determine that the first condition is satisfied when the value assigned to the first region and the value assigned to the second region are the same or continuous, and determine that the first condition is not satisfied when the value of the first region and the value of the second region are not the same and not continuous. The game program according to claim 9 for causing a computer to execute processing.
12. A computer In a virtual space including a plurality of regions where game objects can be placed, assign a value to each of the plurality of regions. Allow the action from the first game object placed in the first region to the second game object placed in the second region when a predetermined condition including a first condition regarding the value assigned to the first region and the value assigned to the second region is satisfied, and prohibit it when the predetermined condition is not satisfied. Game processing method.
13. Comprising a processor, the processor In a virtual space including a plurality of regions where game objects can be placed, assign a value to each of the plurality of regions. Allow the action from the first game object placed in the first region to the second game object placed in the second region when a predetermined condition including a first condition regarding the value assigned to the first region and the value assigned to the second region is satisfied, and prohibit it when the predetermined condition is not satisfied. Game processing device.
Citation Information
Patent Citations
Program, game system, control method, and recording medium
JP2016047124A