Information processing system, information processing program, and information processing method
The information processing system addresses the challenge of displaying interaction frequencies by generating section information images based on activity amounts within the virtual space, allowing users to easily identify active areas.
Patent Information
- Application Number
- JP2023209179
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-12
- Publication Date
- 2025-06-24
AI Technical Summary
Existing information processing systems cannot effectively display the frequency of interactions between player characters in a map image, making it difficult to determine active areas within a virtual space.
The system generates a virtual space with sections, allows player characters to perform actions on objects associated with other users, and stores activity amount information for each section. This information is then used to create a section information image that displays activity levels, enabling users to confirm activity amounts for each section.
Users can clearly identify active areas within the virtual space by viewing the section information image, which effectively communicates the frequency and intensity of player interactions.
Smart Images

Figure 2025093499000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing system, an information processing program, an information processing method, and the like.
Background Art
[0002] Conventionally, there has been an information processing system that displays a map image in which the current locations of other player characters are also shown (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the information processing system disclosed in Patent Document 1 above, it was not possible to know just by looking at the map image the places where interactions between player characters were frequently taking place.
[0005] Therefore, an object of the present invention is to provide an information processing system, an information processing program, and an information processing method that enable confirmation of the activity amount related to the actions of player characters for each section.
Means for Solving the Problems
[0006] In order to achieve the above object, the present invention can adopt configurations such as the following (1) to (13), for example.
[0007] (1) One configuration example of the information processing system of the present invention includes a server having a storage unit and a plurality of information processing devices connectable to the server, and executes information processing based on a user's operation input to the information processing device. The information processing device generates a virtual space including a plurality of sections based on data received from the server, generates a virtual space image indicating the virtual space, and moves a player character operated by the user in the virtual space in response to a first operation input of the user. In response to a second operation input of the user, the player character is caused to execute a first action on an object associated with another user in the virtual space, and activity amount information based at least on the number of times the first action is executed within a predetermined period for each section is stored in the storage unit. In response to a third operation input of the user, a section information image indicating the activity amount information is generated for at least some of the plurality of sections based on the activity amount information stored in the storage unit.
[0008] According to the configuration of (1) above, it is possible to confirm the activity amount for each section based on the action of the player character on the object associated with another user.
[0009] (2) In the configuration of (1) above, the section may include a plurality of unit areas associated with either a first state or a second state. The information processing device may cause the player character to execute a second action different from the first action to identify at least one unit area based on a fourth operation input of the user. The server changes the state of the unit area specified by the second action to the second state, stores unit area information based on the number of unit areas that have become the second state in the storage unit for each section, and may generate a section information image further indicating the unit area information for each section.
[0010] According to the configuration of (2) above, the unit area information based on the state of the section can also be confirmed for each section.
[0011] (3) In the configuration of (1) or (2) above, the activity amount information shown in the section information image may be expressed using an animation that expands and contracts in the height direction of each section.
[0012] According to the configuration of (3) above, the activity amount for each section can be presented clearly.
[0013] (4) In (2) above, the information processing apparatus generates a section information image by arranging a plurality of sections in the horizontal direction. For each section in the section information image, a unit area number object that expands in the horizontal direction for sections with a larger number of unit areas in the second state indicated by the unit area information, and an activity amount object that elongates in the vertical direction for sections with a larger number of executions of the first action indicated by the activity amount information may be arranged.
[0014] According to the configuration of (4) above, both the activity amount for each section and the unit area information can be presented clearly.
[0015] (5) In the configuration of (2) above, the information processing apparatus generates a section information image by arranging a plurality of sections in the horizontal direction. For each section in the section information image, a unit area number object that expands in the horizontal direction for sections with a larger number of unit areas in the second state indicated by the unit area information, and an activity amount object with a faster moving speed for sections with a larger number of executions of the first action indicated by the activity amount information may be arranged.
[0016] According to the configuration of (5) above, both the activity amount for each section and the unit area information can be presented clearly.
[0017] (6) In the configuration of (2) above, the information processing apparatus generates a partition information image by arranging a plurality of partitions in the horizontal direction, and for each partition in the partition information image, there is arranged a unit area number object that expands horizontally more for a partition with a larger number of unit areas in the second state indicated by the unit area information, and an activity amount object whose rotation speed becomes faster for a partition with a larger number of times the first action indicated by the activity amount information is executed.
[0018] According to the configuration of (6) above, it is possible to clearly present both the activity amount for each partition and the unit area information.
[0019] (7) In any one of the configurations of (1) to (6) above, the activity amount information may further include information based on the distance traveled by the player character and other player characters operated by other users within a predetermined period for each partition.
[0020] According to the configuration of (7) above, it is possible to confirm the activity amount based on the amount of movement of each player character within the partition.
[0021] (8) In any one of the configurations of (1) to (7) above, the activity amount information for each partition may further include information based on at least one of the distance and time that the player character has moved on an object arranged in the virtual space by other users within a predetermined period, and information based on at least one of the distance and time that another player character operated by the other user has moved on an object arranged in the virtual space by the user within the predetermined period.
[0022] According to the configuration of (8) above, it is possible to confirm the activity amount based on at least one of the situation where the player character has utilized an object arranged in the virtual space by other users and the situation where other player characters have utilized an object arranged in the virtual space by the user.
[0023] (9) In any one of the configurations (1) to (8) above, the server may further store in the storage unit the number of player characters existing in each section. The activity amount information may further include information based on the number of player characters existing in each section at a predetermined time or during a predetermined period.
[0024] According to the configuration of (9) above, it is possible to confirm the activity amount based on the number of player characters in each section.
[0025] (10) In any one of the configurations (1) to (9) above, the first action may be an action of the player character on an object associated with another user by being generated or edited in the virtual space based on the operation of the other user.
[0026] According to the configuration of (10) above, it is possible to confirm the activity amount based on the action of the player character on an object generated or edited in the virtual space based on the operation of the other user.
[0027] (11) In any one of the configurations (1) to (10) above, the first action may be an action of the player character on an object associated with another user by an object existing in the virtual space being replicated based on the operation of the other user.
[0028] According to the configuration of (11) above, it is possible to confirm the activity amount based on the action of the player character on an object replicated in the virtual space based on the operation of the other user.
[0029] (12) In any one of the configurations (1) to (11) above, the first action may be executed on any one of a plurality of objects corresponding to other users. The first action may be counted as having been executed in a section to which the position where the player character who executed the first action exists, or the position where the object targeted by the first action exists belongs.
[0030] According to the configuration (12) above, it is possible to confirm the activity amount based on the position where the action was performed.
[0031] (13) Another configuration example of the information processing system of the present invention includes a server having a storage unit and a plurality of information processing devices connectable to the server, and executes information processing based on a user's operation input to the information processing device. The information processing device generates a virtual space including a plurality of sections based on the data received from the server, generates a virtual space image indicating the virtual space, moves a player character operated by the user in the virtual space in response to a first operation input of the user, and executes a first action on another player character operated by another user in the virtual space in response to a second operation input of the user. The information processing device stores activity amount information based at least on the number of times the first action was executed within a predetermined period for each section in the storage unit, and generates a section information image indicating the activity amount information for at least some of the plurality of sections based on the activity amount information stored in the storage unit in response to a third operation input of the user.
[0032] According to the configuration (13) above, it becomes possible to confirm the activity amount related to the actions between player characters for each section.
[0033] Further, the present invention may be implemented in the form of an information processing program and an information processing method.
Effects of the Invention
[0034] According to the present invention, it becomes possible to confirm the amount of activity related to the actions of player characters for each section.
Brief Description of the Drawings
[0035]
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Mode for Carrying Out the Invention
[0036] Hereinafter, a game system according to an example of the present embodiment will be described. An example of the game system 1 in the present embodiment includes a main body device (information processing device; functioning as a game device main body in the present embodiment) 2, a left controller 3, and a right controller 4. The main body device 2 is detachable from the left controller 3 and the right controller 4. That is, the game system 1 can be used as a device in which the left controller 3 and the right controller 4 are respectively attached to the main body device 2 and integrated. Further, the game system 1 can also be used with the main body device 2, the left controller 3, and the right controller 4 being separate (see FIG. 2). Hereinafter, the hardware configuration of the game system 1 of the present embodiment will be described, and then the control of the game system 1 of the present embodiment will be described.
[0037] As shown in FIG. 1, the left controller 3 and the right controller 4 are respectively attached to the main body device 2 and integrated. The main body device 2 is a device that executes various processes (for example, game processes) in the game system 1. The main body device 2 includes a display 12. The left controller 3 and the right controller 4 are devices provided with an operation unit for the user to input.
[0038] As shown in FIGS. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main body device 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as the "controller".
[0039] As shown in FIG. 3, the main body device 2 includes a substantially plate-shaped housing 11. In the present embodiment, the main surface of the housing 11 (in other words, the front surface, that is, the surface on which the display 12 is provided) is generally rectangular in shape.
[0040] Note that the shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a portable size. Also, the main body device 2 alone or the integrated device with the left controller 3 and the right controller 4 attached to the main body device 2 may be a portable device. Further, the main body device 2 or the integrated device may be a hand-held device. Also, the main body device 2 or the integrated device may be a transportable device.
[0041] As shown in FIG. 3, the main body device 2 includes a display 12 provided on the main surface of the housing 11. The display 12 displays an image generated by the main body device 2. In the present embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.
[0042] Also, the main body device 2 includes a touch panel 13 on the screen of the display 12. In the present embodiment, the touch panel 13 is of a type capable of multi-touch input (for example, a capacitance type). However, the touch panel 13 may be of any type, for example, a type capable of single-touch input (for example, a resistive film type).
[0043] The main body device 2 includes a speaker (i.e., the speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. Then, the output sound of the speaker 88 is output from these speaker holes 11a and 11b respectively.
[0044] The main body device 2 also includes a left terminal 17 which is a terminal for the main body device 2 to perform wired communication with the left controller 3, and a right terminal 21 for the main body device 2 to perform wired communication with the right controller 4.
[0045] As shown in FIG. 3, the main body device 2 includes a slot 23. The slot 23 is provided on the upper surface of the housing 11. The slot 23 has a shape capable of mounting a predetermined type of storage medium. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used to store, for example, data (e.g., save data of an application, etc.) used in the main body device 2 and / or programs (e.g., application programs, etc.) executed by the main body device 2. The main body device 2 also includes a power button 28.
[0046] The main body device 2 includes a lower terminal 27. The lower terminal 27 is a terminal for the main body device 2 to communicate with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the integrated device or the main body device 2 alone is placed on the cradle, the game system 1 can display the image generated and output by the main body device 2 on a stationary monitor. Also, in this embodiment, the cradle has a function of charging the placed integrated device or the main body device 2 alone. The cradle also has the function of a hub device (specifically, a USB hub).
[0047] As shown in FIG. 4, the left controller 3 includes a housing 31. In the present embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the vertical direction (that is, the y-axis direction shown in FIGS. 1 and 4). The left controller 3 can also be gripped in a vertically long orientation when removed from the main body device 2. The housing 31 has a shape and size that can be gripped with one hand, particularly the left hand, when gripped in a vertically long orientation. Also, the left controller 3 can be gripped in a horizontally long orientation. When the left controller 3 is gripped in a horizontally long orientation, it may be gripped with both hands.
[0048] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. The user can input a direction according to the tilting direction (and an input of a magnitude according to the tilted angle) by tilting the analog stick 32. Note that the left controller 3 may include, as a direction input unit, a cross key or a slide stick capable of slide input instead of the analog stick. Also, in the present embodiment, it is possible to input by pressing the analog stick 32.
[0049] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. Further, the left controller 3 includes a recording button 37 and a -(minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 at the upper left of the side surface of the housing 31. Also, the left controller 3 includes a second L button 43 and a second R button 44 on the side surface of the housing 31 on the side where it is attached when attached to the main body device 2. These operation buttons are used to give instructions according to various programs (for example, an OS program or an application program) executed by the main body device 2.
[0050] In addition, the left controller 3 includes a terminal 42 for the left controller 3 to perform wired communication with the main body device 2.
[0051] As shown in FIG. 5, the right controller 4 includes a housing 51. In the present embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the vertical direction. When the right controller 4 is detached from the main body device 2, it can also be held in a vertically long orientation. The housing 51 has a shape and size that can be held with one hand, particularly the right hand, when held in a vertically long orientation. Also, the right controller 4 can be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.
[0052] Similar to the left controller 3, the right controller 4 includes an analog stick 52 as a direction input unit. In the present embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. Also, instead of the analog stick, the right controller 4 may be provided with a cross key or a slide stick capable of slide input. Also, similar to the left controller 3, the right controller 4 includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. Further, the right controller 4 includes a + (plus) button 57 and a home button 58. Also, the right controller 4 includes a first R button 60 and a ZR button 61 on the upper right side of the side surface of the housing 51. Also, similar to the left controller 3, the right controller 4 includes a second L button 65 and a second R button 66.
[0053] In addition, the right controller 4 includes a terminal 64 for the right controller 4 to perform wired communication with the main body device 2.
[0054] In addition to the configuration shown in FIG. 3, the main body device 2 includes each of the components 81 to 91, 97, and 98 shown in FIG. 6. Some of these components 81 to 91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in the housing 11.
[0055] The main body device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes executed in the main body device 2. For example, it may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various information processes by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84 or an external storage medium mounted on the slot 23).
[0056] As an example of an internal storage medium built in the main body device 2, the main body device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is mainly a memory used to store various data (which may be a program) stored in the main body device 2. The DRAM 85 is a memory used to temporarily store various data used in information processing.
[0057] The main body device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23 and reads and writes data to and from a predetermined type of storage medium (for example, a dedicated memory card) mounted on the slot 23 in accordance with an instruction from the processor 81.
[0058] The processor 81 reads and writes data to and from the flash memory 84 and the DRAM 85 as appropriate, and executes the above-described information processing.
[0059] The main body device 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates (specifically, wirelessly) with an external device via a network. In the present embodiment, the network communication unit 82 is connected to a wireless LAN and communicates with an external device by a method compliant with the Wi-Fi standard as a first communication mode. Further, the network communication unit 82 performs wireless communication with another main body device 2 of the same type by a predetermined communication method (for example, communication using a proprietary protocol or infrared communication) as a second communication mode. Note that the wireless communication by the second communication mode enables so-called "local communication" in which wireless communication is possible with another main body device 2 arranged within a closed local network area, and data is transmitted and received by direct communication between a plurality of main body devices 2.
[0060] The main body device 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. The communication method between the main body device 2 and the left controller 3 and the right controller 4 is arbitrary, but in the present embodiment, the controller communication unit 83 communicates with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0061] The processor 81 is connected to the above-described left terminal 17, right terminal 21, and lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. Also, when the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. Further, when the processor 81 communicates with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in the present embodiment, the main body device 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4, respectively. Also, when the left controller 3 and the right controller 4 are attached to the main body device 2 as an integrated device or when the main body device 2 alone is attached to the cradle, the main body device 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.
[0062] Here, the main body device 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). Also, the main body device 2 can communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main body device 2 using respective sets of the left controller 3 and the right controller 4. As an example, while a first user inputs to the main body device 2 using a first set of the left controller 3 and the right controller 4, it is possible for a second user to input to the main body device 2 using a second set of the left controller 3 and the right controller 4.
[0063] Also, the display 12 is connected to the processor 81. The processor 81 displays an image generated (e.g., by executing the above-described information processing) and / or an image acquired from the outside on the display 12.
[0064] The main body device 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input / output of audio data to / from the speakers 88 and the audio input / output terminal 25.
[0065] The main body device 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Also, although not shown, the power control unit 97 is connected to each part of the main body device 2 (specifically, each part that receives power supply from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the power supply from the battery 98 to each of the above parts based on a command from the processor 81.
[0066] Also, the battery 98 is connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main body device 2 via the lower terminal 27, the supplied power is used to charge the battery 98.
[0067] The left controller 3 includes a communication control unit 101 that communicates with the main body device 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In the present embodiment, the communication control unit 101 can communicate with the main body device 2 both by wired communication via the terminal 42 and by wireless communication without using the terminal 42. The communication control unit 101 controls the communication method that the left controller 3 uses to communicate with the main body device 2. That is, when the left controller 3 is attached to the main body device 2, the communication control unit 101 communicates with the main body device 2 via the terminal 42. Also, when the left controller 3 is removed from the main body device 2, the communication control unit 101 performs wireless communication with the main body device 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed in accordance with, for example, the Bluetooth (registered trademark) standard.
[0068] In addition, the left controller 3 includes a memory 102 such as a flash memory. The communication control unit 101 is constituted by, for example, a microcomputer (also referred to as a microprocessor), and executes various processes by executing the firmware stored in the memory 102.
[0069] The left controller 3 includes each button 103 (specifically, buttons 33 to 39, 43, 44, and 47). In addition, the left controller 3 includes an analog stick (described as "stick" in FIG. 7) 32. Each button 103 and the analog stick 32 output information regarding an operation performed on themselves to the communication control unit 101 repeatedly at an appropriate timing.
[0070] The communication control unit 101 acquires information regarding input (specifically, information regarding an operation or a detection result by a sensor) from each input unit (specifically, each button 103 and the analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing predetermined processing on the acquired information) to the main body device 2. Note that the operation data is repeatedly transmitted at a rate of once every predetermined time. Note that the intervals at which the information regarding the input is transmitted to the main body device 2 may be the same for each input unit or may not be the same.
[0071] When the above operation data is transmitted to the main body device 2, the main body device 2 can obtain the input performed on the left controller 3. That is, the main body device 2 can determine operations on each button 103 and the analog stick 32 based on the operation data.
[0072] The left controller 3 includes a power supply unit 108. In the present embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and is also connected to each part of the left controller 3 (specifically, each part that receives power supply from the battery).
[0073] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main body device 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main body device 2 by both wired communication via the terminal 64 and wireless communication without using the terminal 64 (specifically, communication according to the Bluetooth (registered trademark) standard), and controls the communication method performed by the right controller 4 with respect to the main body device 2.
[0074] The right controller 4 includes the same input units as the input units of the left controller 3. Specifically, it includes each button 113 and the analog stick 52. These input units have the same functions as the input units of the left controller 3 and operate in the same manner.
[0075] The right controller 4 includes a power supply unit 118. The power supply unit 118 has the same function as the power supply unit 108 of the left controller 3 and operates in the same manner.
[0076] As described above, for the game system 1 in the present embodiment, the left controller 3 and the right controller 4 are detachable from the main body device 2. Further, by mounting the integrated device in which the left controller 3 and the right controller 4 are mounted on the main body device 2 or the main body device 2 alone on the cradle, images (and sounds) can be output to an external display device such as a stationary monitor. In the following description, the game system 1 in the usage mode of displaying an image on the display 12 will be described. When using the game system 1 in the usage mode of displaying an image on the display 12, a game system 1 in a mode where the left controller 3 and the right controller 4 are fixed to the main body device 2 (for example, a mode where the main body device 2, the left controller 3, and the right controller 4 are integrated in one housing) may be used.
[0077] In the game system 1, game play using the game space displayed on the display 12 is performed according to operations of each operation button and stick of the left controller 3 and / or the right controller 4, or touch operations on the touch panel 13 of the main unit device 2. In this embodiment, as an example, game play using the player character PC operating in the game space is possible according to user operations using the operation buttons and the stick.
[0078] In this embodiment, it is possible to execute a game in which a plurality of users operate corresponding player characters and operate them in the same game space. The game is realized by a plurality of users using a system with a plurality of modes. As a first example, a plurality of users each use the game system 1 to operate their respective player characters, and the network communication unit 82 of each game system 1 communicates via the network in the first communication mode, and an information processing system (for example, an information processing system in which a plurality of main unit devices 2 communicate via the network) is used to realize the game. As a second example, a plurality of users each use the game system 1 to operate their respective player characters, and the network communication unit 82 of each game system 1 directly communicates in the second communication mode, and an information processing system (for example, an information processing system in which a plurality of main unit devices 2 directly communicate) is used to realize the game. As a third example, operation data for a plurality of users to operate the left controller 3 and / or the right controller 4 respectively is input to one main unit device 2, and the main unit device 2 controls the player characters of the respective users in the same game space to realize the game. This embodiment may use a system in any mode, but in the following description, an example of realizing a game using the information processing system of the first example is used.
[0079] The information processing system of the first example composed of a plurality of game systems 1 and a server 102 will be described with reference to FIG. 8.
[0080] As shown in FIG. 8, an information processing system 100 is constructed by connecting a plurality of game systems 1 (main body devices 2) and a server 102 via a network 110. The game system 1 is configured to be connectable to the network 110 by using wireless or wired communication according to the first communication mode, and constitutes a client-server system with the server 102. For example, the game system 1 can execute a predetermined application (for example, a game application). Further, by executing the predetermined application, the game system 1 establishes a connection with the server 102 via the network 110 and enables communication with the server 102.
[0081] The server 102 includes a communication unit 103, a control unit 104, and a storage unit 105. The communication unit 103 communicates with the game system 1 and the like via the network 110 by transmitting and receiving communication packets. As an example, the control unit 104 manages the progress of the game performed with the game system 1, processes for managing the game space used in the game, manages communication data between users, manages the scores of each user, processes for managing information related to charging, etc. In addition, the control unit 104 establishes a communication link with the game system 1 and the like via the communication unit 103, and performs data transfer control and route selection in the network 110. Further, when a game (for example, a game in which a plurality of users operate player characters corresponding to each of them and operate in the same game space) is performed between a plurality of game systems 1, the control unit 104 manages the combination of the game systems 1 that perform the game and the data communication between the game systems 1. The storage unit 105 stores programs executed by the control unit 104, various data necessary for the above processing, various data necessary for communication with the game system 1, and the like. In addition, in a system that requires a predetermined login process for data transmission / reception using the network 110 and game participation, the server 102 may perform an authentication process for determining whether the user attempting to log in is a legitimate user. Further, the server 102 may be composed of a single server machine or may be composed of a plurality of server machines.
[0082] In this embodiment, within the information processing system 100, each game system 1 exchanges operation information via the server 102, so that in the same game space as a shared space, a communication game is played in which player characters corresponding to a plurality of users respectively operate. The operation information exchanged when playing this communication game may be information regarding the player character that each user operates using a controller, information regarding the game space edited by the operation of the player character, information indicating the content of the operation itself using the controller of each user operating the player character, or other information as long as it can grasp the game progress of each other.
[0083] An outline of a game processing example performed in the game system 1 that constitutes the information processing system 100 will be described with reference to FIGS. 10 to 24. First, in explaining the outline of the game processing example, with reference to FIG. 10, an outline of the game space used in the game processing example will be described.
[0084] In FIG. 10, in this embodiment, the game field is composed of a plurality of unit areas. For example, a unit area is an area obtained by dividing the game field into a square grid when viewed from the vertical direction, and the size of each unit area is the same. Specifically, when an x-axis and a z-axis orthogonal to each other in the horizontal direction in the game field are set, and a y-axis is set in the vertical direction, one area divided into a grid by a plurality of planes parallel to the xy plane and a plurality of planes parallel to the yz plane is a unit area. As a result, the game field has a configuration in which unit areas are arranged side by side in the horizontal direction (specifically, the front-rear direction and the left-right direction) in the game space.
[0085] The game field is defined in shape with the terrain object L (piece) as the unit. The terrain object L is an element that constitutes the game field. By moving, adding, deleting, etc. with the terrain object L as the unit, the shape of the game field can be changed. And one terrain object L has a size in the horizontal direction of the game space equal to the size of one unit area, and the length in the vertical direction is the same as the length of the unit area in the horizontal direction.
[0086] The terrain object L has a cuboid shape (more specifically, a cube shape), and constitutes the game field by being arranged in a grid pattern in the game space. As an example, in this embodiment, the game system 1 has parameters related to the terrain object L set for the coordinates set in the game space, and stores, for each of a plurality of coordinates, a parameter indicating whether or not the terrain object L exists at the coordinate. In this way, the game system 1 can define the shape formed by a plurality of terrain objects L in the game space by managing whether or not the terrain object L exists for each coordinate of the game space (that is, storing the above parameters for each coordinate). Note that the terrain object L may have unevenness formed on its surface, or may have a shape with rounded corners.
[0087] In other embodiments, parameters may be set for each of the terrain objects L existing in the game space. The parameters set for each of the terrain objects L indicate at least the position of the terrain object L in the game space. In this way, the game system 1 manages the position of each terrain object L in the game space (that is, stores the above parameters for each terrain object L), and can thus define the shape (the shape of the game field) formed by a plurality of terrain objects L in the game space. Note that the parameters set for each terrain object L may include other parameters indicating the basic state of the terrain object L and other parameters that change according to user operations. For example, the above parameters may include a parameter indicating the durability value of the terrain object L, a parameter indicating the time required for the terrain object L to automatically disappear, a parameter indicating what object the terrain object L changes to when it is destroyed, the attributes of the terrain object L (for example, whether it is flammable), and the like. Further, when the terrain object L has a function of storing an item, a screenshot image, a character string, etc., the above parameters may include a parameter indicating the stored content, a parameter indicating the number of times an action has been performed on the stored content (for example, the number of times the stored item has been taken out, the number of times the stored item has been highly evaluated), and the like.
[0088] In this embodiment, based on a user operation, the player character PC can perform a predetermined action to generate a terrain object, edit the generated terrain object, copy the generated terrain object, and so on. The generation of the terrain object includes, for example, causing a new terrain object to appear in the game space by arranging the terrain object L arranged in the game space or moving and combining newly added terrain objects. The player character PC that generates the terrain object (which can also be said to be the player character PC that first edits or changes the terrain object) is called the creator. The editing of the generated terrain object includes, for example, updating the terrain object generated by the creator by moving the terrain object generated by the creator, changing its appearance or properties, or newly combining another terrain object. The player character PC that edits the terrain object generated by the creator is called the editor. Also, the copying of the generated terrain object includes, for example, copying and causing the terrain object generated by the creator to appear in the game space. The player character PC that copies the terrain object generated by the creator is also called the editor. Note that in this embodiment, when copying and causing a terrain object to appear, it may be a partial copy in which some data of the original terrain object is common, rather than a complete copy of exactly the same terrain object. As an example of the partial copy, it is conceivable that the terrain object is copied except for the color, brightness, etc. of the original terrain object. Also, in this embodiment, the number of objects targeted by one execution of the above-described predetermined action in the player character PC is one of a plurality of objects (terrain objects and decorative objects described later), but a plurality of objects may be targeted simultaneously. Also, in this embodiment, the terrain object generated by the creator may be copied by the same creator within the same game space. In this case, the editor of the terrain object copied by the creator is also the creator.
[0089] Note that the editing by moving the terrain object, which is an example of editing the terrain object generated by the above creator, includes at least a mode of updating the parameters of the terrain object as described below. As an example, when parameters related to the terrain object are set to coordinates in the game space, by moving the terrain object, the parameters at the coordinates in the game space are updated, and information indicating the user (player character PC) who updated the coordinate parameters using the terrain object is embedded and stored in the terrain object. As another example, when parameters indicating the position in the game space are set for the terrain object, by moving and editing the terrain object, the parameters indicating the position where the terrain object is arranged by the movement are updated.
[0090] In this embodiment, by rewriting and updating the above parameters so as to delete some of the terrain objects L from the plurality of terrain objects L that make up the terrain, the state of the terrain object L can be edited and the shape of the terrain can be easily changed. Also, when adding terrain, similar to the case of deleting terrain objects L, by rewriting and updating the above parameters so as to arrange the terrain objects L in units, the terrain objects can be edited and the shape of the terrain can be easily changed. Thus, in this embodiment, by rewriting the above parameters, terrain objects in the game space can be easily generated, edited, etc. As a first example, when a player character PC newly generates a terrain object by editing such as moving or combining a part of the terrain, the above parameters corresponding to the generated terrain object are set. As a second example, when the terrain object L is destroyed and the shape of the terrain is edited (editing of the terrain object) by the player character PC hitting the terrain, etc., the above parameters corresponding to the terrain object L are updated according to deleting some of the terrain objects L. As a third example, when the player character PC duplicates a terrain object already generated in the game space and adds it to the game space (duplication of the terrain object), the above parameters corresponding to the duplicated terrain object are set. Thus, the terrain object functions as a terrain piece or terrain block capable of generating, editing, duplicating, etc. the terrain in the game space.
[0091] In addition, the terrain of the game space in this embodiment may be composed of a plurality of types of terrain objects having different properties and appearances. In this case, the above parameters may include any data that can identify the properties and appearance of the terrain object L arranged. For example, data that can identify properties such as materials such as sand, rock, soil, ice, etc., breakability, and whether it can be joined to other objects, or data that can identify appearances such as textures used for the terrain object, etc. are included in the above parameters, so that the states of a plurality of types of terrain objects may be settable. In this case, by the player character PC editing the properties and appearance of the terrain object, it may be possible to update the above parameters corresponding to the edited terrain object.
[0092] Terrain objects may be joined with other adjacent terrain objects to enable the generation and editing of integrated terrain objects. For example, when a player character PC performs a predetermined action, a plurality of terrain objects targeted by the action may be joined and integrated with each other. In this case, the above parameters may include data or the like that can identify whether the terrain objects are joined and integrated with each other, so that it may be possible to set whether the terrain object is in a state of being joined and integrated with other terrain objects. The generation and editing of the terrain objects in this embodiment include generation and editing by joining and integrating the terrain object with other terrain objects, and generation and editing by releasing the integration. As a first example, in this embodiment, by joining and integrating a terrain object with other adjacent terrain objects, it is possible to move them, such as lifting them while maintaining their positional relationship (alignment). As a second example, in this embodiment, by joining and integrating terrain object L with other adjacent terrain objects, it is possible to change the orientation, such as lifting them while maintaining their positional relationship (alignment). As a third example, by joining and integrating a terrain object with other adjacent terrain objects, even if at least one of these terrain objects has no other object below it and is not supported from below, if the other terrain object is supported from below, the object not supported from below can also maintain its positional relationship (alignment) without falling.
[0093] Also, when the terrain object L is deleted from the game space by being destroyed by the player character PC, an item corresponding to the terrain object L (for example, a card item indicating the material of the terrain object L) may appear in the game space. The change of the state of the game space and the editing of the terrain object in this embodiment may include the case where the terrain object L is deleted from the game space and the above item appears. Also, a terrain object may be generated from the above item, and arranging the terrain object generated from the item in the game space may also be included in the generation of the terrain object.
[0094] Also, the terrain object may be editable in other states. For example, the editing of the terrain object may include changing the shape and type of the terrain object itself arranged in the game space, changing or rotating the posture of the terrain object arranged in the game space, changing the durability value and properties (such as mobility and combinability) of the terrain object arranged in the game space, and the like. In this embodiment, these states may be specified by the above parameters, and the above parameters corresponding to the terrain object may be updated by rewriting the parameters.
[0095] In this embodiment, a game is played in which a plurality of users operate and move their respective player characters PC using a game space composed of a plurality of terrain objects L. For example, in an example shown in FIG. 10, a first player character PC1 and a second player character PC2 are arranged on a terrain composed of a plurality of terrain objects L. The first player character PC1 is a player character corresponding to a user of the game system 1 (hereinafter referred to as the first user), and operates in the game space in response to the operation of the left controller 3 and / or the right controller 4 of the game system 1 by the first user. The second player character PC2 is a player character corresponding to a user of another game system 1 (hereinafter referred to as the second user), and operates in the same game space where the first player character PC1 is arranged in response to the operation of the left controller 3 and / or the right controller 4 of the other game system 1 by the second user.
[0096] By operating the player characters PC that each of the plurality of users operates, it is possible to change the state within the game space by performing operations such as generating, editing, and duplicating terrain objects, which are an example of the content within the game space. For example, by the operation of the first player character PC1 based on the operation input of the first user, the terrain object L corresponding to the position within the game space corresponding to the operation can be moved, the terrain object L corresponding to the position within the game space corresponding to the operation can be deleted, a new terrain object can be arranged at the position within the game space corresponding to the operation, or the generated terrain object can be duplicated. Also, by the operation of the second player character PC2 based on the operation input of the second user, it is possible to change the state within the game space in the same manner as the first player character PC1 for the same game space.
[0097] In this embodiment, the above parameters corresponding to each of the terrain objects for which generation, editing, copying, etc. have been performed as described above may include data indicating the creator (originator) and the editor (arranger). Here, the creator indicates the player character PC that newly generated or first edited the terrain object in the game space. The editor indicates the player character PC that last edited or copied the generated terrain object. And the creator and editor of the terrain object can be viewed in response to a predetermined user operation. For example, as shown in FIG. 11, by performing an operation of overlapping the displayed aiming crosshair T on the terrain object Lx for which the user wants to view the creator or editor, the creator and editor of the terrain object Lx are displayed. In the example of FIG. 11, since the terrain object Lx, which is one of the original terrain objects L for which no one has performed generation, editing, copying, etc., is the display target, it is displayed as a blank indicating that neither the creator nor the editor of the terrain object Lx is set. In other embodiments, the creator and editor may be displayed in response to the user performing an operation instruction to view the menu screen. For example, by performing an operation instruction to view the menu screen in a state where the displayed aiming crosshair T is overlapped on the terrain object Lx for which the user wants to view the creator or editor, the creator and editor of the terrain object Lx may be displayed on the menu screen.
[0098] As shown in FIG. 12, the first player character PC1 generates the terrain object OBJ1 in the game space in response to the operation of the first user by moving and combining a plurality of terrain objects. Specifically, the first player character PC1 performs an action of assembling the terrain object OBJ1a to the terrain object OBJ1 already generated by itself in response to the operation of the first user, thereby generating the stepped terrain object OBJ1 in the game space. The first player character PC1 can lift and move the terrain object OBJ1a or store the terrain object OBJ1a by performing a predetermined action. Then, by moving the first player character PC1 in the game space while the first player character PC1 lifts or stores the terrain object OBJ1a, the terrain object OBJ1a moves together with the first player character PC1, and the terrain object OBJ1a can be placed on or combined with other objects by a predetermined action. Here, the state in which the first player character PC1 stores an object means a state in which the first player character PC1 can carry the object by itemization or the like without gripping or equipping the object. At this time, the stored object may not be displayed in the game space. The stored object can basically be placed in the game space or used (including equipped and gripped) in response to the operation input of the first user in an appropriate situation. As an example, for example, the first player character PC1 stores an object by putting it in a container such as a pouch or an item box. Note that such a container may not be displayed. Also, a container such as a pouch or an item box may exist only with a function of simply storing an object without existing in the game space.
[0099] Note that the terrain object OBJ1a and the terrain object OBJ1 may be part of the terrain object L that is pre-arranged in the game space at the start of the game, or may be pre-arranged on the terrain object L separately from the terrain object L, or may be arranged at a predetermined position by achieving predetermined acquisition conditions such as the player level reaching a predetermined level or clearing a mission, or may be arranged in response to another character dropping it or another character being defeated.
[0100] As shown in FIG. 13, when the terrain object OBJ1 becomes the display target for the creator and the editor by overlapping and displaying the aiming T, the first player character PC1 is displayed as both the creator and the editor of the terrain object OBJ1. In an example shown in FIG. 13, since the first player character PC1 is the creator and the last editor of the terrain object OBJ1, it is displayed as both the creator and the editor. However, in other embodiments, the first player character PC1 may be displayed only as the creator with the editor field left blank.
[0101] In this embodiment, the fourth player character PC4 performs an action of assembling another terrain object OBJ1b to the terrain object OBJ1 that is displayed as both the creator and the editor by the first player character PC1, and it is also possible to further combine the terrain object OBJ1b to the terrain object OBJ1. In this case, in the combined terrain object, the creator and the editor of the portion corresponding to the original terrain object OBJ1 may be the first player character PC1 as it is. And for the portion corresponding to the newly combined terrain object OBJ1b, the fourth player character PC4 may be displayed as both the creator and the editor of the portion of the terrain object OBJ1b. That is to say, in this embodiment, it is not the case that only one set of creator and editor is registered for the combined terrain object formed by combining the terrain object OBJ1b to the terrain object OBJ1, but the creator and the editor may be registered respectively for each individual terrain object constituting the combined terrain object. In other embodiments, when the terrain object OBJ1b is combined to the terrain object OBJ1 by the action of the fourth player character PC4, assuming that a combined terrain object OBJ2 is newly generated by the combination of the terrain object OBJ1b to the terrain object OBJ1, the fourth player character PC4 may be the creator and the editor of the terrain object OBJ2. Also, in other embodiments, when the terrain object OBJ1b is combined to the terrain object OBJ1 by the action of the fourth player character PC4, assuming that an editing is performed by combining the terrain object OBJ1b to the terrain object OBJ1, the fourth player character PC4 may be the editor of the terrain object OBJ1.
[0102] As shown in FIG. 14, a second player character PC2 who is not the creator of the terrain object OBJ1 performs an action of pushing the terrain object OBJ1 on the ground (terrain object L) in the game space in response to the operation of the second user. By moving within the game space in the pushed direction, the terrain object OBJ1 whose placement position is changed is edited. This is an example of a predetermined action in which a terrain object generated by the first player character PC1 is edited by another second player character PC2. When the terrain object is edited in this way, the player character who performed the editing is set as the editor of the terrain object.
[0103] For example, as shown in FIG. 15, when the terrain object OBJ1 on which the above-described editing has been performed by overlapping the sights T is the display target of the creator and the editor, the first player character PC1 is displayed as the creator of the terrain object OBJ1, and the second player character PC2 is displayed as the editor of the terrain object OBJ1.
[0104] As shown in FIG. 16, a third player character PC3 who is not the creator or the editor of the terrain object OBJ1 further pushes the terrain object OBJ1 in response to the operation of the third user, and the second editing of the terrain object OBJ1 whose placement position is changed is performed. When the terrain object is edited multiple times in this way, the last player character who performed the editing (in this case, the third player character PC3) is set as the editor of the terrain object.
[0105] For example, as shown in FIG. 17, when the terrain object OBJ1 on which the second editing described above has been performed by overlapping the sights T is the display target of the creator and the editor, the first player character PC1 continues to be displayed as the creator of the terrain object OBJ1, and instead of the second player character PC2, the third player character PC3 is displayed as the new editor of the terrain object OBJ1.
[0106] Also, in this embodiment, based on a predetermined action of the player character PC in the game space, other objects different from the terrain objects may be capable of being generated, edited, replicated, etc. In this case, for the other objects for which generation, editing, replication, etc. have been performed, the above parameters corresponding to the respective objects may include data indicating the creator and editor. For example, a decorative object, which is another example of content that can be worn or equipped by the player character PC in the game space, may be capable of being generated, edited, replicated, etc. based on a predetermined action of the player character PC.
[0107] For example, as shown in FIG. 18, in response to the operation of the first user, the first player character PC1 generates a decorative object D1 that can be worn on the head of the player character PC and arranges it on the terrain in the game space. Here, the first user who operates the first player character PC1 can generate a decorative object by exchanging and editing decorative parts having a plurality of types of parts. Also, as the player level increases, it becomes possible to exchange and edit decorative parts with a greater variety of parts included, so that rich decorative objects can be generated according to the player level and made to appear in the game space. In the example of FIG. 18, for the decorative object D1 generated and arranged in this way, it is displayed that both the creator and the editor are the first player character PC1. Also, as another example, the first user may be able to generate a decorative object composed of parts having a number of parts corresponding to the player level by performing a predetermined operation, and may generate a decorative object of a scale corresponding to the player level and / or a detailed decorative object corresponding to the player level and make it appear in the game space.
[0108] The decorative object D1 thus arranged in the game space can be picked up by another player character PC according to the operations of other users, or the same decorative object D1 can be duplicated and taken out, so that the player character PC can wear it or store it on itself. For example, as shown in FIG. 19, the second player character PC2 who is not the creator of the decorative object D1, based on a predetermined action according to the operation of the second user (for example, an action caused by the operation of the second user in which the operation button 53 (A button) is pressed with the second player character PC2 on the decorative object D1), takes out the decorative object D1c that is a duplicate of the decorative object D1 arranged in the game space and wears the decorative object D1c on its own head. By duplicating the decorative object generated by another player character in this way, the player character who performed the duplication is set as the editor of the decorative object. In this embodiment, the decorative object generated by the creator may be duplicable by the same creator within the same game space. In this case, the editor of the decorative object duplicated by the creator is also the creator.
[0109] Then, as shown in FIG. 20, according to the operation of the second user, the second player character PC2 arranges the duplicated decorative object D1c on the terrain in the game space. In the example of FIG. 20, for the decorative object D1c duplicated and arranged in this way, the first player character PC1 continues to be displayed as the creator of the decorative object D1c, and the second player character PC2 is displayed as the editor of the decorative object D1c. The duplicated decorative object D1c may be further edited or duplicated by the player character PC. In this case, the creator remains set as it is, and the player character PC that last edited or duplicated is set as the editor.
[0110] Note that the generation of objects (terrain objects, decorative objects) in this embodiment can be achieved in two ways: one is to make objects that do not exist in the game space appear and newly arrange them in the game space, and the other is to move or process the objects initially arranged in the game space (i.e., objects for which no creator or editor is registered) and then arrange them in the game space. In the former case, the player character PC may receive an object from another character based on an action between the other character and the player character PC, or the player character PC may purchase or be gifted an object through a shop or the like set in the game. In this case, when the player character PC arranges the object obtained or purchased as described above in the game space, the player character PC is registered as the creator of the object. In the latter case, the player character PC first edits the object initially arranged in the game space by moving or processing it, and then the player character PC is registered as the creator of the object.
[0111] Also, the editing of objects (terrain objects, decorative objects) in this embodiment is performed by the player character PC changing the position, posture, shape, appearance, properties, size, etc. of the object, picking up the object by the player character PC in the game space, receiving the object from another character by the player character PC, and so on. The editing by changing the position of the object may include the player character PC lifting the object. Note that in this embodiment, when an object generated by the creator is edited or copied, the player character PC that performs the editing and the copying is registered as the editor. However, the player character PC that first edits and copies an object for which no creator is registered may be registered as the creator of the object.
[0112] In this embodiment, interaction points based on interactions between player characters PC (between users who operate player characters PC) are given to the parties. For example, interaction points are given to other users when a user is deemed to have performed an arbitrary act on the other users, and may be given automatically according to the action of the player character PC operated by the user, or may be given in response to the action of the user.
[0113] As a first example, the first communication point is given to the player character PC that has performed generation, editing, duplication, etc. or the player character PC itself that is the object of evaluation, when an operation in which a user who operates another player character PC gives a high evaluation (a like) is performed. For example, in an example shown in FIG. 13, a second user who operates the second player character PC2 duplicates the aiming cursor T on the terrain object OBJ1 generated by the first player character PC1 (for example, by tilting the analog stick 35 while pressing the operation button 39 (ZL button) to move the aiming cursor T and duplicate it). While performing this operation, when an operation of pressing a predetermined operation button (for example, any one of the operation buttons 33 to 36 (cross buttons)) is performed, a high evaluation (a like) is given as the first communication point to the first player character PC1 that is the creator of the terrain object OBJ1 by a predetermined number of points (for example, +1 point). In the example shown in FIG. 13, the first player character PC1 is also set as the editor of the terrain object OBJ1. However, since it overlaps with the creator, the first communication point as the editor may not be given, or both the first communication point as the creator and the first communication point as the editor may be given. Also, in an example shown in FIG. 15, a third user who operates the third player character PC3 duplicates the aiming cursor T on the terrain object OBJ1 edited by the second player character PC2 after it was generated by the first player character PC1. While performing this operation, when an operation of pressing a predetermined operation button is performed, a high evaluation (a like) is given as the first communication point to the first player character PC1 that is the creator of the terrain object OBJ1 and the second player character PC2 that is the editor of the terrain object OBJ1, respectively, by a predetermined number of points.In addition, in an example shown in FIG. 17, the second user who operates the second player character PC2 performs an operation of superimposing the aim T on the terrain object OBJ1 that was last edited by the third player character PC3 after the first player character PC1 generated, while pressing a predetermined operation button, so that a predetermined number of high evaluations (likes) are given as first exchange points to the first player character PC1 who is the creator of the terrain object OBJ1 and the third player character PC3 who is the last editor of the terrain object OBJ1. In an example shown in FIG. 15, the second player character PC2 also edits the terrain object OBJ1, but since it is not the last edit, the second player character PC2 does not need to be given the first exchange points as an editor. Note that, in other embodiments, the first exchange points may be given not only to the creator and the editor, but also to the player character PC (the second player character PC2 in the example of FIG. 13) who gave the creator and the editor high evaluations (likes).
[0114] In the above first example, the first exchange points may be given as a trigger of a user operation in another mode. As an example, in a state where the player character PC is placed on a terrain object OBJ that another player character PC has generated, edited, duplicated, or the like, a predetermined number of points of high evaluation (like) may be given as the first exchange points to the creator and editor of the terrain object OBJ directly below the player character PC in response to a predetermined operation (for example, an operation of pressing the operation button 34 (downward button)). As another example, when the player character PC performs a predetermined action (for example, an action of talking to another player character PC, an action of handing over an item, an action of touching, or the like) on the other player character PC in response to a user operation, a predetermined number of points of high evaluation (like) may be given as the first exchange points to the other player character PC itself in response to the user operation.
[0115] As a second example, when another player character PC uses an object that a player character PC has generated, edited, duplicated, etc., the first communication point is automatically given to the player character PC that has performed the generation, editing, duplication, etc. For example, in an example shown in FIG. 19, when the second player character PC2 duplicates the decorative object D1 generated by the first player character PC1, or performs an operation of using the decorative object D1 (for example, an operation of wearing or equipping), a high evaluation (good) is automatically given as the first communication point to the first player character PC1, which is the creator of the decorative object D1, in a predetermined number of points. Also in an example shown in FIG. 19, although the first player character PC1 is also set as the editor of the decorative object D1, since it overlaps with the creator, the first communication point as the editor may not be given, or both the first communication point as the creator and the first communication point as the editor may be given. Further, as in an example shown in FIG. 20, when another player character PC further duplicates the decorative object D1c duplicated by the second player character PC2, or performs an operation of using the decorative object D1c by another player character PC, a high evaluation (good) is given as the first communication point to the first player character PC1, which is the creator of the decorative object D1c, and the second player character PC2, which is the editor of the decorative object D1c, respectively, in a predetermined number of points.
[0116] In addition, in the above second example, a second communication point may be automatically assigned according to the operation of the player character PC in other modes. For example, when the player character PC performs a predetermined operation on a terrain object created, edited, copied, etc. by another player character PC, a second communication point may be given a predetermined number of points to each of the creator and editor of the terrain object. For example, as shown in FIG. 21, a terrain object OBJ2 generated by the first player character PC1 and finally edited by the third player character PC3 is installed in the game space in the shape of a bridge. When an operation is performed in which the second player character PC2 moves continuously on such a terrain object OBJ2 for a predetermined number or more times and uses it, a second communication point is given a predetermined number of points to each of the first player character PC1 who is the creator of the terrain object OBJ2 and the third player character PC3 who is the editor of the terrain object OBJ2. As an example, when the second player character PC2 moves on the terrain object OBJ2, a second communication point is assigned when the unit area of the movement destination of the second player character PC2 is continuously the terrain object OBJ2 for a predetermined number of times (for example, continuously 4 times. It may be continuously 5 times or more). In other embodiments, every time the second player character PC2 moves a unit distance on the terrain object OBJ2 (for example, every time the second player character PC2 moves on the terrain object OBJ2 for a distance where the number of the above unit areas is 1), a second communication point may be given a predetermined number of points to each of the first player character PC1 who is the creator of the terrain object OBJ2 and the third player character PC3 who is the editor of the terrain object OBJ2. Also, in other embodiments, based on the time for moving on the terrain object OBJ2, a second communication point may be given a predetermined number of points to each of the first player character PC1 who is the creator of the terrain object OBJ2 and the third player character PC3 who is the editor of the terrain object OBJ2.As another example, a second communication point may be given to the other player character PC in response to the first player character PC1 jumping on a jump platform generated, edited, duplicated, etc. by the other player character PC.
[0117] Note that the second communication point may be a point that cannot be used for increasing the player level, different from the first communication point described above. Also, in other embodiments, the second communication point may be a point that can be used for increasing the player level in combination with the first communication point described above.
[0118] Thus, in this embodiment, communication points (the first communication point, the second communication point) are given not only to the creator but also to the editor of the object (terrain object, decorative object). And when an object is edited or duplicated multiple times, while the player character PC that performed the last edit or duplication is registered as the editor, the creator of the object is not changed in registration, so the creator can obtain communication points more favorably than the editor. Note that in other embodiments, when an object is edited or duplicated multiple times, all player character PCs that performed the edit or duplication may be registered as editors, and communication points may be given to all the registered editors. Also, in other embodiments, when an object is edited or duplicated multiple times, not only the editor who performed the last edit or duplication, but also player character PCs that performed the edit or duplication a predetermined number of times before the last may be registered as editors, and communication points may be given to all the registered editors.
[0119] Communication points are accumulated for each given player character PC and managed in any of the main devices 2 and / or the server 102. And based on the accumulated communication points (in particular, the first communication points. It may also be the communication points combining the first communication points and the second communication points.), a predetermined reward (privilege) is given to the given player character PC (and the user operating the player character PC). For example, the accumulated communication points can be consumed in predetermined units based on the operation input of the user operating the given player character PC, and the player level of the player character PC can be automatically increased or manually increased according to the user's operation based on the consumption amount. And when the above player level increases, a privilege is given such that the functions enabled for the player character PC are released or the capabilities are improved. As an example, when the above player level increases, the types of decorative objects that can be generated by the player character PC increase (for example, from a state where the generation of full-body decorative objects is restricted to a state where the generation of such decorative objects is possible), the number of parts that the player character PC can use for generating decorative objects increases, and a privilege such as an increase in the upper limit number of communication points that can be given to other player character PCs is given. In this example, by increasing the accumulated communication points, it becomes possible to generate more attractive decorative objects, and thus it becomes possible to realize a game that turns a game cycle in which an increase in the accumulated number of communication points is expected. Also, in this embodiment, even an editor of decorative objects or terrain objects can participate in such a game cycle, and a game cycle with a wide variety of widths can be realized. For example, even if an object was difficult to evaluate at the stage created by other users, when the user becomes more likely to receive evaluation by editing or duplicating it, an appropriate reward can be given to the editor.As another example, when naming rights are set for objects or areas (e.g., the above-mentioned unit areas and sections described later) within the game space, a privilege may be given such that the player character PC can acquire the naming rights by increasing the player level and / or consuming communication points.
[0120] Note that the number of communication points given to the creator and the number of such communication points given to the editor may be different. For example, the number of communication points given to the creator may be set to be more than the number of such communication points given to the editor.
[0121] Also, in this embodiment, if the player character PC that gives communication points to an object is included in the creator or editor of the object, it is assumed that no communication points are given to the player character PC. However, even in this case, communication points may be given to the creator or editor who is not the player character PC.
[0122] Also, the increase in the player level may not be accompanied by the consumption of communication points. For example, when the accumulated communication points (e.g., the first communication points) reach a threshold value, the player level may increase automatically or manually without consuming the communication points.
[0123] In another embodiment, the communication points assigned to the creator and the communication points assigned to the editor may be different parameters. In this case, the rewards (privileges) given by the creator communication points assigned to the creator and the rewards (privileges) given by the editor communication points assigned to the editor may be different. As an example, when the creator communication points are accumulated, trophies and titles may be given as privileges to the assigned player character PC (and the user operating the player character PC). As another example, based on the creator communication points, a predetermined item may be given as a privilege to the assigned creator. Note that the creator communication points assigned to the creator may be assigned separately from the communication points assigned to the creator as described above, or may be assigned in place of the communication points.
[0124] Also, the above-described parameters and information may be managed for each user in the server 102. For example, the server 102 may manage, for each user, a user ID which is an identifier assigned to each user, communication points (first communication points, second communication points) accumulated by the player character PC operated by the user, the player level of the player character PC, etc. as user information. Further, the user information managed by the server 102 may be made available for presentation to other users. For example, when a user and another user perform a process of registering as friends, the user information of each other may be provided via the server 102.
[0125] Also, even if the user who is the source of the AC points given to the player character PC operated by the user or the player character PC operated by the user can be confirmed. For example, in response to the user giving an operation instruction to view the AC point list during the game, an AC point list describing the first AC points and second AC points given to the user or the player character PC operated by the user and the history of their sources may be displayed. For example, the above history may be obtained by requesting the server 102, or the data managed in the game system 1 may be used. Also, in addition to the object or character to which the AC points were given (for example, to which terrain object or decorative object the AC points were given) and the date and time when the action to which the AC points were given was performed, the user who is the recipient of the AC points given by the player character PC operated by the user or the player character PC operated by the user may be confirmable.
[0126] Also, in this embodiment, it is also possible to change the state within the game space by performing at least one of placement, movement, and deletion of specific objects different from the above-described terrain objects and decoration objects. The specific object is an object associated with at least one player character respectively, and when placed in the game space, it has a function of setting the development area associated with the player character within the game space. Note that the specific object may be an object pre-placed in the game space at the start of the game, or an object placed at a predetermined position by achieving predetermined acquisition conditions such as reaching a predetermined player level or clearing a mission, or an object placed in response to another character dropping it or being defeated, or an object obtained from an object that is not a specific object. Also, the specific object may be such that when a specific action is performed on another object, the other object changes to a specific object. Also, in this embodiment, it is assumed that a specific object can be placed at any position in the game space, but in other embodiments, restrictions may be provided on the positions where a specific object can be placed in the game space.
[0127] The above specific object is placed in the game space by an arrangement operation in which the player character PC associated with the specific object places or throws it in response to a user operation. In other embodiments, the specific object may be placed at a position in the game space based on the position of the player character PC without the player character PC performing the above arrangement operation. In this case, the specific object held or stored by the player character PC may be placed at a position a predetermined distance away in the front direction of the player character PC without the player character PC taking an action in response to a user's arrangement instruction operation input.
[0128] Next, with reference to FIG. 22, an example of the position, shape, and size of the development area Ra set by arranging the specific object OBJa in the game space will be described.
[0129] As illustrated in FIG. 22, the development area Ra is formed by a cylindrical space that extends up to the vertical height limit in the game space with a vertical line in the game space passing through the position of the specific object OBJa arranged in the game space as the cylinder axis. In this case, the horizontal shape of the development area Ra is circular, and the specific object OBJa is arranged at the center of the circular shape and is included in the development area Ra.
[0130] For example, the horizontal width of the development area Ra is set wider as the height Ha in the game space where the specific object OBJa is arranged is higher. As an example, the horizontal width of the development area Ra is set in proportion to the height Ha where the specific object OBJa is arranged, and when the width is less than a certain value, it is set to the certain value. For example, when the development area Ra has a horizontal width centered on the position of the specific object OBJa and is formed by the cylindrical space described above, the higher the height Ha in the game space where the specific object OBJa is arranged, the larger the radius (diameter Da) centered on the position of the specific object OBJa is set. Note that the shape of the development area Ra may be a shape different from the cylindrical shape that extends up to the vertical height limit of the game space. Also, in the game space, when the player character PC associated with the specific object OBJa moves the specific object OBJa, the once-set development area Ra may also move along with the movement of the specific object OBJa. Further, the method of setting the development area based on the arrangement position of the specific object is arbitrary, and the development area may be set to have a constant size regardless of the height of the arrangement position of the specific object.
[0131] Referring to FIGS. 23 and 24, the function of the development area Ra set by arranging the specific object OBJa in the game space will be described.
[0132] In this embodiment, the game space within the development area Ra is set to a state where the above-described unit areas have been developed in units of the unit areas. In this embodiment, the game field can be in either an undeveloped or developed state for each unit area. In the initial state of the game, assuming that all unit areas within the game field are set to the undeveloped state, the display mode of the game field may be changed for the developed unit areas. As an example, the developed unit areas within the development area Ra may be made brighter than the undeveloped unit areas to be distinguishable from other areas. Thereby, while in the undeveloped unit areas outside the development area Ra, the area beyond a predetermined distance cannot be seen, in the developed unit areas within the development area Ra, the area beyond the predetermined distance may be seen. As another example, the upper surface of the game field in the unit area in the undeveloped state may be displayed with an appearance representing wasteland, and the upper surface of the game field in the unit area in the developed state may be displayed with an appearance representing lawn. Note that the developed unit areas and the undeveloped unit areas may or may not be displayed in a distinguishable manner. In this way, the player character PC can expand the developed area by arranging a specific object in the game field. Also, each user can confirm the position where the action for development has been performed by visually recognizing the specific object arranged in the game space.
[0133] Note that in this embodiment, a unit area set to an explored state will not be returned to an unexplored state. For example, even if a unit area becomes outside the explored area by moving a specific object to another location, the state of the unit area will not be returned to the unexplored state. In other embodiments, a unit area that has become explored may be returned to the unexplored state based on certain conditions. Also, the action of the player character PC to set the unit area to the explored state is arbitrary and is not limited to the action of placing a specific object. For example, in other embodiments, the unit area may be changed to the explored state in response to an action of the player character PC using a predetermined item.
[0134] In this embodiment, the operation control is such that a predetermined operation is in a different mode depending on whether the player character PC that set the explored area Ra exists within the explored area Ra or not. For example, when the player character PC that set the explored area Ra exists within the explored area Ra, a buff effect is applied to the player character PC. For example, when the player character PC with the buff effect performs a predetermined operation, the operation of the player character PC is controlled so as to be more advantageous than when the buff effect is not applied.
[0135] In this embodiment, within the explored area Ra, except for the change in the game space due to the operation of the player character PC that set the explored area Ra, the change in the game space is restricted. For example, within the explored area Ra, the change in the game space by other player character PCs except the player character PC that set the explored area Ra is restricted, whereby the player character PC that set the explored area Ra is given the editing right within the explored area Ra.
[0136] For example, in the game image illustrated in FIG. 23, the first player character PC1 is placed within the development area Ra (first player area) formed by a specific object OBJa placed by the first player character PC1. And within the development area Ra, the first player character PC1 is performing an operation of destroying and eliminating the terrain object L1. Since the first player character PC1 is granted the editing right within the development area Ra, it is possible to destroy and eliminate the terrain object L1 by the above operation of the first player character PC1. Also, the remaining energy, which is a parameter associated with the first player character PC1 indicated by the gauge G1 in FIG. 23, is subtracted outside the development area Ra by the above operation, but a buff effect is granted to the first player character PC1 such that the subtraction by the above operation is not performed within the development area Ra. As another example, due to the buff effect granted to the first player character PC1 within the development area Ra, when the first player character PC1 moves within the development area Ra, it can move at a speed faster than the normal state.
[0137] On the other hand, in the game image illustrated in FIG. 14, the second player character PC2 is placed within the development area Ra (first player area). And within the development area Ra, the second player character PC2 is performing an operation of destroying and eliminating the terrain object L1. Since the second player character PC2 does not have the editing right within the development area Ra, even if the second player character PC2 performs the above operation, it cannot destroy and eliminate the terrain object L1. Also, the remaining energy, which is a parameter associated with the second player character PC2 indicated by the gauge G2 in FIG. 14, is subtracted by a predetermined amount by the above operation since the above buff effect is not granted to the second player character PC2 within the development area Ra. Also, since the buff effect is not granted to the second player character PC2 within the development area Ra, when the second player character PC2 moves within the development area Ra, it moves at the normal state movement speed.
[0138] In other embodiments, a plurality of types of specific objects may be prepared, and the function of the developed area based on the specific object may be set to vary depending on the type of the specific object. For example, depending on the type of the specific object, the content of the buff effect imparted within the developed area, the content of the editing right imparted within the developed area, the conditions of the player character for which the buff effect is given or the editing is restricted within the developed area, etc. may be set to be different.
[0139] In this embodiment, the game field is divided into a plurality of sections. One section consists of a plurality of unit areas. In this embodiment, it is assumed that the game field is not divided into a plurality of sections in the vertical direction, but in other embodiments, it may also be divided into a plurality of sections in the vertical direction. Also, the size of the section (that is, the number of unit areas included in one section) is the same for each section (for example, the number of unit areas is 512×512 for one section), but in other embodiments, the size of the section may be different for each section.
[0140] In this embodiment, in response to each player character developing the game field (that is, changing the unit area in the undeveloped state to the developed state), a section development value is calculated. The section development value is a parameter corresponding to the number of unit areas that have become developed among the unit areas within the section. As an example, the section development value is a parameter associated with each section and indicating the ratio of the unit areas developed for the section. For example, the section development value is calculated for each section by the ratio obtained by dividing the number of unit areas set to be developed for the section by the total number of unit areas belonging to the section.
[0141] In this embodiment, in a section where the section development value satisfies a predetermined release condition, a predetermined process is executed. The above release condition may be that the section development value has reached a predetermined release value, or that a predetermined percentage of the unit areas in the section have been developed. As a first example, when the section development value satisfies the above release condition, for each player character PC arranged in that section, movement to the section adjacent to that section is permitted. Thereby, the user can move the player character PC to other sections as the player character PC progresses in development. As a second example, when the section development value satisfies the above release condition, the brightness of the game field within that section is set to the maximum brightness. For example, the game field within the section is displayed brighter as the section development value of that section increases, and is displayed with the maximum brightness when the section development value satisfies the above release condition. As a third example, in a section where the section development value satisfies the above release condition, all unit areas in the undeveloped state are changed to the developed state. In this case, in the section where the section development value satisfies the above release condition, all unit areas within that section are in the developed state.
[0142] Also, in this embodiment, the section activity amount is calculated according to the activities within each section of the player character. The section activity amount is associated with each section and is a parameter that becomes a larger value as the activities of the player character are more active within the section. As a first example, the section activity amount is calculated based on the number of times the player character PC has given the first communication point (high evaluation (like)) or the second communication point to other player characters PC within that section during the period from a predetermined time ago to the current time (for example, within one day from 24 hours ago to the current time). As a second example, the section activity amount is calculated based on the number of player characters PC existing within that section during the period from a predetermined time ago to the current time. For example, in the second example, the section activity amount may be calculated based on the number of player characters PC existing within that section at the current time, the average, maximum value, increase amount, etc. of the number of player characters PC existing within that section during the period from a predetermined time ago to the current time. As a third example, the section activity amount is calculated based on the total moving distance of the player character PC that has moved within that section during the period from a predetermined time ago to the current time. As a fourth example, the section activity amount is calculated based on the number of objects (terrain objects and decoration objects) generated, edited, and replicated within that section during the period from a predetermined time ago to the current time. Note that the section activity amount may be calculated by combining (for example, adding) at least two values calculated according to the above first to fourth examples. Also, when combining the values calculated according to the above first to fourth examples, the section activity amount may be weighted (for example, multiplied by a coefficient greater than 1) based on a predetermined condition. Also, a section to which the section activity amount is assigned may be selected based on the position where the player character that has performed an action exists, or a section to which the section activity amount is assigned may be selected based on the position where the target (objects created, edited, replicated, etc. by other player characters PC, other player characters themselves, etc.) on which the action has been executed exists.
[0143] In this embodiment, it is possible to display a section information image showing the section activity amount and the section development value for each section. For example, in this embodiment, in response to an operation instruction input for displaying the section information image by the user, a map image that makes the information on the section activity amount and the information on the section development value visible for each section at that time is displayed.
[0144] FIG. 25 shows an example of the section information image displayed on the display 12. In FIG. 25, an example of the section information image is displayed in the form of a map image looking down on the game field included in a predetermined range from directly above the game space. The section information image displays each section in the game field arranged in a horizontal grid. In each section, an image indicating the level of the section activity amount in the section and an image indicating the level of the section development value are displayed.
[0145] For example, the section activity amount divides the range between the maximum value and the minimum value of the section activity amount calculated for each section into a plurality of stages, and the stage of the section activity amount for each section is represented by a first activity amount object that is displayed in different display modes according to the stage. As a first example, the stage of the section activity amount for each section is represented by the speed at which the first activity amount object (in FIG. 25, the star-shaped object A1 is illustrated) rotates. Specifically, the higher the stage of the section activity amount, the faster the rotation speed of the first activity amount object (in FIG. 25, the rotation speed of the star-shaped object is illustrated by the size of the arrow) is displayed within the section in the section information image. As a second example, the above stage for each section is represented by the speed at which the first activity amount object moves. Specifically, the first activity amount object that orbits on a predetermined orbit for each section is displayed in the section information image with a faster moving speed for orbiting as the stage of the section activity amount is higher. As a third example, when the section activity amount is relatively large compared to the surrounding sections, the rotation speed and the moving speed of the first activity amount object are expressed as being faster than those of the surrounding sections. In any of the examples, for a section where the section activity amount is 0 (that is, the section with the minimum value), the first activity amount object may not be displayed. In other embodiments, in any of the examples, for a section where the section activity amount is 0, the operation of the first activity amount object may be stopped and displayed.
[0146] Also, the section development value divides the ratio indicating the section development value calculated for each section into a plurality of stages, and the stage of the section development value for each section is represented by a unit area number object that is displayed in different display modes according to the stage. As an example, the stage of the above section development value for each section is represented by the horizontal size of the unit area number object (in FIG. 25, the hatched object C is illustrated). Specifically, the higher the ratio indicating the section development value, the more the unit area number object that expands horizontally is displayed within the section in the section information image. For a section where the ratio indicated by the section development value is 0%, the unit area number object may not be displayed.
[0147] Figure 26 shows another example of the section information image displayed on the display 12. In Figure 26, another example of the section information image is displayed in the form of a map image looking obliquely down from above the game space at the game field included in a predetermined range. Also in another example of the section information image, each section in the game field is arranged and displayed in a horizontal grid pattern, and in each section, an image indicating the level of the section activity amount in the section and an image indicating the level of the section development value are displayed.
[0148] The section activity amount divides the range between the maximum value and the minimum value of the section activity amount calculated for each section into a plurality of stages, and the stage of the section activity amount for each section is represented by a second activity amount object that is displayed in different display modes according to the stage. As an example, the stage of the above section activity amount for each section is represented by the length by which the second activity amount object (in Figure 26, the columnar object A2 is illustrated) extends. Specifically, in the section information image, the second activity amount object operates by repeating expansion and contraction in the vertical direction of the game field, and the second activity amount object with a longer maximum extension size is displayed in each section in the section information image for a stage with a larger section activity amount. Note that for a section where the section activity amount is 0 (that is, the section with the minimum value), the second activity amount object may not be displayed.
[0149] The section development value displayed in another example of the section information image is the same as an example of the section information image described above except for the displayed direction, so a detailed description is omitted.
[0150] In this way, since the section information image can show both the information on the section activity amount for each section and the information on the section development value, it is possible to confirm the sections where user activities are active and to infer the reasons for the active activities. For example, also, a section with a relatively high level of section activity amount in a state where the level of section development value is relatively low can be inferred to be a section where the game field is frequently developed by users. A section with relatively high levels of both the section development value and the section activity amount can be inferred to be a section where exchanges between users are frequent.
[0151] Incidentally, as an example, in the above-described section information image, the section where the player character PC operated by the user who input the operation instruction to display the section information image is located may be displayed distinguishably. As another example, in the above-described section information image, the display range in the game field where the surrounding sections of the section where the player character PC operated by the user who input the operation instruction to display the section information image is located can be made visible may be displayed.
[0152] Also, the horizontal direction in the above-described section information image may be a direction along the spherical surface. For example, when the entire game field is configured in the form of a spherical celestial body, the horizontal direction in the section information image is a direction along the spherical surface corresponding to the shape of the celestial body. In this case, the sections arranged in a grid pattern in the section information image are displayed arranged in a grid pattern in the direction along the spherical surface. Also, the activity amount object and the unit area number object are respectively displayed based on the horizontal direction and the vertical direction in each section.
[0153] In addition, in the present embodiment, the section information image may display either the information on the section activity amount or the information on the section development value, or may further display other information for each section. Also, the information used to display the section information image (the information on the section activity amount and / or the information on the section development value) may be such that at least one piece of information is acquired from the server 102 when displaying, or at least one piece of information that the main body device 2 regularly acquires from the server 102 may be used.
[0154] Also, the virtual space for generating the section information image may be generated separately from the game space in which the game progresses by the operation of the player character PC, or the same space may be used. In the former case, the virtual camera arranged in the virtual space for generating the section information image and the virtual camera arranged in the game space for progressing the game may be switched according to the user's operation input, whereby the section information image and the game image may be generated. In the latter case, according to the operation instruction input of the user for displaying the section information image, the activity amount object and the unit area number object may be respectively arranged in each section in the game space for progressing the game, whereby the section information image may be generated. Also, in any case, while constantly generating / updating both the section information image and the game image, the image to be displayed may be selected according to the above switching. Also, the state of the game space in which the game progresses by the operation of the player character PC and the state of the virtual space for generating the section information image may be generated and displayed simultaneously. As an example, the state of the virtual space for generating the section information image may be displayed overlapping with an image showing the game space in the display mode of the minimap.
[0155] Next, with reference to FIG. 27, an example of specific processing executed in the game system 1 will be described. Note that in the DRAM 85, in addition to the data shown in FIG. 27, data used in other processes is also stored, but detailed description thereof is omitted.
[0156] In the program storage area of the DRAM 85, various programs Pa executed in the game system 1 are stored. In this embodiment, the various programs Pa are application programs (for example, game programs) for performing information processing based on data acquired from the left controller 3 and / or the right controller 4 and the main body device 2, communication programs for communicating with other devices (the server 102 and other game systems 1), and the like. Note that the various programs Pa may be stored in advance in the flash memory 84, may be acquired from a storage medium detachable from the game system 1 (for example, a predetermined type of storage medium mounted in the slot 23) and stored in the DRAM 85, or may be acquired from other devices via a network such as the Internet and stored in the DRAM 85. The processor 81 executes the various programs Pa stored in the DRAM 85.
[0157] In addition, in the data storage area of the DRAM 85, various data used in processes such as information processing executed in the game system 1 are stored. In this embodiment, the DRAM 85 stores operation data Da, communication data Db, player character data Dc, other player character data Dd, game space data De, exchange data Df, map data Dg, virtual camera data Dh, and image data Di, and the like.
[0158] The operation data Da is operation data appropriately acquired from the left controller 3 and / or the right controller 4 and the main body device 2 respectively. As described above, the operation data acquired from the left controller 3 and / or the right controller 4 and the main body device 2 respectively includes information regarding inputs from each input unit (specifically, each button, analog stick, touch panel) (specifically, information regarding operations). In this embodiment, operation data is acquired from the left controller 3 and / or the right controller 4 and the main body device 2 respectively, and the acquired operation data is used to appropriately update the operation data Da. Note that the update period of the operation data Da may be updated every frame, which is the period of the process executed in the game system 1 described later, or may be updated every period in which the above operation data is acquired.
[0159] The communication data Db includes transmission data for transmission to other devices (server 102 and other game systems 1) and reception data received from other devices. For example, the transmission data includes information regarding the actions and states of the player character PC operated by the user of the game system 1, information regarding communication points (first communication point, second communication point), information regarding the game space changed by the actions of the player character PC, and the like. The reception data includes information regarding the actions and states of other player characters PC operated by users of other game systems 1, information for displaying a partition information image (map image), information regarding communication points, information regarding the game space changed by the actions of the other player character PC, and the like.
[0160] Player character data Dc is data indicating parameters such as the placement position, placement direction, placement posture, movement, state, ability, and remaining energy in the game space of a player character (hereinafter referred to as the first player character PC1) operated by a user of the game system 1. Other player character data Dd is data indicating parameters such as the placement position, placement direction, placement posture, movement, state, ability, and remaining energy in the game space of each other player character (hereinafter referred to as the second player character PC2) operated by a user of another game system 1.
[0161] Game space data De is data indicating the state of the game space. For example, for each coordinate set in the game space, parameters related to the state of the terrain object and parameters related to the state of the decoration object are set in the game space data De. For each of a plurality of coordinates, parameters indicating whether an object (terrain object, decoration object, specific object, etc.) exists at the coordinate, the type and state of the existing object (including the state related to the creator, editor, and communication point) are stored. In addition, the game space data De stores data indicating the position of the developed area set in the game space and the state (developed, undeveloped) of each unit area in the game space.
[0162] Communication data Df is data related to the communication points assigned to the player character (the first player character PC1) operated by the user of the game system 1 (which can also be said to be the communication points assigned to the user of the game system 1) and the communication points to be assigned to other player characters.
[0163] Map data Dg is data indicating information on the activity amount of each section and information on the section development value used to display the section information image.
[0164] Virtual camera data Dh is data indicating the position, direction, field of view angle, etc. of the virtual camera arranged in the game space.
[0165] The image data Di is data for displaying an image (e.g., an image of each player character PC, an image of various objects, a map image, a background image, etc.) on a display screen (e.g., the display 12 of the main device 2).
[0166] Next, with reference to FIGS. 28 to 31, a detailed example of game processing, which is an example of information processing in this embodiment, will be described. In this embodiment, the series of processes shown in FIGS. 28 to 31 are performed by the processor 81 executing a predetermined application program (game program), a communication program, etc. included in various programs Pa. Also, the timing at which the game processing shown in FIGS. 28 to 31 is started is arbitrary.
[0167] Note that the processing of each step in the flowcharts shown in FIGS. 28 to 31 is merely an example, and if the same result can be obtained, the processing order of each step may be swapped, or another processing may be executed in addition to (or instead of) the processing of each step. Also, in this embodiment, the processing of each step of the above flowchart is described as being executed by the processor 81, but the processing of some steps in the above flowchart may be executed by a processor other than the processor 81 or a dedicated circuit. Also, a part of the processing executed in the main device 2 may be executed by another information processing device (e.g., the server 102 or another game system 1 that can communicate with the main device 2 via a network) that can communicate with the main device 2. That is, each process shown in FIGS. 28 to 31 may be executed by a plurality of information processing devices including the main device 2 cooperating with each other.
[0168] In FIG. 28, the processor 81 performs initial settings in game processing (step S121) and proceeds to the next step. For example, in the above initial settings, the processor 81 initializes parameters for performing the processing described below and updates each data. As an example, when a login to the server 102 is required to start a game in which a plurality of users participate, the processor 81 performs a login process with the server 102 in response to the login operation indicated by the operation data Da. The processor 81 acquires data related to the game space assigned to the user by the above login process, and constructs a game space based on the data. Then, the processor 81 arranges the first player character PC1 in a predetermined posture and a virtual camera, etc. at the default position in the above game space, and updates the player character data Dc, the game space data De, and the virtual camera data Dh. Further, the processor 81 sets an exploration area based on the arrangement position of the specific object according to the situation of the specific object associated with the first player character PC1 in the above game space (for example, when starting the game for the first time, the specific object is arranged at the default position, and when restarting the game from the middle, it is set to the situation before the game interruption based on the data obtained in the above login process, etc.), and sets the game space data De. Also, when restarting the game from the middle, the processor 81 acquires data related to the communication points obtained during the game interruption from the server 102 by the above login process and updates the communication data Df.
[0169] Next, the processor 81 acquires operation data from the left controller 3, the right controller 4, and / or the main body device 2 and updates the operation data Da (step S122), and proceeds to the next step.
[0170] Next, the processor 81 determines whether to perform a map display (step S123). For example, when the processor 81 refers to the operation data Da and a user operation instruction input for performing a map display has been made, an affirmative determination is made in step S123 above. And when the processor 81 does not perform a map display, the process proceeds to step S124. On the other hand, when the processor 81 performs a map display, the process proceeds to step S126.
[0171] In step S124, the processor 81 performs player character control processing and proceeds to step S125. Hereinafter, with reference to FIG. 29, the player character control processing in step S124 will be described.
[0172] In FIG. 28, the processor 81 performs processing for setting the operation of the first player character PC1 (step S140) and proceeds to the next step. For example, the processor 81 sets the position, direction, posture, movement, and state, etc. of the first player character PC1 based on the operation input indicated by the operation data Da and virtual physical calculations (e.g., virtual inertia and gravity) in the game space, etc., and updates the player character data Dc.
[0173] Next, the processor 81 determines whether an operation for the first player character PC1 to generate an object (terrain object, decorative object, specific object, etc.) is set (step S141). And when the operation for generating an object is set, the processor 81 proceeds to step S142. On the other hand, when the operation for generating an object is not set, the processor 81 proceeds to step S143.
[0174] In step S142, the processor 81 performs a process of generating an object in the game space and proceeds to step S143. For example, based on the operation of the set first player character PC1, the processor 81 newly generates an object at the coordinates in the game space where an object (such as a terrain object, a decoration object, a specific object, etc.) is to be generated, and updates the parameters of the object according to the generation, thereby updating the game space data De. In addition, the processor 81 sets the creator and editor of the generated object to the first player character PC1 and updates the game space data De. Further, in step S142, when a specific object is generated in the game space, the processor 81 sets an exploration area based on the position of the newly placed specific object, changes the unit area within the exploration area to an explored state, and updates the game space data De.
[0175] In step S143, the processor 81 determines whether an operation for the first player character PC1 to duplicate an object is set. Then, when the operation for duplicating an object is set, the processor 81 proceeds to step S144. On the other hand, when the operation for duplicating an object is not set, the processor 81 proceeds to step S145.
[0176] In step S144, the processor 81 performs a process of duplicating an object in the game space and proceeds to step S145. For example, based on the operation of the set first player character PC1, the processor 81 newly places an object at the coordinates in the game space where an object is to be duplicated, and updates the parameters of the object according to the duplication, thereby updating the game space data De. In addition, the processor 81 sets the creator of the duplicated object to the creator of the original object from which the duplication is made, and sets the editor of the duplicated object to the first player character PC1, and updates the game space data De.
[0177] In step S145, the processor 81 determines whether an operation for the first player character PC1 to edit an object is set. If the operation for editing the object is set, the processor 81 proceeds to step S146. On the other hand, if the operation for editing the object is not set, the processor 81 proceeds to step S147.
[0178] In step S146, the processor 81 performs a process of editing the object to be edited, and proceeds to step S147. For example, the processor 81 updates the game space data De by editing the object targeted by the operation of the set first player character PC1 based on the operation and updating the parameters of the object according to the editing. Also, the processor 81 sets the editor of the edited object to the first player character PC1 and updates the game space data De. Further, when an edit for moving a specific object within the game space is performed, the processor 81 sets an exploration area based on the position of the specific object after the movement, changes the unit areas within the exploration area to the explored state, and updates the game space data De.
[0179] In step S147, the processor 81 determines whether the operation of the set first player character PC1 is another operation. If another operation is set, the processor 81 proceeds to step S148. On the other hand, if another operation is not set, the processor 81 proceeds to step S149.
[0180] In step S148, the processor 81 performs other control processes and proceeds to step S149. As an example, when an operation instruction to display and move the aiming crosshair T is given with reference to the operation data Da, the processor 81 moves the position of the aiming crosshair T according to the operation instruction and sets to display the creator and editor of the object that is displayed overlapping with the aiming crosshair T.
[0181] In step S149, the processor 81 determines whether an operation related to communication with other player characters PC is set. For example, in the case where the operation of the first player character PC1 set in steps S141 to S148 above is a target for assigning a first communication point or a second communication point to other player characters PC, or when the operation data Da indicates a user operation instruction for assigning a first communication point or a second communication point, the processor 81 makes an affirmative determination in step S149. Then, when a communication operation is set, the processor 81 proceeds to step S150. On the other hand, when no communication operation is set, the processor 81 ends the processing by this subroutine.
[0182] In step S150, the processor 81 performs communication control processing and ends the processing by this subroutine. Hereinafter, with reference to FIG. 30, the communication control processing in step S150 will be described.
[0183] In FIG. 30, the processor 81 determines whether a predetermined action for assigning communication points (first communication point, second communication point) to other player characters PC is set (step S152). Then, when a predetermined action for assigning communication points is set, the processor 81 proceeds to step S153. On the other hand, when no predetermined action for assigning communication points is set, the processor 81 ends the processing by this subroutine.
[0184] In step S153, the processor 81 determines whether a creator is registered for the object targeted by the predetermined action. Then, if a creator is registered for the object, the processor 81 proceeds to step S154. On the other hand, if no creator is registered for the object or if the object is the player character PC, the processor 81 proceeds to step S158.
[0185] In step S154, the processor 81 determines whether an editor is registered for the object targeted by the predetermined action. Then, if an editor is registered for the object, the processor 81 proceeds to step S155. On the other hand, if no editor is registered for the object, the processor 81 proceeds to step S157.
[0186] In step S154, the processor 81 determines whether the registered creator and editor for the object targeted by the predetermined action are the same. Then, if the creator and editor are different, the processor 81 proceeds to step S156. On the other hand, if the creator and editor are the same, the processor 81 proceeds to step S157.
[0187] In step S156, the processor 81 sets the operation of the first player character PC1 based on the predetermined action, updates the player character data Dc, selects the type of communication point (first communication point or second communication point) to be granted based on the operation, sets the creator and editor registered for the object targeted by the predetermined action as the recipient of the selected communication point, stores data indicating that the selected communication point is to be granted to the recipient by a predetermined number of points in the communication data Df, and ends the processing by this subroutine.
[0188] On the one hand, in step S157, the processor 81 sets the operation of the first player character PC1 based on the above-mentioned predetermined action, updates the player character data Dc, selects the type of communication point (first communication point or second communication point) to be granted based on the operation, sets the creator registered in the object that is the target of the predetermined action as the recipient of the selected communication point, stores data indicating that the selected communication point is to be granted to the recipient by a predetermined number of points in the communication data Df, and ends the processing by this subroutine.
[0189] If a negative determination is made in step S153 above, the processor 81 determines whether the target of the above-mentioned predetermined action is another player character PC. Then, when the target is another player character PC, the processor 81 proceeds to step S159. On the other hand, when the target is not another player character PC, the processor 81 ends the processing by this subroutine.
[0190] In step S159, the processor 81 sets the operation of the first player character PC1 based on the above-mentioned predetermined action, updates the player character data Dc, sets the other player character PC itself that is the target of the predetermined action as the recipient of the first communication point, stores data indicating that the first communication point is to be granted to the recipient by a predetermined number of points in the communication data Df, and ends the processing by this subroutine.
[0191] Returning to FIG. 28, in step S125, the processor 81 performs other player character control processing and proceeds to step S127. Hereinafter, with reference to FIG. 31, the other player character control processing in step S125 above will be described.
[0192] In FIG. 31, the processor 81 determines whether or not the processing of steps S162 to S166 for all other player characters PC arranged in the game space has been completed (step S161). Then, if the processing of steps S162 to S166 for any of the other player characters PC has not been completed, the processor 81 proceeds to step S162. On the other hand, if the processing of steps S162 to S166 for all other player characters PC has been completed, the processor 81 ends the processing by this subroutine.
[0193] In step S162, the processor 81 selects a player character PC in which the processing of steps S162 to S166 has not been completed from among the other player characters PC arranged in the game space, and proceeds to the next step.
[0194] Next, the processor 81 sets the operation of the other player character PC that is the processing target based on the communication data Db (step S163), and proceeds to the next step. For example, the processor 81 acquires information regarding the other player character PC received from the game system 1 of another user who is operating the other player character PC that is the processing target from the communication data Db, sets the operation of the other player character PC based on the information, and updates the other player character data Dd. In the game system 1 of the other user, the processing including the above step S124 is performed with the player character PC operated by the other user as the processing target, and the communication data generated according to the processing result is transmitted from the game system 1. Then, in step S128 described later, the data transmitted from the game system 1 of the other user is appropriately received and stored in the communication data Db, and the data stored in the communication data Db in this way is used in the processing of the above step S163 and the processing of steps S164 to S166 described later.
[0195] Next, the processor 81 determines whether the game space has been changed by the operation of another player character PC to be processed based on the communication data Db (step S164). For example, the processor 81 determines whether the game space has been changed by the other player character PC based on the information regarding the game space received from the game system 1 of another user who is operating the other player character PC to be processed. And when the game space has been changed by the operation of another player character PC to be processed, the processor 81 proceeds to step S165. On the other hand, when the game space has not been changed by the operation of another player character PC to be processed, the processor 81 proceeds to step S166.
[0196] In step S165, the processor 81 performs a process of changing the game space based on the operation of another player character PC to be processed based on the communication data Db, and proceeds to step S166. For example, the processor 81 acquires from the communication data Db the information regarding the game space changed by the operation of the other player character PC received from the game system 1 of another user who is operating the other player character PC to be processed. Then, the processor 81 updates the game space data De by updating the parameters at the coordinates in the game space regarding the object generated, edited, or duplicated by the operation of the other player character PC to be processed based on the above information. Also, when a specific object is moved or placed in the game space by the operation of the other player character PC to be processed, an exploration area based on the position of the specific object is set, and the unit areas within the exploration area are changed to the explored state to update the game space data De.
[0197] In step S166, the processor 81 performs other processes regarding the other player character PC to be processed, and returns to step S161 above to repeat the process.
[0198] Returning to FIG. 28, when it is determined in step S123 that map display is to be performed, the processor 81 performs map generation processing (step S126) and proceeds to step S127. For example, the processor 81 sets transmission data for requesting the server 102 to send map data used for displaying a map image in the communication data Db. Then, the processor 81 refers to the map data Dg, acquires map display information received from the server 102, and sets a virtual space for generating a partition information image (map image; see FIGS. 25 and 26) based on the information.
[0199] In step S127, the processor 81 performs rendering processing and proceeds to the next step. In this embodiment, the processor 81 controls to display on the display 12 an image of the game space and a map image that reflect the results of the processing in steps S124 to S125 above. As an example, the processor 81 sets a game space including each object, a developed area, a sight, character information, etc. based on the results of the above processing and game space data De. Further, the processor 81 arranges and operates player characters PC in the game space based on player character data Dc and other player character data Dd. Further, the processor 81 sets the position and / or orientation of a virtual camera for generating a display image based on virtual camera data Dh, and arranges the virtual camera in the game space. Then, it generates an image of the game space seen from the set virtual camera, and controls to display the game space image on the display 12. Note that the processor 81 may execute processing to control the movement of the virtual camera in the game space based on the position and orientation of the first player character PC1, and update the virtual camera data Dh. As another example, the processor 81 arranges a virtual camera in the virtual space for generating a map image set in step S126 above, updates the virtual camera data Dh, generates the virtual space seen from the virtual camera as a map image, and controls to display the map image on the display 12. Note that in any example, the processor 81 may move the virtual camera based on the operation data Da and update the virtual camera data Dh.
[0200] Next, the processor 81 performs communication processing (step S128) and proceeds to the next step. For example, the processor 81 prepares transmission data to be sent to the server 102, stores it in the communication data Db, and sends it to the server 102. Also, the processor 81 stores the received data received from the server 102 in the communication data Db. As an example, based on the player character data Dc, the processor 81 prepares information regarding the actions and states of the player character PC (the first player character PC1) operated by the user, and stores it in the communication data Db as part of the above transmission data. Further, based on the game space data De, the processor 81 prepares information regarding objects generated, edited, or replicated by the player character PC operated by the user, information regarding the development area associated with the player character PC operated by the user, etc., as information regarding the game space changed by the actions of the player character PC, and stores it in the communication data Db as part of the above transmission data. Also, based on the data for assigning communication points to other player characters stored in the communication data Df, the processor 81 stores data indicating that communication points are to be assigned to the other player characters in the communication data Db as part of the above transmission data.
[0201] Next, the processor 81 performs parameter update processing (step S129) and proceeds to the next step. As an example, based on the communication data acquired from the server 102 in step S128 above, the processor 81 adds the newly assigned communication points (the first communication point, the second communication point) to the player character PC (the first player character PC1) operated by the user, and updates the communication data Df. As another example, when the operation data Da indicates that there is an operation input by the user that consumes communication points, the processor 81 improves the capabilities of the player character PC by increasing the player level according to the operation input, consumes the communication points, and updates the player character data Dc and the communication data Df.
[0202] Next, the processor 81 determines whether to end the game process (step S130). As conditions for ending the game process in step S130, for example, the conditions for ending the game process are satisfied, the user performs an operation to end the game process, the user performs an operation to log off, etc. If the processor 81 does not end the game process, it returns to step S122 and repeats the process. Also, if the processor 81 ends the game process, it transmits data indicating the end of the game (logoff) to the server 102 and ends the process according to this flowchart. Thereafter, the series of processes from step S122 to step S130 are repeatedly executed until it is determined in step S130 to end the process.
[0203] Next, with reference to FIG. 32, the data and programs stored in the storage unit 105 of the server 102 will be described. In addition to the data shown in FIG. 32, the server 102 also stores data used in other processes, but detailed descriptions thereof are omitted.
[0204] As shown in FIG. 32, communication data Dm, login data Dn, game play data Do, communication data Dp, storage data Dq, map data Dr, etc. are stored in the data storage area of the storage unit 105. Also, various program groups Pb for realizing the above processes are stored in the program storage area of the storage unit 105.
[0205] The communication data Dm stores the received data received from each of the plurality of game systems 1 and also stores the transmission data to be transmitted to each of the plurality of game systems 1.
[0206] The login data Dn is data used in the login process for each user of the game system 1. The login data Dn is data indicating, in addition to the ID and password for each user confirmed in the login process, the login / logoff status, login history, game space where the participation of the logged-in user is permitted, etc.
[0207] The game play data Do is data regarding the player character PC received from each game system 1, data regarding objects and development areas in each game space received from each game system 1, and data indicating the state of each game space and the state of the player character PC, respectively.
[0208] The communication data Dp is management data that aggregates the communication points (first communication point, second communication point) owned by each user (that is, the player character PC operated by the user).
[0209] The accumulation data Dq is data that temporarily accumulates the communication points (first communication point, second communication point) given to users who are not logged in.
[0210] The map data Dr is data indicating the section activity amount and section development value for each section in each game space for creating a section information image for each game space.
[0211] Next, with reference to FIGS. 33 and 34, the details of the processing performed in the server 102 will be described. Here, in the flowcharts shown in FIGS. 33 and 34, among the processes in the information processing system 100, the above-described game process in which a plurality of users share and play a game space by operating the player character PC is mainly described, and detailed descriptions of other processes not directly related to these processes are omitted. Also, in FIGS. 33 and 34, each step executed by the control unit 104 is abbreviated as "S".
[0212] Note that the processing of each step in the flowcharts shown in FIGS. 33 and 34 is merely an example, and if the same result can be obtained, the processing order of each step may be swapped, or another processing may be executed in addition to and / or instead of the processing of each step. Also, in this embodiment, the processing of each step of the above flowchart is described as being executed by the control unit 104 (CPU), but the processing of some steps in the above flowchart may be executed by the control unit 104, and the processing of other steps may be executed by a processor or a dedicated circuit other than the control unit 104, or the processing of all steps in the above flowchart may be executed by a processor or a dedicated circuit other than the control unit 104.
[0213] In FIG. 33, the control unit 104 of the server 102 receives the transmission data transmitted from each of the game systems 1 and stores it in the communication data Dm (step S201), and proceeds to the next step.
[0214] Next, the control unit 104 determines whether the data received in step S201 is data indicating login / logoff (step S202). If the control unit 104 determines that the data is login data or logout data, it proceeds to step S203. On the other hand, if the control unit 104 determines that the data is neither login data nor logout data, it proceeds to step S205.
[0215] In step S203, the control unit 104 performs login / logoff processing and proceeds with the processing to the next step. As an example, the control unit 104 determines whether to permit login for the user of the game system 1 who has transmitted the login data. Then, when the control unit 104 permits login, it sets the user of the game system 1 who has transmitted the login data to the logged-in state and updates the login data Dn. And the control unit 104 refers to the login data Dn and the game play data Do, selects the game space in which the user who has transmitted the login data participates, sets the transmission data indicating the game space where login and participation are permitted and the information regarding the game space to the communication data Dm, and transmits the login data to the game system 1 of the user. As another example, the control unit sets the user of the game system 1 who has transmitted the logout data to the logged-out state and updates the login data Dn. Then, the control unit 104 sets the transmission data indicating that the player character PC operated by the logged-out user is to be removed from the game space to the communication data Dm and transmits it to the game system 1 of the user related to the game space in which the user has participated.
[0216] Next, the control unit 104 performs the process of transmitting the data indicating the accumulated AC points to the user who has been permitted to login (step S204) and proceeds with the processing to step S205. For example, when the accumulated AC points given to the user who has been permitted to login are accumulated in the accumulation data Dq, the control unit 104 sets the transmission data indicating the accumulated AC points to the user to the communication data Dm and transmits the AC data to the game system 1 of the user. Then, the control unit 104 deletes the data regarding the transmitted AC points from the accumulation data Dq.
[0217] In step S205, it is determined whether the data received in step S201 is AC data indicating the assignment of an AC point. If the control unit 104 determines that the data is AC data, the process proceeds to step S206. On the other hand, if the control unit 104 determines that the data is not AC data, the process proceeds to step S211 (see FIG. 34).
[0218] In step S206, the control unit 104 performs AC data management processing and proceeds to the next step. For example, based on the content of the AC point indicated by the received AC data (type of AC point, number of points, player character PC to which the point is to be assigned), the control unit 104 adds the AC point and updates the AC data Dp.
[0219] Next, the control unit 104 determines whether the user to whom the AC point is to be assigned in step S206 is the logged-in user who is currently logged in and playing the game (step S207). If the control unit 104 determines that the user is the logged-in user, the process proceeds to step S208. On the other hand, if the control unit 104 determines that the user is not the logged-in user, the process proceeds to step S209.
[0220] In step S208, the control unit 104 performs AC data transmission processing and proceeds to step S211 (see FIG. 34). For example, the control unit 104 sets transmission data indicating that the AC point is to be assigned to the recipient of the AC point (player character PC to which the point is to be assigned) indicated by the received AC data in the communication data Dm and transmits the AC data to the game system 1 of the user (user operating the player character PC to which the point is to be assigned) who is the recipient.
[0221] On the other hand, in step S209, the control unit 104 performs data storage processing and proceeds to step S211 (see FIG. 34). For example, the control unit 104 temporarily stores data indicating that the AC point is to be assigned to the recipient of the AC point indicated by the received AC data in the storage data Dq.
[0222] Proceeding to FIG. 34, in step S211, the control unit 104 determines whether the data received in the above step S201 is data that requests map data. Then, if the control unit 104 determines that it is a request for map data, the process proceeds to step S212. On the other hand, if the control unit 104 determines that it is not a request for map data, the process proceeds to step S213.
[0223] In step S212, the control unit 104 performs a process of transmitting map display information and proceeds to the process of step S213. For example, the control unit 104 refers to the map data Dr, acquires map display information indicating the section activity amount and section development value for each section in the game space in which the user who requested the map data is participating, sets transmission data indicating the map display information in the communication data Dm, and transmits the map data to the game system 1 of the requesting source user.
[0224] In step S213, the control unit 104 determines whether the data received in the above step S201 is game play data. Then, if the control unit 104 determines that it is game play data, the process proceeds to step S214. On the other hand, if the control unit 104 determines that it is not game play data, the process proceeds to step S216.
[0225] In step S214, the control unit 104 performs game play data management processing and proceeds to the next step. For example, the control unit 104 updates the state in each game space and the state of the player character PC based on the data related to the player character PC indicated by the received game play data and the data related to the objects and developed areas in the game space, and updates the game play data Do.
[0226] Next, the control unit 104 performs a process of transmitting game play data (step S215) and proceeds to step S216. For example, the control unit 104 sets the game play data received in step S201 as communication data Dm as game play data to be transmitted to each game system 1 of each user participating in the game space where the game play indicated by the game play data is being performed, and transmits it to the game system 1 of each user respectively.
[0227] In step S216, the control unit 104 performs a process of calculating map display information, returns to step S201 above, and repeats the process. For example, the control unit 104 calculates the section activity amount and section development value in the section in the target game space based on the game play data and communication data received in step S201 above, and updates the map data Dr using the calculation result.
[0228] Note that, regarding the processing executed in the game system 1 described above, at least some of the processing may be executed in the server 102 or other devices. Also, regarding the processing executed in the server 102 described above, at least some of the processing may be executed in the game system 1 or other devices. As a first example, the processing of accumulating the AC points given to the player character PC may be accumulated on the server 102 side by transmitting information to the server 102 every time such giving is performed, and the AC points for each user may be managed, or every time the game system 1 receives data indicating that such giving has been performed, it may be accumulated on the game system 1 side, and the AC points of the users of the game system 1 may be managed in the game system 1b. As a second example, the processing of storing and managing the creator of the generated object (terrain object, decorative object) may be managed in the game system 1 by associating the object and the creator on the game system 1 side every time such generation is performed, or every time the server 102 receives data indicating that such generation has been performed, the object and the creator may be associated on the server 102 side and managed in the server 102. As a third example, the processing of storing and managing the editor of the edited and / or copied object may be managed in the game system 1 by associating the object and the final editor on the game system 1 side every time such editing and / or copying is performed, or every time the server 102 receives data indicating that such editing and / or copying has been performed, the object and the final editor may be associated on the server 102 side and managed in the server 102.
[0229] As described above, in this embodiment, since the section activity amount and the section development value for each section are displayed in the section information image, it becomes possible to confirm the activity amount for each section related to the actions of the player character.
[0230] In this embodiment, examples are used where data is managed for the player character PC, related processes are performed for the operations of the player character PC, or points are given to the player character PC. However, these examples are agreed to be carried out for the user who operates the player character PC. As an example, in this embodiment, an example is used where the player character PC is registered as the creator or editor of an object. However, the user who operates the player character PC (more specifically, the user ID which is the identifier assigned to the user) may be registered in association with the object. In this case, even if the user uses multiple player character PCs separately in the same game space, the communication points given to each of the multiple player character PCs may be accumulated for one user. That is, the object generated, edited, copied, etc. by the player character PC can be said to be an object associated with the user who operates the player character PC.
[0231] Also, in this embodiment, an example is used where an object (terrain object, decorative object) is generated, edited, or copied by the operation of the player character PC. However, the object may be generated, edited, or copied in response to a user operation without going through the player character PC. For example, by performing a user instruction operation where the user directly specifies a position (coordinates) within the game space, the object associated with the user may be generated, edited, or copied at the specified position. In this case, the player character operated by the user may not appear in the game space, and communication points may be given to the creator and editor of the object in response to an operation instruction to perform a predetermined action on the object directly specified by the user.
[0232] In this embodiment, an example is used in which communication points are given to the creator and editor of the content to be evaluated, with the virtual object generated by the creator in the game space as the content to be evaluated. However, the content to be evaluated is not limited to virtual objects. For example, it may be digital content, analog content, mobile content, web content, etc. that is not generated within a virtual space such as a game space. When a predetermined action is performed on such content with this content as the evaluation target, communication points may be given not only to the creator but also to the editor.
[0233] Also, the game system 1 may be any device, such as a portable game device, any portable electronic device (PDA (Personal Digital Assistant), mobile phone, personal computer, camera, tablet, etc.).
[0234] In the above description, an example in which information processing (game processing) is performed by the game system 1 is used. However, at least a part of the above processing steps may be performed by other devices. For example, when the game system 1 is configured to be communicable with other devices (for example, a server, other information processing devices, other image display devices, other game devices, other mobile terminals), the above processing steps may be further executed by the cooperation of the other devices. In this way, by performing at least a part of the above processing steps by other devices, processing similar to the above-described processing becomes possible. Also, the above-described information processing can be executed by the cooperation between one processor or a plurality of processors included in an information processing system constituted by at least one information processing device. In the above embodiment, the processor 81 of the game system 1 can perform information processing by executing a predetermined program. However, a part or all of the above processing may be performed by a dedicated circuit provided in the game system 1.
[0235] Here, according to the above-described modification example, it is possible to implement the present invention even in a system form of so-called cloud computing, a distributed wide-area network, or a local network system form. For example, in a system form of a distributed local network, it is also possible to execute the above processing in cooperation between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). Needless to say, in these system forms, there is no particular limitation on which device performs the above-described processing, and the present invention can be realized regardless of any processing sharing.
[0236] In addition, the processing order, setting values, conditions used for determination, etc. used in the above-described information processing are merely examples, and it goes without saying that the present embodiment can be realized even with other orders, values, and conditions. Also, the example of the operation button used in the above-described operation is merely an example, and the operation may be realized by an operation using other operation buttons. Further, there may be a plurality of operation buttons having the same function (for example, pressing any of operation buttons 33 to 36 (cross button) or pressing operation button 53 (A button) results in an operation for giving a high evaluation (good)).
[0237] In addition, the above program may be supplied to the game system 1 or the server 102 not only through an external storage medium such as an external memory but also through a wired or wireless communication line. Further, the above program may be pre-recorded in a non-volatile storage device inside the device. Note that, as the information storage medium for storing the above program, in addition to a non-volatile memory, a CD-ROM, a DVD, or an optical disk-shaped storage medium similar thereto, a flexible disk, a hard disk, a magneto-optical disk, a magnetic tape, etc. may also be used. Also, as the information storage medium for storing the above program, a volatile memory for storing the above program may be used. Such a storage medium can be referred to as a computer-readable recording medium. For example, by causing a computer or the like to read and execute the programs of these recording media, various functions described above can be provided.
[0238] As described above, the present invention has been described in detail. However, the foregoing description is merely illustrative of the present invention in every respect and is not intended to limit its scope. Needless to say, various improvements and modifications can be made without departing from the scope of the present invention. Also, those skilled in the art will understand that they can implement an equivalent scope based on the description of the present invention and common general technical knowledge from the description of specific embodiments of the present invention. Further, it should be understood that the terms used in this specification are used in the meaning commonly used in the art unless otherwise specified. Therefore, unless otherwise defined, all technical and scientific terms used in this specification have the same meaning as commonly understood by those skilled in the art to which the present invention pertains. In case of conflict, this specification (including definitions) shall prevail.
Industrial Applicability
[0239] As described above, it can be used as an information processing system, an information processing program, an information processing method, etc. that enable confirmation of the amount of activity related to the actions of player characters for each section.
Explanation of Signs
[0240] 1... Information processing system 2... Main body device 3... Left controller 4... Right controller 11... Housing 12... Display 13... Touch panel 32, 52... Analog stick 42, 64... Terminals 81... Processor 82... Network communication unit 83... Controller communication unit 85... DRAM 101, 111... Communication control unit 102... Server 103... Communication unit 104... Control unit 105... Storage unit
Claims
1. An information processing system including a server having a storage unit and a plurality of information processing devices connectable to the server, and performing information processing based on a user's operation input to the information processing device, wherein the information processing device generates a virtual space including a plurality of sections based on data received from the server, generates a virtual space image showing the virtual space, moves a player character operated by the user within the virtual space in response to a first operation input of the user, causes the player character to execute a first action on an object associated with another user within the virtual space in response to a second operation input of the user, stores activity amount information based at least on the number of times the first action is executed within a predetermined period for each section in the storage unit, and generates a section information image showing the activity amount information for at least some of the plurality of sections based on the activity amount information stored in the storage unit in response to a third operation input of the user.
2. The section includes a plurality of unit areas associated with either a first state or a second state, and the information processing device causes the player character to execute a second action different from the first action to specify at least one of the unit areas based on a fourth operation input of the user, wherein the server changes the state of the unit area specified by the second action to the second state, and stores unit area information based on the number of unit areas that have become the second state in the storage unit for each section, and generates the section information image further showing the unit area information for each section. The information processing system according to claim 1.
3. The activity amount information shown in the section information image is expressed using an animation that expands and contracts in the height direction of the section for each section. The information processing system according to claim 1.
4. The information processing device generates the section information image by arranging the plurality of sections in the horizontal direction, and for each section in the section information image, a unit area number object that expands in the horizontal direction for a section having a larger number of unit areas in the second state indicated by the unit area information. The information processing system according to claim 2, wherein an activity amount object that extends more vertically is arranged in a section where the number of times the first action indicated by the activity amount information is executed is large.
5. The information processing apparatus generates the section information image by arranging the plurality of sections in the horizontal direction, For each section in the section information image, a unit area number object that expands more horizontally in a section where the number of unit areas in the second state indicated by the unit area information is large, and an activity amount object whose moving speed becomes faster in a section where the number of times the first action indicated by the activity amount information is executed is large are arranged. The information processing system according to claim 2.
6. The information processing apparatus generates the section information image by arranging the plurality of sections in the horizontal direction, For each section in the section information image, a unit area number object that expands more horizontally in a section where the number of unit areas in the second state indicated by the unit area information is large, and an activity amount object whose rotation speed becomes faster in a section where the number of times the first action indicated by the activity amount information is executed is large are arranged. The information processing system according to claim 2.
7. The activity amount information further includes information based on the distance traveled by the player character and other player characters operated by other users within a predetermined period for each section. The information processing system according to claim 1.
8. The activity amount information includes, for each section, information based on at least one of the distance and time that the player character has moved on an object arranged in the virtual space by other users within a predetermined period, and information based on at least one of the distance and time that another player character operated by the other user has moved on an object arranged in the virtual space by the user within the predetermined period. The information processing system according to claim 1.
9. The server further stores the number of player characters existing for each section in the storage unit, The activity amount information further includes information based on the number of player characters existing for each section at a predetermined time or during a predetermined period. The information processing system according to claim 1.
10. The information processing system according to claim 1, wherein the first action is an action of the player character with respect to an object associated with the other user, which is generated or edited in the virtual space based on an operation of the other user.
11. The information processing system according to claim 1, wherein the first action is an action of the player character with respect to an object associated with the other user, which is caused by duplicating an object existing in the virtual space based on an operation of the other user.
12. The first action is executed with respect to any one of a plurality of objects corresponding to the other user, The information processing system according to any one of claims 1 to 11, wherein the number of times is counted as having been executed in a section to which the position where the player character that executed the first action exists, or the position where the object that is the target of the first action exists belongs.
13. An information processing system including a server having a storage unit and a plurality of information processing devices connectable to the server, and performing information processing based on an operation input of a user to the information processing device, The information processing device, generates a virtual space including a plurality of sections based on data received from the server, generates a virtual space image showing the virtual space, moves a player character operated by the user in the virtual space in response to a first operation input of the user, causes the player character to execute a first action with respect to another player character operated by another user in the virtual space in response to a second operation input of the user, stores activity amount information based at least on the number of times the first action is executed within a predetermined period for each section in the storage unit, An information processing system that generates a section information image showing the activity amount information for at least some of the plurality of sections based on the activity amount information stored in the storage unit in response to a third operation input of the user.
14. An information processing program executed by one of a plurality of information processing devices connected to a server, causes a computer of the information processing device to, acquire virtual space information regarding a virtual space including a plurality of sections, Generate a virtual space based on the virtual space information, Move the player character operated by the user in the virtual space according to the first operation input of the user, Cause the player character to execute a first action on the object associated with the other user in the virtual space according to the second operation input of the user, Generate data for transmitting to the server data indicating at least that the first action has been executed, Generate a virtual space image showing the virtual space, at least in a first scene, An information processing program that generates a section information image showing the activity amount information for at least some of the plurality of sections based on the activity amount information based at least on the number of times the first action has been executed within a predetermined period for each section, at least in a second scene.
15. An information processing program executed by one of a plurality of information processing devices connected to a server, Cause the computer of the information processing device to, Acquire virtual space information regarding a virtual space including a plurality of sections, Generate a virtual space based on the virtual space information, Acquire position information regarding the position of another player character operated by another user in the virtual space, Update the positions of the player character operated by the user and the other player character in the virtual space based on the first operation input of the user and the position information, Cause the player character to execute a first action on the other player character in the virtual space according to the second operation input of the user, Generate data for transmitting to the server data indicating at least that the first action has been executed, Generate a virtual space image showing the virtual space, at least in a first scene, An information processing program that generates a section information image showing the activity amount information for at least some of the plurality of sections based on the activity amount information based at least on the number of times the first action has been executed within a predetermined period for each section, at least in a second scene.
16. Generate a virtual space including a plurality of sections based on data received from the server, Generate a virtual space image showing the virtual space, In response to the first operation input of the user, move the player character operated by the user within the virtual space. In response to the second operation input of the user, cause the player character to execute a first action on an object associated with another user within the virtual space. Store in the storage unit activity amount information based at least on the number of times the first action has been executed within a predetermined period for each of the sections. An information processing method for generating, in response to a third operation input of the user, a section information image indicating the activity amount information for at least some of the plurality of sections based on the activity amount information stored in the storage unit.
17. Generate a virtual space including a plurality of sections based on data received from a server. Generate a virtual space image showing the virtual space. In response to the first operation input of the user, move the player character operated by the user within the virtual space. In response to the second operation input of the user, cause the player character to execute a first action on another player character operated by another user within the virtual space. Store in the storage unit activity amount information based at least on the number of times the first action has been executed within a predetermined period for each of the sections. An information processing method for generating, in response to a third operation input of the user, a section information image indicating the activity amount information for at least some of the plurality of sections based on the activity amount information stored in the storage unit.
Citation Information
Patent Citations
Information processing program, information processing device, information processing system, and information processing method
JP2018064753A
Cited By
Output apparatus
US12474877B2