Program, game control method, and information processing device
The dynamic generation of map information and adjustable game elements in a virtual space addresses the lack of variation and interest in existing games, enhancing player engagement and game balance.
Patent Information
- Application Number
- JP2025043805
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-18
- Publication Date
- 2025-06-24
- Estimated Expiration
- 2035-09-16
AI Technical Summary
Existing games lack variation and interest due to fixed map information and inconsistent difficulty and structure, leading to a decline in player engagement.
A program and game control method that dynamically generates map information and adjusts game elements based on user interactions in a virtual space, allowing for customizable game scenarios and enhanced player engagement.
The solution improves game interest by providing dynamic and customizable game environments, enhancing player engagement and maintaining game balance through adjustable game parameters.
Smart Images

Figure 2025094093000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a game control method, and an information processing device. [Background technology]
[0002] Conventionally, a user character placed on a map is operated to fight against an enemy character. For example, Patent Document 1 discloses a game in which a user casts a character in response to a user operation. The user character moves on the map, and when the user character encounters an enemy character, A game in which a character fights an enemy character is disclosed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 11-179048 Summary of the Invention [Problem to be solved by the invention]
[0004] However, information about the map, such as the shape of the map and the placement of enemies on the map, is often not known in advance. In games where the map is set, the map does not change much and the game is not necessarily interesting. On the other hand, in a game where map information is automatically created each time, The game is not necessarily interesting enough because of the variation in difficulty and structure. In games where you move a character on a map, there is room for improvement in the interest of the game. there were.
[0005] In view of the above, the present invention provides a program for improving the entertainment value of a game. To provide a game control method and an information processing apparatus.
Means for Solving the Problem
[0006] In order to solve the above problems, the program according to the present invention causes an information processing apparatus that executes a game to store, in a storage unit, information on a plurality of objects and information on a first game medium respectively associated with the plurality of objects; a first association step of associating the object with first position information indicating a position in a first virtual space; a first determination step of determining whether a first condition is satisfied based on information on one or more objects associated with the first position information; and a second association step of, when it is determined that the first condition is satisfied, associating the first game medium respectively associated with the one or more objects with second position information indicating a position in a second virtual space. It is characterized by causing the above to be executed. Also, the game control method according to the present invention is a game control method executed by an information processing apparatus, the method including: storing, in a storage unit, information on a plurality of objects and information on a first game medium respectively associated with the plurality of objects; a first association step of associating the object with first position information indicating a position in a first virtual space;
[0007] a first determination step of determining whether a first condition is satisfied based on information on one or more objects associated with the first position information; and, when it is determined that the first condition is satisfied, associating each of the one or more objects with second position information indicating a position in a second virtual space. a first association step of associating the object with first position information indicating a position in a first virtual space; a first determination step of determining whether a first condition is satisfied based on information on one or more objects associated with the first position information; when it is determined that the first condition is satisfied, associate second position information indicating a position in the second virtual space with the attached first game medium including a second association step; characterized in that
[0008] Further, the information processing apparatus according to the present invention is an information processing apparatus that executes a game, stores information on a plurality of objects and information on a first game medium respectively associated with the plurality of objects in a storage unit, and includes a control unit, wherein the control unit associates the object with first position information indicating a position in the first virtual space, determines whether or not a first condition is satisfied based on the information on one or more objects associated with the first position information, and when it is determined that the first condition is satisfied, associates second position information indicating a position in the second virtual space with the first game medium respectively associated with the one or more objects characterized in that attach characterized by the above.
Advantages of the Invention
[0009] According to the program, the game control method, and the information processing apparatus according to the present invention, the interest of the game is improved.
Brief Description of the Drawings
[0010]
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Mode for Carrying Out the Invention
[0011] Hereinafter, embodiments of the present invention will be described.
[0012] First, with reference to FIG. 1, a game system 10 according to an embodiment of the present invention will be described. The game system 10 includes a server device 11 and a plurality of terminal devices 12. In FIG. 1, for simplicity, only one terminal device 12 is shown. The server device 11 provides a game to the terminal device 12 owned by each individual user. The server device 11 and the terminal device 1 2 are communicably connected via a network 13 such as the Internet, for example.
[0013] Here, the outline of the game according to the present embodiment will be described. The game according to the present embodiment is The game is played using game media. Data, such as cards, items, characters, and avatars, can be used in any medium. In addition, the game media can be acquired, owned, used, and managed by users within the game. , exchanged, synthesized, enhanced, sold, destroyed, and / or gifted, etc., The manner in which the game medium is used is not limited to that explicitly stated in this specification.
[0014] Unless otherwise specified below, "game media owned by the user" refers to the user's The game content is associated with the user ID. indicates that the game media is associated with a user ID. "Discarding the media" refers to dissolving the association between the user ID and the game media. In addition, "selling a game medium owned by a user" means selling a game medium owned by a user ID and The association is dissolved and the user ID is changed to another game medium (e.g., virtual currency or items) In addition, "User A transfers the game media he owns to User B" "to dissolve the association between User A's user ID and the game media and User B's This indicates that the game media is to be associated with the user ID.
[0015] The game according to this embodiment generally comprises a first game part, a second game part, and Includes.
[0016] In the first game part, the user places a virtual object in the first virtual space. Here, the object may be one or more game objects such as a gun turret, a barracks, a wall, and a character. A medium (first game medium) is associated. And according to the arrangement of objects in the first virtual space, the arrangement of the first game medium in the second virtual space is determined. In this way, the first game part is a game part that generates information necessary to set the second virtual space in which the first game medium is arranged according to the arrangement of objects in the first virtual space. Depending on the arrangement of the object, the arrangement of the first game medium in the second virtual space is determined. In this way, the first game part is a game part that generates information necessary to set the second virtual space in which the first game medium is arranged according to the arrangement of objects in the first virtual space. A game part that generates information necessary to set the second virtual space in which the first game medium is arranged according to the arrangement of objects in the first virtual space. That is.
[0017] Also, in the second game part, the user's terminal device 12 receives, via the server device 11, information necessary for setting the second virtual space generated by another user's terminal device 12 that has executed the first game part. And the user operates a user character (second game medium) arranged in the second virtual space set based on the information received from the server device 11, and conducts a battle with the first game medium arranged in the second virtual space. Also, the user aims to conquer the second virtual space (achieve game tasks). For example, when the second game medium moves to a predetermined position in the second virtual space, or wins a battle with a specific first game medium (commander character) in the second virtual space and satisfies a predetermined condition, it is determined that the game task has been successfully achieved. And according to the result of the second game part (for example, the success or failure of achieving the game task), a predetermined reward (for example, a game medium) is given to the user. Receives, via the server device 11, information necessary for setting the second virtual space generated by another user's terminal device 12 that has executed the first game part. And the user is based on the information received from the server device 11. Operates the user character (second game medium) arranged in the second virtual space set, and conducts a battle with the first game medium arranged in the second virtual space. And the user aims to conquer the second virtual space (achieve game tasks). For example, when the second game medium moves to a predetermined position in the second virtual space, or wins a battle with a specific first game medium (commander character) in the second virtual space and satisfies a predetermined condition, it is determined that the game task has been successfully achieved. For example, when the second game medium moves to a predetermined position in the second virtual space, or wins a battle with a specific first game medium (commander character) in the second virtual space and satisfies a predetermined condition, it is determined that the game task has been successfully achieved. Satisfies a predetermined condition, it is determined that the game task has been successfully achieved. And according to the result of the second game part (for example, the success or failure of achieving the game task), a predetermined reward (for example, a game medium) is given to the user. According to the result of the second game part (for example, the success or failure of achieving the game task), a predetermined reward (for example, a game medium) is given to the user.
[0018] In the game according to this embodiment, for example, according to the arrangement of objects (and the first game medium) in the first virtual space, the arrangement of the first game medium in the second virtual space changes, and the difficulty of conquering the second virtual space changes. Therefore, in the first game part, the user, in order to prevent his own second virtual space from being conquered by other users, for example. According to the arrangement of objects (and the first game medium) in the first virtual space, the arrangement of the first game medium in the second virtual space changes, and the difficulty of conquering the second virtual space changes. The arrangement of the first game medium in the second virtual space changes, and the difficulty of conquering the second virtual space changes. In order to prevent his own second virtual space from being conquered by other users, for example. Devise the combination and arrangement of objects in the first virtual space to increase the difficulty of conquering one's own second virtual space. In addition, in the second game part, the user aims to conquer the second virtual spaces of other users.
[0019] Next, each component of the game system 10 will be described. The server device 11 includes a server communication unit 14, a server storage unit 15, and a server control unit 16.
[0020] The server communication unit 14 is an interface that communicates with an external device wirelessly or by wire to transmit and receive information. The server communication unit 14 transmits and receives information to and from the terminal devices 12 via the network 13.
[0021] The server storage unit 15 is, for example, a storage device that stores various types of information and programs necessary for providing and controlling the game.
[0022] For example, the server storage unit 15 stores information (corresponding information) indicating the correspondence between position information (first position information) indicating a position in the first virtual space and position information (second position information) indicating a position in the second virtual space. Hereinafter, the first virtual space will be described as a three-dimensional virtual space having an xyz coordinate system, but it may be a two-dimensional virtual space. The first position information is represented by a combination of xyz coordinates (x, y, z). Also, the second virtual space will be described as a three-dimensional virtual space having an XYZ coordinate system, but it may be a two-dimensional virtual space. The second position information is represented by a combination of XYZ coordinates (X, Y, Z). In the present embodiment, there is a correspondence relationship in which one second position information (X, Y, Z) is uniquely determined for one first position information (x, y, z).
[0023] The server storage unit 15 also stores information about each user. For example, as shown in Figure 2, the information about the user is associated with the user ID and stored in the object. information about the game medium, information about the first game medium, and information about the second game medium, The user ID is information that can uniquely identify a user.
[0024] First, the information about the object will be described with reference to FIG. The information to be displayed includes shape data, connection position information, cost, and The object ID includes the first location information and a confirmation flag. It is identifiable information.
[0025] The shape data is information that indicates the shape of an object.
[0026] The connection position information is a specific position ( As will be described later, in the first game part, one or more objects Each object is arranged so that it has a predetermined relative positional relationship with one or more other objects. In this embodiment, the predetermined relative positional relationship is the connection position and other positions of the objects. The connection positions of the objects are located at approximately the same positions in the first virtual space. It is a relationship.
[0027] Costs will depend on the determination of whether the first condition is met and / or whether the second condition is met, as described below. The cost is a parameter that can be used to determine whether the condition is satisfied. Information about the first game medium associated with the object (object ID) It may be determined according to (for example, the type and level of the first game medium) or may be a value determined in advance. It may also be a predetermined value.
[0028] The first arrangement information is information indicating the arrangement of objects in the first virtual space. In this embodiment, the first arrangement information includes the first position information of the objects arranged in the first virtual space and the direction information indicating the orientation of the objects arranged in the first virtual space, but may include any information regarding the arrangement of objects in the first virtual space.
[0029] Hereinafter, for example, "arranging" an object means including associating arrangement information (including position information) with the object for explanation.
[0030] Also, in this embodiment, the object is arranged on the x - y plane at z = 0 in the first virtual space. Therefore, the first position information associated with the object arranged in the first virtual space is represented by a combination of each coordinate (x, y, 0) in the xyz coordinate system.
[0031] The confirmation flag is a flag indicating whether the first arrangement information associated with the object is confirmed. In this embodiment, when it is determined that the second condition is satisfied according to a user operation for confirming the arrangement of the object as described later, the confirmation flag associated with the object changes from off to on. An object associated with a confirmation flag set to on is an object for which the first arrangement information associated with the object is confirmed. Hereinafter, the confirmation of the first arrangement information (including the first position information) associated with the object is also referred to as the confirmation of the arrangement of the object.
[0032] Next, referring to FIG. 4, information regarding the first game medium will be described. In the present embodiment as described above, the information regarding the first game medium is associated with the user ID and is also associated with the object ID included in the information regarding the object. In other words for each object ID included in the information regarding the object, information regarding the first game medium is associated. For example, FIG. 4 shows information regarding the first game medium associated with the object ID "object001" (see FIG. 3).
[0033] As shown in FIG. 4, the information regarding the first game medium is associated with the first game medium ID and includes object internal arrangement information, game parameters, second arrangement information, and an arrangement suppression flag . The first game medium ID is information that can uniquely identify the first game medium.
[0034] The object internal arrangement information is information indicating the arrangement of the first game medium within the object . In the present embodiment, the object internal arrangement information includes object internal position information indicating the position of the first game medium within the object in the object and direction information indicating the orientation of the first game medium arranged within the object, but may include any information regarding the arrangement of the first game medium within the object. The object internal position information is represented by a combination (dx, dy) of the x coordinate and the y coordinate in the xyz coordinate system based on a predetermined origin set on the object. In this way, the first game medium is fixedly arranged with respect to the object. In the present embodiment, the object internal arrangement information The report is predetermined for each first game medium. For example, when the user uses the terminal device 12 it may also be a configurable configuration.
[0035] The game parameters include various parameters related to the game medium that are necessary for the progress of the game. The game parameters included in the information about the first game medium are used, for example, in the second game part executed by the terminal device 12 of another user aiming to conquer the second virtual space of the user. In the present embodiment, the game parameters included in the information about the first game medium include type, attribute, level, and HP. In the present embodiment, the game parameters included in the information about the first game medium include type, attribute, level, and HP. The type indicates the type of the first game medium. For example, in the second game part executed by the terminal device 12 of another user, the first game medium has different roles, functions, effects, etc. according to the type.
[0036] In the present embodiment, the types of the first game medium include, but are not limited to, gun emplacements, barracks, adjutant characters, commander characters, and walls. 2 game parts, the first game medium has different roles, functions, effects, etc. according to the type. In the present embodiment, the types of the first game medium include, but are not limited to, gun emplacements, barracks, adjutant characters, commander characters, and walls. The gun emplacement automatically attacks (fires artillery) other users' second game media placed in the second virtual space. The HP of the second game medium decreases by the amount of damage caused by the artillery fire.
[0037] For example, when the HP of another user's second game medium becomes zero, it is determined that the game task has failed in the terminal device 12 of the other user. The HP of the second game medium decreases by the amount of damage caused by the artillery fire. For example, when the HP of another user's second game medium becomes zero, it is determined that the game task has failed in the terminal device 12 of the other user. The barracks generates soldier characters (third game media) according to the passage of time, for example, during the execution of the second game part by the terminal device 12 of another user.
[0038] The generated third game medium is associated with second position information. The third game medium is associated with the associated second position information. The third game medium is associated with the associated second position information. It is arranged at the position in the second virtual space shown, and for example, it operates automatically and battles against the second game medium of other users. For example, only the amount of damage given by the attack of the third game medium reduces the HP of the second game medium. The adjutant character battles against the second game medium of other users in the same manner as the third game medium described above. Also, as will be described later, information regarding the first game medium associated with another object having a predetermined relative positional relationship in the first virtual space with respect to the object (adjutant object) associated with the adjutant character can change. For example, among the first game media associated with other objects arranged adjacent to the adjutant object, the game parameters of the first game medium associated with the same attribute as the attribute of the adjutant character change (for example, the HP increases). The adjutant character battles against the second game medium of other users in the same manner as the third game medium described above. Also, as will be described later, information regarding the first game medium associated with another object having a predetermined relative positional relationship in the first virtual space with respect to the object (adjutant object) associated with the adjutant character can change. For example, among the first game media associated with other objects arranged adjacent to the adjutant object, the game parameters of the first game medium associated with the same attribute as the attribute of the adjutant character change (for example, the HP increases).
[0039] The adjutant character battles against the second game medium of other users in the same manner as the third game medium described above. Also, as will be described later, information regarding the first game medium associated with another object having a predetermined relative positional relationship in the first virtual space with respect to the object (adjutant object) associated with the adjutant character can change. For example, among the first game media associated with other objects arranged adjacent to the adjutant object, the game parameters of the first game medium associated with the same attribute as the attribute of the adjutant character change (for example, the HP increases). The adjutant character battles against the second game medium of other users in the same manner as the third game medium described above. Also, as will be described later, information regarding the first game medium associated with another object having a predetermined relative positional relationship in the first virtual space with respect to the object (adjutant object) associated with the adjutant character can change. For example, among the first game media associated with other objects arranged adjacent to the adjutant object, the game parameters of the first game medium associated with the same attribute as the attribute of the adjutant character change (for example, the HP increases). The adjutant character battles against the second game medium of other users in the same manner as the third game medium described above. Also, as will be described later, information regarding the first game medium associated with another object having a predetermined relative positional relationship in the first virtual space with respect to the object (adjutant object) associated with the adjutant character can change. For example, among the first game media associated with other objects arranged adjacent to the adjutant object, the game parameters of the first game medium associated with the same attribute as the attribute of the adjutant character change (for example, the HP increases). The adjutant character battles against the second game medium of other users in the same manner as the third game medium described above. Also, as will be described later, information regarding the first game medium associated with another object having a predetermined relative positional relationship in the first virtual space with respect to the object (adjutant object) associated with the adjutant character can change. For example, among the first game media associated with other objects arranged adjacent to the adjutant object, the game parameters of the first game medium associated with the same attribute as the attribute of the adjutant character change (for example, the HP increases). The adjutant character battles against the second game medium of other users in the same manner as the third game medium described above. Also, as will be described later, information regarding the first game medium associated with another object having a predetermined relative positional relationship in the first virtual space with respect to the object (adjutant object) associated with the adjutant character can change. For example, among the first game media associated with other objects arranged adjacent to the adjutant object, the game parameters of the first game medium associated with the same attribute as the attribute of the adjutant character change (for example, the HP increases). The adjutant character battles against the second game medium of other users in the same manner as the third game medium described above. Also, as will be described later, information regarding the first game medium associated with another object having a predetermined relative positional relationship in the first virtual space with respect to the object (adjutant object) associated with the adjutant character can change. For example, among the first game media associated with other objects arranged adjacent to the adjutant object, the game parameters of the first game medium associated with the same attribute as the attribute of the adjutant character change (for example, the HP increases). The adjutant character battles against the second game medium of other users in the same manner as the third game medium described above. Also, as will be described later, information regarding the first game medium associated with another object having a predetermined relative positional relationship in the first virtual space with respect to the object (adjutant object) associated with the adjutant character can change. For example, among the first game media associated with other objects arranged adjacent to the adjutant object, the game parameters of the first game medium associated with the same attribute as the attribute of the adjutant character change (for example, the HP increases).
[0040] The commander character battles against the second game medium of other users in the same manner as the third game medium and the adjutant character described above. As will be described later, when the commander character loses the battle against the second game medium of other users, it can be determined that the game task has been successfully achieved in the terminal device 12 of the other user. The commander character battles against the second game medium of other users in the same manner as the third game medium and the adjutant character described above. As will be described later, when the commander character loses the battle against the second game medium of other users, it can be determined that the game task has been successfully achieved in the terminal device 12 of the other user. The commander character battles against the second game medium of other users in the same manner as the third game medium and the adjutant character described above. As will be described later, when the commander character loses the battle against the second game medium of other users, it can be determined that the game task has been successfully achieved in the terminal device 12 of the other user. The commander character battles against the second game medium of other users in the same manner as the third game medium and the adjutant character described above. As will be described later, when the commander character loses the battle against the second game medium of other users, it can be determined that the game task has been successfully achieved in the terminal device 12 of the other user.
[0041] The wall is an obstacle that blocks the movement of the second game medium of other users. As will be described later, in this embodiment, a plurality of walls are arranged inside the object over the entire circumference of the object shape. Also, among the plurality of walls, there are walls arranged at one or more connection positions set for the object. In other words, among the plurality of walls arranged over the entire circumference of the object shape, the in-object position information associated with one or more walls is determined at the connection positions. The wall is an obstacle that blocks the movement of the second game medium of other users. As will be described later, in this embodiment, a plurality of walls are arranged inside the object over the entire circumference of the object shape. Also, among the plurality of walls, there are walls arranged at one or more connection positions set for the object. In other words, among the plurality of walls arranged over the entire circumference of the object shape, the in-object position information associated with one or more walls is determined at the connection positions. The wall is an obstacle that blocks the movement of the second game medium of other users. As will be described later, in this embodiment, a plurality of walls are arranged inside the object over the entire circumference of the object shape. Also, among the plurality of walls, there are walls arranged at one or more connection positions set for the object. In other words, among the plurality of walls arranged over the entire circumference of the object shape, the in-object position information associated with one or more walls is determined at the connection positions. The wall is an obstacle that blocks the movement of the second game medium of other users. As will be described later, in this embodiment, a plurality of walls are arranged inside the object over the entire circumference of the object shape. Also, among the plurality of walls, there are walls arranged at one or more connection positions set for the object. In other words, among the plurality of walls arranged over the entire circumference of the object shape, the in-object position information associated with one or more walls is determined at the connection positions. The wall is an obstacle that blocks the movement of the second game medium of other users. As will be described later, in this embodiment, a plurality of walls are arranged inside the object over the entire circumference of the object shape. Also, among the plurality of walls, there are walls arranged at one or more connection positions set for the object. In other words, among the plurality of walls arranged over the entire circumference of the object shape, the in-object position information associated with one or more walls is determined at the connection positions.
[0042] An attribute is information indicating a superiority-inferiority relationship between game media. In the present embodiment, the attribute indicates at least one of attributes such as fire, wood, and water. For example, a game medium with a fire attribute causes more damage to a game medium with a wood attribute than normal, and less damage to a game medium with a water attribute than normal. The types of attributes are not limited to fire, wood, and water, and any type of attribute may exist. For example, a game medium with a fire attribute causes more damage to a game medium with a wood attribute than normal, and less damage to a game medium with a water attribute than normal. The types of attributes are not limited to fire, wood, and water, and any type of attribute may exist. For example, a game medium with a fire attribute causes more damage to a game medium with a wood attribute than normal, and less damage to a game medium with a water attribute than normal. The types of attributes are not limited to fire, wood, and water, and any type of attribute may exist. The types of attributes are not limited to fire, wood, and water, and any type of attribute may exist.
[0043] A level is a parameter indicating the degree of growth of the first game medium. For example, when the level increases, other game parameters change (for example, HP increases). For example, when the level increases, other game parameters change (for example, HP increases).
[0044] HP is a parameter that decreases, for example, by an attack from the second game medium of another user. For example, when HP becomes zero, it is determined that the first game medium has lost. When the first game medium that has lost, the roles, functions, effects, etc. of the first game medium, such as shelling, movement, or attack, stop. HP is a parameter that decreases, for example, by an attack from the second game medium of another user. For example, when HP becomes zero, it is determined that the first game medium has lost. When the first game medium that has lost, the roles, functions, effects, etc. of the first game medium, such as shelling, movement, or attack, stop. When the first game medium that has lost, the roles, functions, effects, etc. of the first game medium, such as shelling, movement, or attack, stop.
[0045] Game parameters are not limited to those described above, and may include, for example, attack power, defense power, the generation speed of the third game medium by a barracks, and game parameters for associating with the generated third game medium (for example, the attribute and HP of the third game medium). Game parameters are not limited to those described above, and may include, for example, attack power, defense power, the generation speed of the third game medium by a barracks, and game parameters for associating with the generated third game medium (for example, the attribute and HP of the third game medium). Game parameters are not limited to those described above, and may include, for example, attack power, defense power, the generation speed of the third game medium by a barracks, and game parameters for associating with the generated third game medium (for example, the attribute and HP of the third game medium).
[0046] The second placement information is information indicating the placement of the first game medium in the second virtual space. In the present embodiment, the second placement information includes the second placement information of the first game medium arranged in the second virtual space and the direction information indicating the direction of the first game medium arranged in the second virtual space. In the present embodiment, the second placement information includes the second placement information of the first game medium arranged in the second virtual space and the direction information indicating the direction of the first game medium arranged in the second virtual space. In the present embodiment, the second placement information includes the second placement information of the first game medium arranged in the second virtual space and the direction information indicating the direction of the first game medium arranged in the second virtual space. It may include any information regarding the arrangement of the first game medium in the second virtual space.
[0047] Here, the second position information is determined based on the first position information of the object, the in-object position information of the first game medium, and the correspondence information indicating the correspondence relationship between the first position information and the second position information. Specifically, as will be described later, when the first position information is associated with the object by executing the first game part, based on the first position information of the object and the in-object position information associated with the first game medium, the first position information of the first game medium in the first virtual space is determined. For example, when the first position information (x, y, 0) is associated with the object in the first game part, that is, when the first position information of the origin set on the object in the first virtual space is (x, y, 0), the first position information of the first game medium associated with the object is (x + dx, y + dy, f(x + dx, y + dy)). Here, f(x, y) is a value determined for each combination of all possible x and y coordinates in the first virtual space, and indicates, for example, the height of the virtual ground in the first virtual space. And when the first position information of the first game medium is determined, using the correspondence information, the second position information (X, Y, Z) corresponding to the first position information (x + dx, y + dy, f(x + dx, y + dy)) of the first game medium is determined. It is determined.
[0048] Specifically, as described later, when the first position information is associated with the object by executing the first game part, the first position information of the first game medium in the first virtual space is determined based on the first position information of the object and the in-object position information associated with the first game medium. For example, when the first position information (x, y, 0) is associated with the object in the first game part, that is, when the first position information of the origin set on the object in the first virtual space is (x, y, 0), the first position information of the first game medium associated with the object is (x + dx, y + dy, f(x + dx, y + dy)). Here, f(x, y) is a value determined for each combination of all possible x and y coordinates in the first virtual space, and indicates, for example, the height of the virtual ground in the first virtual space. And when the first position information of the first game medium is determined, using the correspondence information, the second position information (X, Y, Z) corresponding to the first position information (x + dx, y + dy, f(x + dx, y + dy)) of the first game medium is determined. When the first position information is associated with the object, based on the first position information of the object and the in-object position information associated with the first game medium, the first position information of the first game medium in the first virtual space is determined. For example, when the first position information (x, y, 0) is associated with the object in the first game part, that is, when the first position information of the origin set on the object in the first virtual space is (x, y, 0), the first position information of the first game medium associated with the object is (x + dx, y + dy, f(x + dx, y + dy)). Here, f(x, y) is a value determined for each combination of all possible x and y coordinates in the first virtual space, and indicates, for example, the height of the virtual ground in the first virtual space. And when the first position information of the first game medium is determined, using the correspondence information, the second position information (X, Y, Z) corresponding to the first position information (x + dx, y + dy, f(x + dx, y + dy)) of the first game medium is determined. Based on the first position information of the object and the in-object position information associated with the first game medium, the first position information of the first game medium in the first virtual space is determined. For example, when the first position information (x, y, 0) is associated with the object in the first game part, that is, when the first position information of the origin set on the object in the first virtual space is (x, y, 0), the first position information of the first game medium associated with the object is (x + dx, y + dy, f(x + dx, y + dy)). Here, f(x, y) is a value determined for each combination of all possible x and y coordinates in the first virtual space, and indicates, for example, the height of the virtual ground in the first virtual space. And when the first position information of the first game medium is determined, using the correspondence information, the second position information (X, Y, Z) corresponding to the first position information (x + dx, y + dy, f(x + dx, y + dy)) of the first game medium is determined. For example, when the first position information (x, y, 0) is associated with the object in the first game part, that is, when the first position information of the origin set on the object in the first virtual space is (x, y, 0), the first position information of the first game medium associated with the object is (x + dx, y + dy, f(x + dx, y + dy)). Here, f(x, y) is a value determined for each combination of all possible x and y coordinates in the first virtual space, and indicates, for example, the height of the virtual ground in the first virtual space. And when the first position information of the first game medium is determined, using the correspondence information, the second position information (X, Y, Z) corresponding to the first position information (x + dx, y + dy, f(x + dx, y + dy)) of the first game medium is determined. When the first position information (x, y, 0) is associated with the object in the first game part, that is, when the first position information of the origin set on the object in the first virtual space is (x, y, 0), the first position information of the first game medium associated with the object is (x + dx, y + dy, f(x + dx, y + dy)). Here, f(x, y) is a value determined for each combination of all possible x and y coordinates in the first virtual space, and indicates, for example, the height of the virtual ground in the first virtual space. And when the first position information of the first game medium is determined, using the correspondence information, the second position information (X, Y, Z) corresponding to the first position information (x + dx, y + dy, f(x + dx, y + dy)) of the first game medium is determined. When the first position information of the origin set on the object in the first virtual space is (x, y, 0), the first position information of the first game medium associated with the object is (x + dx, y + dy, f(x + dx, y + dy)). Here, f(x, y) is a value determined for each combination of all possible x and y coordinates in the first virtual space, and indicates, for example, the height of the virtual ground in the first virtual space. And when the first position information of the first game medium is determined, using the correspondence information, the second position information (X, Y, Z) corresponding to the first position information (x + dx, y + dy, f(x + dx, y + dy)) of the first game medium is determined. The first position information of the first game medium associated with the object is (x + dx, y + dy, f(x + dx, y + dy)). Here, f(x, y) is a value determined for each combination of all possible x and y coordinates in the first virtual space, and indicates, for example, the height of the virtual ground in the first virtual space. And when the first position information of the first game medium is determined, using the correspondence information, the second position information (X, Y, Z) corresponding to the first position information (x + dx, y + dy, f(x + dx, y + dy)) of the first game medium is determined. Here, f(x, y) is a value determined for each combination of all possible x and y coordinates in the first virtual space, and indicates, for example, the height of the virtual ground in the first virtual space. And when the first position information of the first game medium is determined, using the correspondence information, the second position information (X, Y, Z) corresponding to the first position information (x + dx, y + dy, f(x + dx, y + dy)) of the first game medium is determined. For example, it indicates the height of the virtual ground in the first virtual space. And when the first position information of the first game medium is determined, using the correspondence information, the second position information (X, Y, Z) corresponding to the first position information (x + dx, y + dy, f(x + dx, y + dy)) of the first game medium is determined. For example, it indicates the height of the virtual ground in the first virtual space. And when the first position information of the first game medium is determined, using the correspondence information, the second position information (X, Y, Z) corresponding to the first position information (x + dx, y + dy, f(x + dx, y + dy)) of the first game medium is determined. And when the first position information of the first game medium is determined, using the correspondence information, the second position information (X, Y, Z) corresponding to the first position information (x + dx, y + dy, f(x + dx, y + dy)) of the first game medium is determined. The second position information (X, Y, Z) corresponding to the first position information (x + dx, y + dy, f(x + dx, y + dy)) of the first game medium is determined.
[0049] The placement suppression flag is a flag indicating whether to suppress (stop) the placement of the first game medium into the second virtual space. In this embodiment, the connection position of the object and other objects Here, the second position information is determined based on the first position information of the object, the in-object position information of the first game medium, and the correspondence information indicating the correspondence relationship between the first position information and the second position information. When the connection position of the "ト" has a predetermined relative positional relationship in the first virtual space (for example, when the two connection positions exist at substantially the same position in the first virtual space), the placement suppression flag associated with the wall, which is the first game medium arranged at the connection position in the object, changes from off to on. The first game medium associated with the placement suppression flag set to on is not arranged within the second virtual space in the second game part executed by the terminal device 12 of another user. Here, referring to FIG. 5, an example of the object 17 will be described. The object 17 shown in FIG. 5 has a T-shaped shape when viewed in the negative direction of the z-axis along the z-axis. In the present embodiment, a plurality of walls 19 are arranged within the object 17 over the entire circumference 18 of the T-shaped object 17. Also, a turret 20 and a barracks 21 are arranged within the object 17. In FIG. 5, the two connection positions set in the object 17 are indicated by triangular markers 22 (22a, 22b). The walls 19a, 19b are the walls 19 respectively arranged at the connection positions indicated by the markers 22a, 22b.
[0050] As described above, when the object 17 is arranged in the first virtual space, for example, the first position information (x, y, 0) is associated with the object 17. In such a case, the first game medium (for example, the turret 20) associated with the object 17 is associated with the first position information (x + dx, y + dy, f(x + dx, y + dy)) as described above. As described above, when the object 17 is arranged in the first virtual space, for example, the first position information (x, y, 0) is associated with the object 17. In such a case, the first game medium (for example, the turret 20) associated with the object 17 is associated with the first position information (x + dx, y + dy, f(x + dx, y + dy)) as described above. In the present embodiment, a plurality of walls 19 are arranged within the object 17 over the entire circumference 18 of the T-shaped object 17. Also, a turret 20 and a barracks 21 are arranged within the object 17. In FIG. 5, the two connection positions set in the object 17 are indicated by triangular markers 22 (22a, 22b). The walls 19a, 19b are the walls 19 respectively arranged at the connection positions indicated by the markers 22a, 22b.
[0051] In FIG. 5, the two connection positions set in the object 17 are indicated by triangular markers 22(22a, 22b). The walls 19a, 19b are the walls 19 respectively arranged at the connection positions indicated by the markers 22a, 22b. As described above, when the object 17 is arranged in the first virtual space, for example, the first position information (x, y, 0) is associated with the object 17. In such a case, the first game medium (for example, the turret 20) associated with the object 17 is associated with the first position information (x + dx, y + dy, f(x + dx, y + dy)) as described above.
[0052] As described above, when the object 17 is arranged in the first virtual space, for example, the first position information (x, y, 0) is associated with the object 17. In such a case, the first game medium (for example, the turret 20) associated with the object 17 is associated with the first position information (x + dx, y + dy, f(x + dx, y + dy)) as described above. When such is the case, the first position information (x + dx, y + dy, f(x + dx, y + dy)) is associated with the first game medium (for example, the turret 20) associated with the object 17 as described above. When such is the case, the first position
[0053] Next, referring to FIG. 6, information regarding the second game medium will be described. The second game medium The information regarding includes game parameters associated with the second game medium ID. The second game medium ID is information that can uniquely identify the second game medium.
[0054] As described above, the game parameters include various parameters regarding the game medium that are necessary for the progress of the game. The game parameters included in the information regarding the second game medium are used in the second game part and the like executed by the user's terminal device 12. In the present embodiment, the game parameters included in the information regarding the second game medium include an attribute, a level, and HP. In the present embodiment, the game parameters included in the information regarding the second game medium include an attribute, a level, and HP.
[0055] The attribute corresponds to the attribute included in the information regarding the first game medium described above, and indicates, for example, at least one of the attributes of fire, wood, and water.
[0056] The level is a parameter indicating the degree of growth of the second game medium. For example, as the level increases, predetermined game parameters such as HP change (for example, increase).
[0057] HP is a parameter that decreases, for example, due to attacks from the first game medium and the third game medium arranged in another second virtual space. In the present embodiment, when the HP of the second game medium becomes zero, it is determined that the achievement of the game task in the second game part has failed. In the present embodiment, when the HP of the second game medium becomes zero, it is determined that the achievement of the game task in the second game part has failed.
[0058] The game parameters are not limited to those described above, and may include, for example, attack power, defense power, and commands, skills, and special moves that the second game medium can execute.
[0059] Also, the second game medium is, for example, a character owned by the user in the game, but this is not limited thereto. For example, a deck combining a plurality of game media such as characters or cards may be used as the second game medium. Also, for example, the information regarding the second game medium may include information regarding another game medium that changes the game parameters of the second game medium. Another game medium includes, for example, an equipment item to be equipped on the second game medium, etc., a game medium associated with the second game medium. Here, although the configuration in which the information regarding the user is stored in the server storage unit 15 has been described, both the server device 11 and the user's terminal device 12 may share and store the information regarding the user. For example, when the information regarding the user is updated in one of the server device 11 and the terminal device 12, the information related to the update is transmitted to the other, and the information of the same content is retained in both the server device 11 and the terminal device
[0060] 12. Also, the information regarding the user may further include any information necessary for the user to play the game, such as information regarding the game medium owned by the user in the game. The server control unit 16 shown in FIG. 1 is, for example, a dedicated microprocessor or a CPU that realizes a specific function by reading a specific program. The server control unit 16 controls the operation of the entire server device 11. For example, the server control unit 16 transmits and receives information via the server communication unit 14. Also, the server control unit 16 stores the information regarding the user in the server storage unit 15.
[0061]
[0062]
[0063]
[0064] Also, as described above, the server control unit 16 shares and stores information related to the user with the user's terminal device 12.
[0065] Specifically, the server control unit 16 transmits information related to the user to the user's terminal device 12 for storage. Also, when the server control unit 16 updates the information related to the user stored in the server storage unit 15, it transmits the information related to the update among the information related to the user to the user's terminal device 12. For example, as will be described later, when the server control unit 16 receives the result information of the second game part (for example, information indicating whether the user has succeeded in achieving the game task) from the terminal device 12, it associates a predetermined reward (for example, game media ) with the user ID of the user and updates the information related to the user stored in the server storage unit 15. Then, the server control unit 16 transmits information indicating the reward associated with the user ID to the terminal device 12. ) with the user ID of the user and updates the information related to the user stored in the server storage unit 15. Then, the server control unit 16 transmits information indicating the reward associated with the user ID to the terminal device 12.
[0066] Also specifically, when the server control unit 16 receives the information related to the update among the information related to the user from the user's terminal device 12, it uses the information to update the information related to the user stored in the server storage unit 15. For example, as will be described later, when the server control unit 16 receives information related to the first game media associated with the second arrangement information (see FIG. 4) from the user's terminal device 12, it uses the information to update the information related to the user stored in the server storage unit 15.
[0067] Also, when the server control unit 16 receives a start request for the first game part from the terminal device 12 , send an instruction to start the first game part to the terminal device 12. The instruction includes information necessary for the execution of the first game part, such as information about the user of the terminal device 12. The device 12 includes information necessary for the execution of the first game part, such as information about the user.
[0068] In addition, when the server control unit 16 receives a start request for the second game part from the user's terminal device 12, it selects another user other than the said user among a plurality of users. Here, the other user selected may be, for example, the user designated in the start request for the second game part. Subsequently, the server control unit 16 sends an instruction to start the second game part to the terminal device 12. The instruction includes information necessary for the execution of the second game part, such as information about the first game medium associated with the second arrangement information among the information about the other user. The instruction includes information necessary for the execution of the second game part, such as information about the first game medium associated with the second arrangement information among the information about the other user. The instruction includes information necessary for the execution of the second game part, such as information about the first game medium associated with the second arrangement information among the information about the other user. The instruction includes information necessary for the execution of the second game part, such as information about the first game medium associated with the second arrangement information among the information about the other user.
[0069] Next, the terminal device 12 shown in FIG. 1 will be described. The terminal device 12 includes a terminal communication unit 23, , a terminal storage unit 24, a display unit 25, and a terminal control unit 26.
[0070] The terminal communication unit 23 is an interface that communicates with an external device wirelessly or by wire and transmits and receives information. The terminal communication unit 23 transmits and receives information to and from the server device 11 via the network 13. The terminal communication unit 23 transmits and receives information to and from the server device 11 via the network 13. The terminal communication unit 23 transmits and receives information to and from the server device 11 via the network 13.
[0071] The terminal storage unit 24 is, for example, a storage device that stores various information and programs necessary for the processing of the game provided by the server device 11. For example, the terminal storage unit 24 stores in advance the application of the game according to this embodiment. The terminal storage unit 24 stores in advance the application of the game according to this embodiment. The terminal storage unit 24 stores in advance the application of the game according to this embodiment.
[0072] Also, similar to the server storage unit 15 described above, the terminal storage unit 24 stores the first Store correspondence information indicating the correspondence between the position information and the second position information in the second virtual space. Remember.
[0073] The display unit 25 is a display device such as a liquid crystal display or an organic EL display, and displays various game screens related to the game provided from the server device 11. Also, the display unit 25 is configured by, for example, a touch panel and functions as an interface for detecting user operations. And it functions as an interface for detecting user operations. The terminal control unit 26 is a CPU that realizes specific functions by loading a dedicated microprocessor or a specific program. The terminal control unit 26 controls the operation of the entire terminal device 12. For example, the terminal control unit 26 transmits and receives information via the terminal communication unit 23. Also, the terminal control unit 26 executes a game application according to a user operation on the display unit 25.
[0074] Moreover, as described above, the terminal control unit 26 shares and stores information related to the user of the terminal device 12 with the server device 11. Specifically, when the terminal control unit 26 receives information related to the user from the server device 11, it stores the received information in the terminal storage unit 24. Also, when the terminal control unit 26 updates the information related to the user stored in the terminal storage unit 24, it transmits the information related to the update among the information related to the user to the server device 11. For example, as will be described later, in the first game part, the terminal control unit 26 associates the second position information with the first game medium and updates the information related to the user stored in the terminal storage unit 24. Then, when the second position information is associated, the terminal control unit 26... For example, the terminal control unit 26 transmits and receives information via the terminal communication unit 23. Also, the terminal control unit 26 executes a game application according to a user operation on the display unit 25. Execute.
[0075] Also, as described above, the terminal control unit 26 shares and stores information related to the user of the terminal device 12 with the server device 11. Share and store.
[0076] Specifically, when the terminal control unit 26 receives information related to the user from the server device 11, it stores the received information in the terminal storage unit 24. Also, when the terminal control unit 26 updates the information related to the user stored in the terminal storage unit 24, it transmits the information related to the update among the information related to the user to the server device 11. For example, as will be described later, in the first game part, the terminal control unit 26 associates the second position information with the first game medium and updates the information related to the user stored in the terminal storage unit 24. Then, when the second position information is associated, the terminal control unit 26 updates the information related to the user stored in the terminal storage unit 24. And the terminal control unit 26, when the second position information is associated, the terminal control unit 26... Transmit the information regarding the obtained first game medium to the server device 11.
[0077] Specifically, when the terminal control unit 26 receives information related to the user that is newly updated from the server device 11, it uses the information to update the information related to the user stored in the terminal storage unit 24. For example, when the terminal control unit 26 receives information indicating the reward associated with the user, it uses the information to update the information related to the user stored in the terminal storage unit 24.
[0078] The terminal control unit 26 also performs the first game part process and the second game part process. The following describes specifically.
[0079] (First game part process) First, the first game part process will be described. First, in response to a user operation that starts the first game part, the terminal control unit 26 transmits a start request for the first game part to the server device 11.
[0080] Subsequently, the terminal control unit 26 receives a start instruction for the first game part from the server device 11 that has received the start request for the first game part.
[0081] Subsequently, the terminal control unit 26 causes the display unit 25 to display the first game part screen and starts the first game part.
[0082] Hereinafter, with reference to the first game part screen shown in FIGS. 7 to 10, the operation of the terminal control unit 26 for advancing the first game part will be described. FIG. 7 shows the first game part screen displayed immediately after the start of the first game part, for example. The first game part screen includes a first virtual space display area 27 and an object list 28.
[0083] The first virtual space display area 27 is an area where the first virtual space 29 is displayed. FIG. 7 shows a view of the first virtual space 29 looking in the negative direction of the z-axis along the z-axis of the first virtual space 29, but the display mode of the first virtual space 29 is not limited to this. For example, the terminal control unit 26 may change the display mode (such as the viewpoint and scale, etc.) of the first virtual space 29 in response to a predetermined user operation (such as a swipe operation and a pinch operation, etc.) on the first virtual space display area 27. In this embodiment, the first virtual space 29 is partitioned into a plurality of square areas ( broken lines in the figure) in the xy plane, for example, in a state of looking at the first virtual space 29 in the negative direction of the z-axis along the z-axis of the first virtual space 29. Also, the shape of the object is, for example, a shape formed by combining one or more squares with the square area as a unit. Further, when moving an object arranged in the first virtual space 29 in response to a predetermined user operation as described later, the object
[0084] moves along the x-axis direction or the y-axis direction with the square area as a unit. Therefore, the user arranges objects in the first virtual space 29, for example, in a manner of combining puzzle pieces. In the xy plane, for example, in a state of looking at the first virtual space 29 in the negative direction of the z-axis along the z-axis of the first virtual space 29. Also, the shape of the object is, for example, a shape formed by combining one or more squares with the square area as a unit. Further, when moving an object arranged in the first virtual space 29 in response to a predetermined user operation as described later, the object moves along the x-axis direction or the y-axis direction with the square area as a unit. Therefore, the user arranges objects in the first virtual space 29, for example, in a manner of combining puzzle pieces. In this embodiment, the first virtual space 29 is partitioned into a plurality of square areas ( broken lines in the figure) in the xy plane, for example, in a state of looking at the first virtual space 29 in the negative direction of the z-axis along the z-axis of the first virtual space 29. Also, the shape of the object is, for example, a shape formed by combining one or more squares with the square area as a unit. Further, when moving an object arranged in the first virtual space 29 in response to a predetermined user operation as described later, the object moves along the x-axis direction or the y-axis direction with the square area as a unit. Therefore, the user arranges objects in the first virtual space 29, for example, in a manner of combining puzzle pieces.
[0085] Also, a start position S and a goal position G are predetermined in the first virtual space 29. Here, the terminal control unit 26 determines in advance the arrangement of the object 30a so that the goal position G is included inside the object 30(30a). In this embodiment, the object 30a whose arrangement is determined in advance is the first game medium.
[0086] In this embodiment, the object 30a whose arrangement is determined in advance is the first game medium. There is at least an object 30 associated with a commander character 31. In FIG. 7 for example, a plurality of first game media, specifically the commander character 31 and barracks 32 and walls are associated with the object 30a. For simplicity of explanation, the illustration of the walls is omitted.
[0087] In FIG. 7, the commander character 31 and the barracks 32 are displayed in a first display mode using an image showing an appearance specific to each first game medium (or the type of the first game medium). In addition, a marker 33 indicating the connection position set for the object 30a is displayed.
[0088] The object list 28 is an area where object buttons 34 (34a, 34b) corresponding to a plurality of objects are displayed.
[0089] The object button 34 is an interface that receives a user operation for arranging the corresponding object 30 in the first virtual space. As will be described later, when the terminal control unit 26 detects a user operation on the object button 34, the terminal control unit 26 arranges the object 30 corresponding to the object button 34 in the first virtual space 29.
[0090] In addition, the object button 34 displays an image showing the corresponding object 30, an object name, and information regarding the first game medium associated with the object 30, for example, the number for each type of the first game medium and the cost of the object.
[0091] The object name is automatically determined by the terminal control unit 26 according to information regarding the first game medium associated with the object 30, for example. In the present embodiment, the object name is automatically determined by the terminal control unit 26 according to information regarding the first game medium associated with the object 30. The object name is a name determined according to the type of the first game medium associated with the object 30 that has the largest number among the first game media, but for example, any method of determining the object name is applicable, such as a name indicating the type of the first game medium with the highest level or the like. .
[0092] The display mode of the object list 28 described above is not limited to the above. For example, the object list 28 may be an area on the first game part screen where only the objects not placed in the first virtual space 29 among the objects associated with the user are displayed, or may be displayed on a screen different from the first game part screen (object storage screen). Also, for example, an image of the object may be displayed in the object list 28, and the image of the object may be made to function as the object button 34.
[0093] Subsequently, the terminal control unit 26 starts waiting for a user operation on the first game part screen.
[0094] Subsequently, when the terminal control unit 26 detects a user operation on the object button 34a, for example, as shown in FIG. 8, the entire area on the first game part screen is defined as the first virtual space display area 27, and the object list 28 is made non - visible. Also, the terminal control unit 26 places the object 30 (30b) corresponding to the object button 34a in the first virtual space 29. Further, the terminal control unit 26 displays the object 30b movably within the first virtual space display area 27.
[0095] Hereinafter, the object 30 displayed movably is referred to as the object 30 in the movable state It can also be said that, for example, when the terminal control unit 26 detects a user operation (for example, a tap operation) on another object 30a displayed in the first virtual space display area 27, it may cancel the movable state of the object 30b and set the object 30a to the movable state. In other words, the terminal control unit 26 switches the object 30 determined to be in the movable state according to the user operation on the object 30 displayed in the first virtual space display area 27. Subsequently, the terminal control unit 26 changes the display mode of the first game medium associated with the object 30 (30a, 30b) arranged in the first virtual space 29 from the first display mode to the second display mode. For example, as shown in FIG. 8, in the second display mode, the commander character 31 and the barracks 32 associated with the object 30a are displayed as images showing a simple shape, for example, an image showing a geometric shape such as a polygon or a polyhedron, compared with the first display mode. Also, in the second display mode, the color of the image showing the first game medium may be color-coded according to the game parameters of the first game medium, such as type, attribute, or level.
[0096] Subsequently, the terminal control unit 26 displays a list button 35, a cost display area 36, a rotation button 37, and a determination button 38 on the first game part screen. The list button 35 is a user interface that accepts a user operation to display the hidden object list 28. When the terminal control unit 26 detects a user operation on the list button 35, for example, as shown in FIG. 5, an object list is displayed on the first game part screen.
[0097]
[0098] Display Crist 28.
[0099] The cost display area 36 is an area where the total cost of all the objects 30 arranged in the first virtual space 29 and a predetermined threshold value (capacity) are displayed.
[0100] The rotation button 37 is a user interface that accepts a user operation for changing the direction of the object 30 displayed movably. When the terminal control unit 26 detects a user operation on the rotation button 37, it changes the orientation of the object 30 (object 30b in FIG. 8) displayed movably, for example, by rotating it 90 degrees clockwise on the xy plane in the first virtual space 29.
[0101] The decision button 38 is a user interface that accepts a user operation for completing the first game part. When the terminal control unit 26 detects a user operation on the decision button 38, it determines whether or not a predetermined condition (first condition) is satisfied based on the information regarding all the objects 30 arranged in the first virtual space 29.
[0102] For example, the first condition includes: (1a) a condition that at least one connection position set for each object 30 arranged in the first virtual space 29 has a predetermined relative positional relationship with at least one connection position set for another object 30; (2a) a condition that the total cost of all the arranged objects 30 is less than or equal to the capacity; (3a) a condition that the arranged objects 30 do not overlap with each other; (4a) a condition that the start position S and the goal position G are included inside one or more of the arranged objects 30; and (5a) Among the conditions that the arrangements of all the configured objects 30 are each determined, including at least one, but not limited to these. The first condition may include any other conditions in addition to each of the above-described conditions. For example, a predetermined arrangement prohibited area may be provided in the first virtual space 29, and a condition that the arrangement prohibited area and the arranged object 30 do not overlap may be included. The operation of the terminal control unit 26 according to whether the first condition is satisfied will be described later.
[0103] Subsequently, when the terminal control unit 26 detects a user operation (movement operation) for moving the object 30b that is displayed as movable within the first virtual space 2 9, the terminal control unit 26 moves the object 30b within the first virtual space in response to the movement operation. That is, the terminal control unit 26 changes the first position information included in the first arrangement information associated with the object 30 b. The movement operation is, for example, an operation in which the user swipes while touching the object 30b on the screen with a finger.
[0104] Subsequently, when the terminal control unit 26 detects a user operation (arrangement determination operation) for determining the arrangement of the object 30b that is displayed as movable, the terminal control unit 26 determines whether a predetermined condition (second condition) is satisfied based on the information regarding the object 30 arranged in the first virtual space 29. The arrangement determination operation is, for example, an operation in which the user releases a finger from the object 30b on the screen.
[0105] For example, the second condition is that (1b) at least one connection position set for the object 30b that is displayed as movable is at least one connection position set for another object 30a. a condition that it has a predetermined relative positional relationship with respect to the position, (2b) all the objects 3 a condition that the total value of the costs of 0 (30a, 30b) is less than or equal to the capacity, and (3b ) a condition that the movably displayed object 30b and another object 30a do not overlap, among others, at least one of which is included, but not limited thereto. The second condition may include any other condition in addition to each of the above-described conditions. For example, a predetermined placement prohibited area may be provided in the first virtual space 29, and a condition that the placement prohibited area and the movably displayed object 30b do not overlap may be included. When it is determined that the second condition is not satisfied, the terminal control unit 26 causes the movably displayed object 30b to be displayed in a manner different from normal. For example, in FIG. 8, as shown by the marker 33, the connection position set for the object 30b and the connection position set for the object 3
[0106] 0a exist at different positions in the first virtual space 29. Therefore, among the second conditions, it is determined that the condition of (1b) described above is not satisfied. In such a case, the terminal control unit 26 changes the color of the object 30b (see FIG. 8), or causes the object 30b to blink, etc., and causes the object 30b to be displayed in a manner that emphasizes it. In this way, the user is notified that the second condition is not satisfied, and the user is prompted to move the object 30b again so that the second condition is satisfied. On the other hand, when it is determined that the second condition is satisfied, the terminal control unit 26 determines the placement of the movably displayed object 30b. Specifically, the terminal control unit 26 determines the object 30b. For this reason, among the second conditions, it is determined that the condition of (1b) described above is not satisfied. In such a case, the terminal control unit 26 changes the color of the object 30b (see FIG. 8), or causes the object 30b to blink, etc., and causes the object 30b to be displayed in a manner that emphasizes it. In this way, the user is notified that the second condition is not satisfied, and the user is prompted to move the object 30b again so that the second condition is satisfied. In this case, the terminal control unit 26 changes the color of the object 30b (see FIG. 8), or causes the object 30b to blink, etc., and causes the object 30b to be displayed in a manner that emphasizes it. In this way, the user is notified that the second condition is not satisfied, and the user is prompted to move the object 30b again so that the second condition is satisfied. Thus, the user is notified that the second condition is not satisfied, and the user is prompted to move the object 30b again so that the second condition is satisfied. In this way, the user is notified that the second condition is not satisfied, and the user is prompted to move the object 30b again so that the second condition is satisfied. On the other hand, when it is determined that the second condition is satisfied, the terminal control unit 26 determines the placement of the movably displayed object 30b. Specifically, the terminal control unit 26 determines the object
[0107] On the other hand, when it is determined that the second condition is satisfied, the terminal control unit 26 determines the placement of the movably displayed object 30b. Specifically, the terminal control unit 26 determines the object 30b. Change the confirmation flag corresponding to the object 30b from off to on. For example, FIG. 9 shows the state where the arrangements of the objects 30a and 30b are respectively confirmed.
[0108] Subsequently, when the terminal control unit 26 detects a user operation on the determination button 38, it determines whether the above-described first condition is satisfied based on the information regarding all the objects 30 (30a, 30b) arranged in the first virtual space 29. For example, when it is determined that the first condition is not satisfied, the terminal control unit 26 changes the display
[0109] mode of at least one object associated with the information that does not satisfy the first condition on the screen to a mode in which the at least one object can be identified by the user. Specifically, among the first conditions, for example, when it is determined that the condition that the arranged objects 30 do not overlap each other is not satisfied, the terminal control unit 26 changes the color of at least one object 30 arranged overlappingly, or blinks it, etc., and performs predetermined highlighting display. Preferably, the terminal control unit 26 displays information indicating the unsatisfied condition on the screen. For example, an image notifying the user that the arranged objects 30 overlap each other is displayed. Here, in FIG. 9, (1) as shown by the two markers 33, the connection position of the object 30a and the connection position of the object 30b are at substantially the same position in the first virtual space 29. Also, (2) the total value of the costs of the objects 30a and 30b (for example, 4 0 points) is less than or equal to the capacity (for example, 100 points). Also, (3) the object Further, (3) the object For example, an image notifying the user that the arranged objects 30 overlap each other is displayed. is displayed.
[0110] Here, in FIG. 9, (1) as shown by the two markers 33, the connection position of the object 30a and the connection position of the object 30b are at substantially the same position in the first virtual space 29. Also, (2) the total value of the costs of the objects 30a and 30b (for example, 4 0 points) is less than or equal to the capacity (for example, 100 points). Also, (3) the object 0 points) is less than or equal to the capacity (for example, 100 points). Also, (3) the object The objects 30a and 30b are arranged without overlapping each other. Also, (4) the start position S and the goal position G are included inside the objects 3 0a and 30b. And, (5) the arrangements of all the arranged objects 30a and 30b are determined. Therefore, since the above-described conditions (1a) to (5a) included in the first condition are satisfied, it is determined that the first condition is satisfied.
[0111] When it is determined that the first condition is satisfied, the terminal control unit 26, according to the relative positional relationship in the first virtual space 29 of two or more objects 3 0, changes the information regarding the first game medium associated with at least one of the two or more objects 30 . Specifically, the arrangement suppression flag or the game parameters included in the information regarding the first game medium change. This will be specifically described below.
[0112] First, the operation of the terminal control unit 26 that changes the arrangement suppression flag included in the information regarding the first game medium will be described. For example, as shown by the marker 33 in FIG. 9, the objects 30a and 30b have a relative positional relationship such that the connection positions set for each of them exist at substantially the same position within the first virtual space 29. When the terminal control unit 26 detects the relative positional relationship of the objects 30a and 30b, it changes the arrangement suppression flag associated with the first game medium (wall) arranged at the connection positions of the objects 30a and 30b from off to on. In this way, the wall arranged at the connection position of the object 30 is suppressed from being arranged within the second virtual space.
[0113] Next, terminal control for changing game parameters included in information regarding the first game medium The operation of section 26 will be described. The terminal control section 26 changes the game parameters of the first game medium associated with a specific object 30 (adjutant object) for which a first game medium (adjutant character kuta) is associated, when another object 30 has a relative positional relationship such as being adjacent, for example. For example, the terminal control section 2 6 increases the first game parameter (for example attack power) of the first game medium associated with the other object 30. Preferably, the terminal control section 26 determines the amount of change in the first game parameter of the first game medium according to the second game parameter (for example, HP) of the adjutant character For example, the higher the HP of the adjutant character, the greater the increase in the attack power of the first game medium . For example, among the first game media associated with the other object 30, the terminal control section 26 increases the first game parameter of the first game medium associated with the same attribute as the attribute of the adjutant character . . . .
[0114] Subsequently, the terminal control section 26 associates the second position information in the second virtual space with the first game media respectively associated with all the objects 30 ( 30a, 30b) arranged in the first virtual space 29. Here, the terminal control section 26 may omit the association of the second position information for the first game media associated with the set-on arrangement suppression flag . .
[0115] Subsequently, the terminal control section 26 changes the display mode of the first game media associated with the objects 30 arranged in the first virtual space 29 from the second display mode to the first display mode. For example as shown in FIG. 10, for the first game medium associated with the object 30a . The commander character 31 and the barracks 32 are displayed in the first display mode. Also, the object The barracks 39 and the battery 40, which are the first game media associated with 30b, are similarly displayed in the first display
[0116] Then, the terminal control unit 26 transmits information regarding the first game medium associated with the second position information to the server device 11 and ends the first game part process.
[0117] By the first game part process described above, when the second position information is associated with the first game medium associated with one or more objects 30 arranged in the first virtual space 29, in the second game part process described later, the second virtual space in which the first game medium is arranged can be set. The set second virtual space includes, for example, as shown in FIG. 11, regions 41 (41 a, 41b) corresponding to the shapes of the objects 30 (30a, 30b) arranged in the first virtual space 29. In FIG. 11, for simplicity of explanation, the first game medium arranged in the second virtual space is not shown. For example, when the positive direction of the Z-axis is defined as upward in the second virtual space and the negative direction of the Z-axis is defined as downward in the second virtual space along the Z-axis in the second virtual space, the wall 42, which is the first game medium, is arranged along the side surfaces of the regions 41a and 41b respectively. Here, as described above, the arrangement of the wall associated with the arranged suppression flag set to on is suppressed. As a result, the wall 42 is arranged around the entire side surfaces of the regions 41a and 41b except for the position 43 shown in FIG. 11, for example. Therefore, the regions 41a and 41b respectively surrounded by the wall 42
[0118] For example, when the positive direction of the Z-axis is defined as upward in the second virtual space and the negative direction of the Z-axis is defined as downward in the second virtual space along the Z-axis in the second virtual space, the wall 42, which is the first game medium, is arranged along the side surfaces of the regions 41a and 41b respectively. Here, as described above, the arrangement of the wall associated with the arranged suppression flag set to on is suppressed. As a result, the wall 42 is arranged around the entire side surfaces of the regions 41a and 41b except for the position 43 shown in FIG. 11, for example. Therefore, the regions 41a and 41b respectively surrounded by the wall 42 are arranged around the entire side surfaces of the regions 41a and 41b except for the position 43 shown in FIG. 11, for example. Therefore, the regions 41a and 41b respectively surrounded by the wall 42 are arranged around the entire side surfaces of the regions 41a and 41b except for the position 43 shown in FIG. 11, for example. Therefore, the regions 41a and 41b respectively surrounded by the wall 42 are connected at position 43. In the second game part described later, The second game medium placed within the wall 42 passes through a position 43 where the wall 42 is not placed. , it is possible to move between area 41a and area 41b.
[0119] (Second game part processing) Next, the second game part process will be described. In this game, the user operates the second game medium to aim to conquer the second virtual space of the other users.
[0120] First, the terminal control unit 26 starts the second game part in response to a user operation to start the second game part. A request to start the second game part is transmitted to the server device 11. The request may include information specifying the other user.
[0121] Next, the terminal control unit 26 receives the request to start the second game part from the server device 11. The terminal control unit 26 receives an instruction to start the second game part. Among the information about the other users, information about the first game medium associated with the second arrangement information is The information is stored in the terminal storage unit 24.
[0122] Next, the terminal control unit 26 stores the second location information stored in the terminal storage unit 24. Based on the information on the first game medium related to the other user, Specifically, the terminal control unit 26 sets up a space for each first game medium. The medium is placed at a position (X, Y, Z) in the second virtual space indicated by the second placement information associated with the medium. In this manner, the second virtual space in which the first game content is placed is set.
[0123] Subsequently, the terminal control unit 26 associates the second position information with the user's second game medium and places the second game medium at the position indicated by the second position information in the second virtual space. Here, the position indicated by the second position information is, for example, a position in the second virtual space corresponding to the start position S set in the first virtual space.
[0124] Subsequently, the terminal control unit 26 causes the display unit 25 to display the second game part screen and starts the second game part.
[0125] Hereinafter, with reference to the second game part screen shown in FIG. 12, the operation of the terminal control unit 26 for advancing the second game part will be described. The second game part screen is a screen on which the peripheral area of the second game medium 44 in the second virtual space is displayed. FIG. 12 shows a view of the second virtual space as seen obliquely from above with the positive direction of the Z axis of the second virtual space being the sky above, but the display mode of the second virtual space is not limited to this. For example, the terminal control unit 26 may change the display mode (e.g., viewpoint and scale, etc.) of the second virtual space in response to a predetermined user operation (e.g., pinch operation, etc.) for the second game part screen. For example, the viewpoint and scale, etc.) of the second virtual space.
[0126] On the second game part screen shown in FIG. 12, the second game medium 44, the HP image 45, the wall 46, the barracks 47, and the soldier character 48 are displayed.
[0127] The second game medium 44 is, for example, the user's character placed in the second virtual space. As will be described later, the second game medium 44 operates in the second virtual space in response to a predetermined user operation for the second game part screen.
[0128] The HP image 45 is, for example, an indicator that shows the HP of the second game medium 44.
[0129] The wall 46 is a first game medium arranged in the second virtual space. As described above, the wall 4 6 prevents the movement of the second game medium 44.
[0130] The barracks 47 is a first game medium arranged in the second virtual space. As described above, the barracks 47 generates a third game medium such as the soldier character 48 according to the passage of time. Specifically the terminal control unit 26 arranges the soldier character 48 in the second virtual space every time a predetermined time (10 seconds) elapses based on the game parameters associated with the barracks 47, for example, the generation speed of the soldier character 48 (for example, once every 10 seconds), etc.
[0131] The soldier character 48 is a third game medium generated by the barracks 47. The terminal control unit 26 automatically operates the soldier character 48 to perform, for example, movement within the second virtual space and attacks on the second game medium.
[0132] Subsequently, the terminal control unit 26 starts waiting for a user operation on the second game part screen
[0133] Subsequently, when the terminal control unit 26 detects a user operation for operating the second game medium 44 within the second virtual space, it operates the second game medium 44 within the second virtual space according to the user operation. For example, in response to an operation where the user touches an arbitrary position on the screen with a finger and swipes, the second game medium 44 moves in the swiped direction. Specifically, the terminal control unit 26 changes the second position information of the second game medium 44. Also, for example, when the user touches an arbitrary position on the screen and swipes while keeping a finger touch, the second game medium 44 moves in the swiped direction. Specifically, the terminal control unit 26 changes the second position information of the second game medium 44. Also, for example, when the user touches an arbitrary position on the screen and swipes while keeping a finger touch, the second game medium 44 moves in the swiped direction. Specifically, the terminal control unit 26 In response to the operation of tapping the position, the second game medium 44 performs an attack.
[0134] Next, the terminal control unit 26 automatically controls the first game medium or the third game medium in the second virtual space. and automatically operate (for example, move and attack) the first game medium or the third game medium and the second game medium. A match is performed against the game medium 44.
[0135] Specifically, the terminal control unit 26 determines whether an attack by the first game medium or the third game medium is a second game medium. When the second game medium 44 is hit, the HP of the second game medium 44 is decreased. 26 is a step for determining whether the HP of the second game medium 44 has become zero, i.e., whether the second game medium 44 has lost. If it is determined that the second game medium 44 has been defeated, the terminal control unit 26 determines that the user has failed to complete the game task. If it is determined that player 4 has not lost, the terminal control unit 26 continues the match.
[0136] More specifically, the terminal control unit 26 determines whether the attack by the second game medium 44 is or when it hits the third game medium, it reduces the HP of the first game medium or the third game medium. Next, the terminal control unit 26 detects that the HP of the first game medium or the third game medium has reached zero. That is, it is determined whether the first game medium or the third game medium has been defeated. When it is determined that the first game medium or the third game medium has lost, i.e., the second game medium has won, If it is determined that the first game medium or the third game medium is The operation mode and the display mode are changed to a mode indicating the defeat of the first game medium or the third game medium. Specifically, the terminal control unit 26 controls the first game medium or the third game medium to be played in the second virtual space. Erase it from within, or stop the operation of the first game medium or the third game medium, and Change it to a display mode using, for example, an image of a destroyed barracks or an image of a fallen character. Then, the terminal control unit 26 ends the battle and continues the progress of the second game part. On the other hand , when it is determined that the first game medium or the third game medium has not lost, the terminal control unit 2 6 continues the battle.
[0137] Subsequently, the terminal control unit 26 determines whether the second game medium 44 satisfies a predetermined condition in the second virtual space. In this embodiment, the predetermined condition includes, but is not limited to, the condition that the second game medium 44 wins the battle against the commander character. For example, the predetermined condition may include the condition that the second game medium 44 has moved to a position in the second virtual space corresponding to the goal position G set in the first virtual space. When it is determined that the predetermined condition is satisfied, the terminal control unit 26 determines that the user has succeeded in achieving the game task.
[0138] Subsequently, when the terminal control unit 26 determines the success or failure of achieving the game task, it transmits result information including the result of the determination to the server device 11. The result information may include, in addition to the result of the determination, for example the time required to achieve the game task and any information determined by the execution of the second game part, such as the HP of the second game medium 44 at the time of achieving the game task. Then the terminal control unit 26 ends the second game part process.
[0139] Next, with reference to the flowchart shown in FIG. 13, the operation of the terminal device 12 that executes the first game part process described above will be described.
[0140] Step S100: First, the terminal control unit 26 transmits a start request for the first game part to the server device 11 according to a user operation for starting the first game part.
[0141] Step S101: Subsequently, the terminal control unit 26 receives a start instruction for the first game part from the server device 11 that has received the start request for the first game part.
[0142] Step S102: Subsequently, the terminal control unit 26 causes the display unit 25 to display the first game part screen and starts the first game part.
[0143] Step S103: Subsequently, the terminal control unit 26 starts waiting for a user operation on the first game part screen.
[0144] Step S104: Subsequently, the terminal control unit 26 determines whether a user operation on the object button 34 has been detected. If it is determined that a user operation on the object button 34 has been detected (Step S104 - Yes), the process proceeds to Step S105. On the other hand, if it is determined that a user operation on the object button 34 has not been detected (Step S104 - No), the process proceeds to Step S106.
[0145] Step S105: If it is determined in Step 104 that a user operation on the object button 34 has been detected (Step S104 - Yes), the terminal control unit 26 places an object 30 (30b) corresponding to the object button 34a in the first virtual space.
[0146] Step S106: Subsequently, the terminal control unit 26... It is determined whether a user operation (movement operation) for moving the object 30 within the first virtual space has been detected. If it is determined that the movement operation has been detected (step S106 - Yes), the process proceeds to step S107. On the other hand, if it is determined that the movement operation has not been detected (step S106 -No), the process proceeds to step S108.
[0147] Step S107: If it is determined in step S106 that the movement operation has been detected (step S106 - Yes), the terminal control unit 26 moves the object 30 within the first virtual space according to the movement operation. That is, the terminal control unit 26 changes the first arrangement information attached to the object 30.
[0148] Step S108: Subsequently, the terminal control unit 26 determines whether a user operation (arrangement confirmation operation) for confirming the arrangement of the object 30 has been detected. If it is determined that the arrangement confirmation operation has been detected (step S108 - Yes), the process proceeds to step S109. On the other hand, if it is determined that the arrangement confirmation operation has not been detected (step S108 - No), the process proceeds to step S111.
[0149] Step S109: If it is determined in step S108 that the arrangement confirmation operation has been detected (step S108 - Yes), the terminal control unit 26 determines whether the second condition is satisfied based on the information regarding the object 30 arranged within the first virtual space. If it is determined that the second condition is satisfied (step S109 - Yes), the process proceeds to step S110. On the other hand, if it is determined that the second condition is not satisfied (step S109 - No), the process returns to step S104.
[0150] Step S110: When it is determined in step S109 that the second condition is satisfied (Step S109 - Yes), the terminal control unit 26 determines the arrangement of the object 30 . Specifically, the terminal control unit 26 changes the confirmation flag corresponding to the object 30 from OFF to ON .
[0151] Step S111: Subsequently, the terminal control unit 26 determines whether a user operation on the decision button 38 has been detected . If it is determined that a user operation on the decision button 38 has been detected (Step S111 - Yes), the process proceeds to step S112. On the other hand, if it is determined that no user operation on the decision button 38 has been detected (Step S111 - No), the process returns to step S104 .
[0152] Step S112: If it is determined in step S111 that a user operation on the decision button 38 has been detected (Step S111 - Yes), the terminal control unit 26 determines whether the first condition is satisfied based on the information regarding all the objects 30 arranged in the first virtual space . If it is determined that the first condition is satisfied (Step S112 - Yes), the process proceeds to step S113. On the other hand, if it is determined that the first condition is not satisfied (Step S112 - No), the process returns to step S104 .
[0153] Step S113: If it is determined in step S112 that the first condition is satisfied (Step S112 - Yes), the terminal control unit 26 changes the information regarding the first game medium associated with at least one of the two or more objects 30 according to the relative positional relationship of the two or more objects 30 in the first virtual space .
[0154] Step S114: Next, the terminal control unit 26 checks all the objects arranged in the first virtual space. The first game medium is associated with each of the objects 30, and the second game medium in the second virtual space is Associate location information.
[0155] Step S115: The terminal control unit 26 then determines whether the first game associated with the second location information is a game device. Then, information about the game medium is transmitted to the server device 11, and the first game part process ends.
[0156] Next, the above-mentioned second game part process is executed with reference to the flowchart shown in FIG. The operation of the terminal device 12 will now be described.
[0157] Step S200: First, the terminal control unit 26 controls the user to start the second game part. In response to the operation, a request to start the second game part is transmitted to the server device 11.
[0158] Step S201: Next, the terminal control unit 26 receives a request to start the second game part. The terminal control unit 26 receives an instruction to start the second game part from the server device 11. Among the information on the other user included in the instruction, the first one to which the second placement information is associated Information regarding one game medium is stored in the terminal storage unit 24.
[0159] Step S202: Next, the terminal control unit 26 performs the second position Based on the information on the first game medium related to the other user with which the information is associated, Specifically, the terminal control unit 26 sets a second virtual space related to each first game medium. is calculated based on the position (X ,Y,Z).
[0160] Step S203: Next, the terminal control unit 26 transmits the second location information to the second game medium of the user. and locating the second game medium at a position indicated by the second position information in the second virtual space. Place it.
[0161] Step S204: Next, the terminal control unit 26 displays a second game part screen on the display unit 25. to start the second game part.
[0162] Step S205: Next, the terminal control unit 26 performs a user operation on the second game part screen. Start waiting for the work.
[0163] Step S206: Next, the terminal control unit 26 controls the second game medium to be operated in the second virtual space. and when a user operation to cause the second game medium to be played back is detected, the second game medium is moved to the second virtual space in response to the user operation. Operate within.
[0164] Step S207: Next, the terminal control unit 26 controls the first game medium or the second game medium in the second virtual space. The third game medium is automatically operated to connect the first game medium or the third game medium and the second game medium. A match will be carried out between the media and the
[0165] Step S208: The terminal control unit 26 determines whether or not the second game medium has been defeated. If it is determined that the second game medium has lost (step S208-Yes), step S On the other hand, if it is determined that the second game medium has won (step S208- No), proceed to step S210.
[0166] Step S209: It is determined in step S208 that the second game medium has been defeated. In the case (step S208 - Yes), the terminal control unit 26 determines that the user has failed to achieve the game task. Then, it proceeds to step S212. After that, it proceeds to step S212.
[0167] Step S210: In the case where it is determined in step S208 that the second game medium has won (step S208 - No), the terminal control unit 26 continues the progress of the second game part and determines whether the second game medium satisfies a predetermined condition in the second virtual space. The predetermined condition includes, for example, the condition that the second game medium wins in a battle against the commander character. If it is determined that the predetermined condition is satisfied (step S210 - Yes), it proceeds to step S211. On the other hand, if it is determined that the predetermined condition is not satisfied (step S 210 - No), it returns to step S206.
[0168] Step S211: In the case where it is determined in step S210 that the predetermined condition is satisfied (step S210 - Yes), the terminal control unit 26 determines that the user has successfully achieved the game task.
[0169] Step S212: Then, when the terminal control unit 26 determines the success or failure of achieving the game task in step S209 or step S211 it transmits the result information including the result of the determination to the server device 11.
[0170] As described above, the terminal device 12 according to this embodiment associates the first position information indicating the position in the first virtual space with the object associated with the first game medium. And the terminal device 12, for each of one or more objects associated with the first position information, the object Associate position information indicating a position in the second virtual space with a first game medium associated with the object. With such a configuration, for example, a second virtual space is set based on an object placed by the user in the first virtual space. Therefore, compared with a configuration in which a predetermined first game medium is pre-placed in the second virtual space, for example, a second virtual space reflecting the user's intention can be set, and the interest of the game is improved.
[0171] Also, since the second virtual space is set based on an object placed by the user in the first virtual space, for example, compared with a configuration in which the user places a plurality of first game media one by one in the second virtual space, the user can place one or more first game media in the first virtual space in object units, and it is possible to reduce the user's burden and improve usability.
[0172] In addition, when it is determined that the second condition is satisfied, the terminal device 12 determines the first position information associated with the object. By providing conditions regarding the determination of the placement of the object in this way, the combination and placement of the first game media placed in the second virtual space can be restricted, and it becomes easy to adjust the game balance.
[0173] In addition, the terminal device 12 changes information regarding the first game medium associated with at least one of the two or more objects according to the relative position relationship of the two or more objects placed in the first virtual space. In this way, when two or more objects are placed in the first virtual space, information regarding the first game medium, such as the HP of the first game medium, changes according to the placement. Therefore, regarding the placement of the object in the first virtual space, The strategic nature is improved.
[0174] Although the present invention has been described based on the drawings and examples, it should be noted that those skilled in the art can easily make various modifications and alterations based on this disclosure. Therefore, it should be noted that these modifications and alterations are included within the scope of the present invention. For example, the functions included in each means, each step, etc. can be rearranged so as not to be logically contradictory, and a plurality of means, steps, etc. can be combined into one or divided.
[0175] For example, in the above-described embodiment, the in-object position information included in the information regarding the first game medium has been described in terms of the combination (dx, dy) of the x coordinate and the y coordinate in the xyz coordinate system of the first virtual space based on a predetermined origin set on the object. However, the present invention is not limited to this.
[0176] Specifically, the in-object position information may be indicated, for example, by the combination (dx, dy, dz) of the x coordinate, the y coordinate, and the z coordinate. In such a case, the first position information of the first game medium associated with the object for which the first position information is (x, y, 0) is (x + dx, y + dy, dz). Alternatively, the in-object position information may be indicated by the combination (dX, dY, dZ) of the X coordinate and the Y coordinate in the XYZ coordinate system of the second virtual space based on a predetermined origin set on the object. In such a case, the terminal control unit 26 of the terminal device 12, based on the correspondence information between the first position information and the second position information, determines the second position information corresponding to the first position information (x, y, 0) associated with the object. Calculate the position information (X, Y, 0). Then, the terminal control unit 26 adds the object internal position information (dX, dY, dZ) to the calculated second position information (X, Y) to obtain the second position information (X + dX, Y + dY, dZ), and associates it with the first game medium.
[0177] Also, in the above-described embodiment, when the connection position of the object has a predetermined relative position relationship with the connection position of another object, the arrangement suppression flag associated with the wall disposed at the connection position in the object changes from off to on. Although the control method of the arrangement suppression flag has been described, the control method of the arrangement suppression flag is not limited to this. For example, the arrangement suppression flags associated with the walls disposed at all the connection positions in the object may be set to on in the initial state. In such a case, when the connection position set for the object does not have a predetermined relative position relationship with the connection position of another object, the terminal control unit 26 may change the arrangement suppression flag associated with the wall disposed at the connection position from on to off.
[0178] Also, in the above-described embodiment, the configuration in which the arrangement suppression flag associated with the wall disposed at the connection position in the object can change has been described. However, the arrangement suppression flag of the first game medium disposed at a position other than the connection position in the object may also change.
[0179] For example, when the combination of two or more objects arranged in the first virtual space forms a predetermined shape (for example, a square), except for the plurality of walls arranged along the entire perimeter of the shape of the combination of the two or more objects, for the two or more objects Switch the placement suppression flag of the attached wall from off to on.
[0180] Also, for example, when the combination of two or more objects arranged in the first virtual space becomes a predetermined shape (for example, a square), based on information regarding at least one first game medium associated with the two or more objects, for example, when the game parameter (for example, attack power) of the at least one first game medium is equal to or greater than a predetermined value, except for a plurality of walls arranged along the entire circumference of the shape of the combination of the two or more objects, switch the placement suppression flag of the wall associated with the two or more objects from off to on.
[0181] With such a configuration, the user can arrange a plurality of objects in the first virtual space without being aware of the connection positions set for the objects in the first game part. Thus, for example, even a user unfamiliar with the game can easily arrange the objects, and the game balance can be maintained.
[0182] Also, in the above-described embodiment, when a placement determination operation for determining the placement of the movable object 30b is detected during the execution of the first game part, if the object 30b overlaps with another object 30a, the terminal control unit 26 may execute a process for automatically resolving the overlap between the objects.
[0183] Specifically, the terminal control unit 26 may automatically move the object 30a within the first virtual space to a position where it does not overlap with the object 30b. Preferably, the terminal control unit 26 , move the object 30a to the position in the first virtual space where the object 30b was located before moving. Alternatively, preferably, the terminal control unit 26 moves the object 30a such that at least one connection position of the object 30a has a predetermined relative positional relationship with at least one connection position of the object 30b. Specifically, the terminal control unit 26 may also erase the object 30a from the first virtual space and cause the object button 34 corresponding to the object 30a to be shown in the object list 28. By such a configuration, when determining the arrangement of the objects in the first virtual space, the burden on the user of considering the overlap between the objects is reduced, and the usability is improved. Also, in the above-described embodiment, during the execution of the first game part, a configuration was described in which the total value of the costs of all the objects arranged in the first virtual space is compared with the capacity. However, a configuration using the total cost value of some of the objects arranged in the first virtual space may also be used. For example, as described above, when the first virtual space is divided into a plurality of regions in the xy plane (see the dashed line in FIG. 7), the first virtual space is divided into a plurality of large regions each including one or more regions. For example, in the example shown in FIG. 7, the first virtual space 29 is divided into 6 x 6 = 36 regions and is also divided into 4 large regions each consisting of 3 x 3 = 9 regions. In such a case, the terminal control unit 26 associates a capacity with each large region and stores it in the terminal storage unit 24. Subsequently, the terminal control unit 26...
[0184] Moreover, specifically, the terminal control unit 26 erases the object 30a from the first virtual space and causes the object button 34 corresponding to the object 30a to be shown in the object list 28. By such a configuration, when determining the arrangement of the objects in the first virtual space, the burden on the user of considering the overlap between the objects is reduced, and the usability is improved. Also, in the above-described embodiment, during the execution of the first game part, a configuration was described in which the total value of the costs of all the objects arranged in the first virtual space is compared with the capacity. However, a configuration using the total cost value of some of the objects arranged in the first virtual space may also be used. For example, as described above, when the first virtual space is divided into a plurality of regions in the xy plane (see the dashed line in FIG. 7), the first virtual space is divided into a plurality of large regions each including one or more regions. For example, in the example shown in FIG. 7, the first virtual space 29 is divided into 6 x 6 = 36 regions and is also divided into 4 large regions each consisting of 3 x 3 = 9 regions. In such a case, the terminal control unit 26 associates a capacity with each large region and stores it in the terminal storage unit 24. Subsequently, the terminal control unit 26...
[0185] Moreover, specifically, the terminal control unit 26 erases the object 30a from the first virtual space and causes the object button 34 corresponding to the object 30a to be shown in the object list 28. By such a configuration, when determining the arrangement of the objects in the first virtual space, the burden on the user of considering the overlap between the objects is reduced, and the usability is improved.
[0186] Also, in the above-described embodiment, during the execution of the first game part, a configuration was described in which the total value of the costs of all the objects arranged in the first virtual space is compared with the capacity. However, a configuration using the total cost value of some of the objects arranged in the first virtual space may also be used. For example, as described above, when the first virtual space is divided into a plurality of regions in the xy plane (see the dashed line in FIG. 7), the first virtual space is divided into a plurality of large regions each including one or more regions. For example, in the example shown in FIG. 7, the first virtual space 29 is divided into 6 x 6 = 36 regions and is also divided into 4 large regions each consisting of 3 x 3 = 9 regions. In such a case, the terminal control unit 26 associates a capacity with each large region and stores it in the terminal storage unit 24. Subsequently, the terminal control unit 26... Also, in the above-described embodiment, during the execution of the first game part, a configuration was described in which the total value of the costs of all the objects arranged in the first virtual space is compared with the capacity. However, a configuration using the total cost value of some of the objects arranged in the first virtual space may also be used. For example, as described above, when the first virtual space is divided into a plurality of regions in the xy plane (see the dashed line in FIG. 7), the first virtual space is divided into a plurality of large regions each including one or more regions. For example, in the example shown in FIG. 7, the first virtual space 29 is divided into 6 x 6 = 36 regions and is also divided into 4 large regions each consisting of 3 x 3 = 9 regions. In such a case, the terminal control unit 26 associates a capacity with each large region and stores it in the terminal storage unit 24. Subsequently, the terminal control unit 26... Also, in the above-described embodiment, during the execution of the first game part, a configuration was described in which the total value of the costs of all the objects arranged in the first virtual space is compared with the capacity. However, a configuration using the total cost value of some of the objects arranged in the first virtual space may also be used. For example, as described above, when the first virtual space is divided into a plurality of regions in the xy plane (see the dashed line in FIG. 7), the first virtual space is divided into a plurality of large regions each including one or more regions. For example, in the example shown in FIG. 7, the first virtual space 29 is divided into 6 x 6 = 36 regions and is also divided into 4 large regions each consisting of 3 x 3 = 9 regions. In such a case, the terminal control unit 26 associates a capacity with each large region and stores it in the terminal storage unit 24. Subsequently, the terminal control unit 26... Also, in the above-described embodiment, during the execution of the first game part, a configuration was described in which the total value of the costs of all the objects arranged in the first virtual space is compared with the capacity. However, a configuration using the total cost value of some of the objects arranged in the first virtual space may also be used. For example, as described above, when the first virtual space is divided into a plurality of regions in the xy plane (see the dashed line in FIG. 7), the first virtual space is divided into a plurality of large regions each including one or more regions. For example, in the example shown in FIG. 7, the first virtual space 29 is divided into 6 x 6 = 36 regions and is also divided into 4 large regions each consisting of 3 x 3 = 9 regions. In such a case, the terminal control unit 26 associates a capacity with each large region and stores it in the terminal storage unit 24. Subsequently, the terminal control unit 26... Also, in the above-described embodiment, during the execution of the first game part, a configuration was described in which the total value of the costs of all the objects arranged in the first virtual space is compared with the capacity. However, a configuration using the total cost value of some of the objects arranged in the first virtual space may also be used. For example, as described above, when the first virtual space is divided into a plurality of regions in the xy plane (see the dashed line in FIG. 7), the first virtual space is divided into a plurality of large regions each including one or more regions. For example, in the example shown in FIG. 7, the first virtual space 29 is divided into 6 x 6 = 36 regions and is also divided into 4 large regions each consisting of 3 x 3 = 9 regions. In such a case, the terminal control unit 26 associates a capacity with each large region and stores it in the terminal storage unit 24. Subsequently, the terminal control unit 26... Also, in the above-described embodiment, during the execution of the first game part, a configuration was described in which the total value of the costs of all the objects arranged in the first virtual space is compared with the capacity. However, a configuration using the total cost value of some of the objects arranged in the first virtual space may also be used. For example, as described above, when the first virtual space is divided into a plurality of regions in the xy plane (see the dashed line in FIG. 7), the first virtual space is divided into a plurality of large regions each including one or more regions. For example, in the example shown in FIG. 7, the first virtual space 29 is divided into 6 x 6 = 36 regions and is also divided into 4 large regions each consisting of 3 x 3 = 9 regions. In such a case, the terminal control unit 26 associates a capacity with each large region and stores it in the terminal storage unit 24. Subsequently, the terminal control unit 26... Also, in the above-described embodiment, during the execution of the first game part, a configuration was described in which the total value of the costs of all the objects arranged in the first virtual space is compared with the capacity. However, a configuration using the total cost value of some of the objects arranged in the first virtual space may also be used. For example, as described above, when the first virtual space is divided into a plurality of regions in the xy plane (see the dashed line in FIG. 7), the first virtual space is divided into a plurality of large regions each including one or more regions. For example, in the example shown in FIG. 7, the first virtual space 29 is divided into 6 x 6 = 36 regions and is also divided into 4 large regions each consisting of 3 x 3 = 9 regions. In such a case, the terminal control unit 26 associates a capacity with each large region and stores it in the terminal storage unit 24. Subsequently, the terminal control unit 26... Also, in the above-described embodiment, during the execution of the first game part, a configuration was described in which the total value of the costs of all the objects arranged in the first virtual space is compared with the capacity. However, a configuration using the total cost value of some of the objects arranged in the first virtual space may also be used. For example, as described above, when the first virtual space is divided into a plurality of regions in the xy plane (see the dashed line in FIG. 7), the first virtual space is divided into a plurality of large regions each including one or more regions. For example, in the example shown in FIG. 7, the first virtual space 29 is divided into 6 x 6 = 36 regions and is also divided into 4 large regions each consisting of 3 x 3 = 9 regions. In such a case, the terminal control unit 26 associates a capacity with each large region and stores it in the terminal storage unit 24. Subsequently, the terminal control unit 26... Also, in the above-described embodiment, during the execution of the first game part, a configuration was described in which the total value of the costs of all the objects arranged in the first virtual space is compared with the capacity. However, a configuration using the total cost value of some of the objects arranged in the first virtual space may also be used. For example, as described above, when the first virtual space is divided into a plurality of regions in the xy plane (see the dashed line in FIG. 7), the first virtual space is divided into a plurality of large regions each including one or more regions. For example, in the example shown in FIG. 7, the first virtual space 29 is divided into 6 x 6 = 36 regions and is also divided into 4 large regions each consisting of 3 x 3 = 9 regions. In such a case, the terminal control unit 26 associates a capacity with each large region and stores it in the terminal storage unit 24. Subsequently, the terminal control unit 26... For a region, the sum of the costs of the objects placed in the large region and the cost of the object placed in the substitute region are calculated. Compare with the associated capacity.
[0187] In the above-described embodiment, during execution of the first game part, the terminal control unit 26 Selectively select only the object buttons 34 corresponding to objects that satisfy a certain condition. The image may be displayed in the object list 28.
[0188] For example, the terminal control unit 26 may receive a command from a user specifying an object A placed in the first virtual space. User operation (for example, a tap on object A displayed in the first virtual space display area 27) When a user clicks a specified object, the specified object is selected from all objects associated with the user. A shape that can be placed in place of the object A (for example, a shape that can be placed in place of other objects already placed) The terminal control unit 26 then identifies the objects having the identified shapes. The object button 34 corresponding to the selected object is displayed in the object list 28. The terminal control unit 26 then detects a user operation on the object button 34. Then, object A is deleted from the first virtual space and object A is placed in the The terminal control unit 26 also places the object B at the position where the object B was erased. An object button 34 corresponding to A may be displayed in the object list 28. Alternatively, instead of deleting object A, the terminal control unit 26 may, for example, Object A can be automatically moved in the first virtual space so that it does not overlap with object B. good.
[0189] For example, the terminal control unit 26 may control the first virtual space 2 displayed on the first game part screen. Detect a user operation (for example, a tap operation on the first virtual space display area 27) that designates an arbitrary position in 9. Subsequently, the terminal control unit 26 identifies an object having a shape (for example, a shape that does not overlap with other arranged objects) that can be arranged at the designated position among all the objects associated with the user. Subsequently, the terminal control unit 26 causes the object button 34 corresponding to the identified object to be displayed in the object list 28. Then, when the terminal control unit 26 detects a user operation on the object button 34, it arranges the corresponding object at the designated position in the first virtual space. And for example, when the first virtual space is divided into a plurality of large areas in the xy plane as described above, the terminal control unit 26 detects a user operation (for example, a tap operation on the first virtual space display area 27) that designates an arbitrary position in the first virtual space 29 displayed on the first game part screen. Subsequently, the terminal control unit 26 identifies an object having a shape (for example, a shape that fits within an area of 3 x 3 = 9 areas) that can be arranged within the large area containing the designated position among all the objects associated with the user. Subsequently, the terminal control unit 26 causes the object button 34 corresponding to the identified object to be displayed in the object list 28. Then, when the terminal control unit 26 detects a user operation on the object button 34, it arranges the corresponding object within the large area containing the designated position in the first virtual space. Among all the objects associated with the user, identify an object having a shape (for example, a shape that does not overlap with other arranged objects) that can be arranged at the designated position. Subsequently, the terminal control unit 26 identifies an object having a shape (for example, a shape that does not overlap with other arranged objects) that can be arranged at the designated position among all the objects associated with the user. Subsequently, the terminal control unit 26 causes the object button 34 corresponding to the identified object to be displayed in the object list 28. And the terminal control unit 26 arranges the corresponding object at the designated position in the first virtual space when it detects a user operation on the object button 34. When the terminal control unit 26 detects a user operation on the object button 34, it arranges the corresponding object at the designated position in the first virtual space.
[0190] Also, for example, when the first virtual space is divided into a plurality of large areas in the xy plane as described above, the terminal control unit 26 detects a user operation (for example, a tap operation on the first virtual space display area 27) that designates an arbitrary position in the first virtual space 29 displayed on the first game part screen. Among all the objects associated with the user, identify an object having a shape (for example, a shape that does not overlap with other arranged objects) that can be arranged at the designated position. Subsequently, the terminal control unit 26 detects a user operation (for example, a tap operation on the first virtual space display area 27) that designates an arbitrary position in the first virtual space 29 displayed on the first game part screen. Among all the objects associated with the user, identify an object having a shape (for example, a shape that does not overlap with other arranged objects) that can be arranged at the designated position. For example, a shape that fits within an area of 3 x 3 = 9 areas. Subsequently, the terminal control unit 26 causes the object button 34 corresponding to the identified object to be displayed in the object list 28. And the terminal control unit 26 arranges the corresponding object within the large area containing the designated position in the first virtual space when it detects a user operation on the object button 34. When the terminal control unit 26 detects a user operation on the object button 34, it arranges the corresponding object within the large area containing the designated position in the first virtual space.
[0191] With such a configuration, for example, an object that can be arranged at the user-designated position in the first virtual space. Only the object button 34 corresponding to the eject is selectively within the object list 28 is displayed. Therefore, the burden on the user of searching for a desired object button 34 among the numerous object buttons 34 displayed in the object list 28 is reduced, and the user usability is improved.
[0192] Also, in the above-described embodiment, during the execution of the first game part, the terminal control unit 26 may automatically define (generate) a new object. For example, when the first virtual space is partitioned into a plurality of large regions in the xy plane as described above, the terminal control unit 26 detects a user operation (for example, a tap operation on the first virtual space display area 27) that designates an arbitrary position in the first virtual space 29 displayed on the first game part screen. Subsequently the terminal control unit 26 identifies the large region containing the designated position. Subsequently, the terminal control unit 26 selects one or more first game media automatically or in response to a user operation. And then the terminal control unit 26 automatically defines a new object having a shape that fits within the identified large region and to which the selected one or more first game media are associated. And the terminal control unit 26 stores information regarding the defined object in the terminal storage unit 24. With such a configuration, for example, compared to a configuration in which all objects are predetermined, the variation of the objects increases, so the interest of the game is improved.
[0193] Also, in the above-described embodiment, during the execution of the first game part, the terminal control unit 26 may automatically change at least one of the shape and orientation of the object . For example, as described above When the first virtual space is divided into a plurality of large regions in the xy plane as described above The terminal control unit 26 detects a user operation (for example, a tap operation on the first virtual space display area 27) that designates an arbitrary position in the first virtual space 29 displayed on the first game part screen Subsequently, the terminal control unit 26 identifies the large region containing the designated position Subsequently, the terminal control unit 26 selects at least one object automatically or in response to a user operation If the selected object does not fit within the identified large region, the terminal control unit 26 automatically changes the shape of the object to a shape that fits within the large region, or automatically changes the direction of the object so that the object fits within the large region With such a configuration, the burden on the user of considering the shape and orientation of the object to be placed in the first virtual space is reduced, and the usability is improved
[0194] Also, in the above-described embodiment, during the execution of the first game part, the terminal control unit 26 stores, in the terminal storage unit 24, as one template information, the first arrangement information associated with at least one of the one or more objects arranged in the first virtual space In such a case, the terminal control unit 26 selects the template information automatically or in response to a user operation in the first game part to be executed after the next time Subsequently, the terminal control unit 26 arranges the at least one object together in the first virtual space based on the first arrangement information of each object included in the template information With such a configuration, the user can, for example, arrange one or more in the first virtual space in the first game part executed in the past The arrangement of the objects can be consolidated within the first virtual space in the currently executing first game part and reflected accordingly. Thus, the operation burden on the user for arranging objects within the first virtual space is reduced, and usability is improved. Also, in the above-described embodiment, although the configuration in which the first game medium is pre-associated with the object has been described, the first game medium associated with the object may be, for example, selectable by the user or changeable to another game medium. Further, predetermined restrictions may be provided for the change of the first game medium associated with the object. Specifically, the first game medium associated with the object may be changed to, for example, another first game medium having the same attribute as the first game medium or another game medium at a level equal to or lower than the level of the first game medium. With such a configuration, since various first game media can be associated with the object, the variations of the object increase, and the interestingness of the game is improved. Also, since predetermined restrictions are provided for the change of the first game medium, the game balance can be maintained. Further, in the above-described embodiment, a configuration may be adopted in which, for example, a combination of one or more objects selected by the user can be determined as one object. For example, the terminal control unit 26 automatically combines one or more objects selected according to a user operation and generates (defines) a new single object. Then, the terminal control unit 26 stores information regarding the new object in the terminal storage unit 24. Here, the terminal control unit 26 may select one or more objects specified by the user operation, or may select one or more objects according to the user operation.
[0195] Also, in the above-described embodiment, although the configuration in which the first game medium is pre-associated with the object has been described, the first game medium associated with the object may be, for example, selectable by the user or changeable to another game medium. Further, predetermined restrictions may be provided for the change of the first game medium associated with the object. Specifically, the first game medium associated with the object may be changed to, for example, another first game medium having the same attribute as the first game medium or another game medium at a level equal to or lower than the level of the first game medium. With such a configuration, since various first game media can be associated with the object, the variations of the object increase, and the interestingness of the game is improved. Also, since predetermined restrictions are provided for the change of the first game medium, the game balance can be maintained. Also, in the above-described embodiment, although the configuration in which the first game medium is pre-associated with the object has been described, the first game medium associated with the object may be, for example, selectable by the user or changeable to another game medium. Further, predetermined restrictions may be provided for the change of the first game medium associated with the object. Specifically, the first game medium associated with the object may be changed to, for example, another first game medium having the same attribute as the first game medium or another game medium at a level equal to or lower than the level of the first game medium. With such a configuration, since various first game media can be associated with the object, the variations of the object increase, and the interestingness of the game is improved. Also, since predetermined restrictions are provided for the change of the first game medium, the game balance can be maintained. Also, in the above-described embodiment, although the configuration in which the first game medium is pre-associated with the object has been described, the first game medium associated with the object may be, for example, selectable by the user or changeable to another game medium. Further, predetermined restrictions may be provided for the change of the first game medium associated with the object. Specifically, the first game medium associated with the object may be changed to, for example, another first game medium having the same attribute as the first game medium or another game medium at a level equal to or lower than the level of the first game medium. With such a configuration, since various first game media can be associated with the object, the variations of the object increase, and the interestingness of the game is improved. Also, since predetermined restrictions are provided for the change of the first game medium, the game balance can be maintained. Also, in the above-described embodiment, although the configuration in which the first game medium is pre-associated with the object has been described, the first game medium associated with the object may be, for example, selectable by the user or changeable to another game medium. Further, predetermined restrictions may be provided for the change of the first game medium associated with the object. Specifically, the first game medium associated with the object may be changed to, for example, another first game medium having the same attribute as the first game medium or another game medium at a level equal to or lower than the level of the first game medium. With such a configuration, since various first game media can be associated with the object, the variations of the object increase, and the interestingness of the game is improved. Also, since predetermined restrictions are provided for the change of the first game medium, the game balance can be maintained. Also, in the above-described embodiment, although the configuration in which the first game medium is pre-associated with the object has been described, the first game medium associated with the object may be, for example, selectable by the user or changeable to another game medium. Further, predetermined restrictions may be provided for the change of the first game medium associated with the object. Specifically, the first game medium associated with the object may be changed to, for example, another first game medium having the same attribute as the first game medium or another game medium at a level equal to or lower than the level of the first game medium. With such a configuration, since various first game media can be associated with the object, the variations of the object increase, and the interestingness of the game is improved. Also, since predetermined restrictions are provided for the change of the first game medium, the game balance can be maintained. Also, in the above-described embodiment, although the configuration in which the first game medium is pre-associated with the object has been described, the first game medium associated with the object may be, for example, selectable by the user or changeable to another game medium. Further, predetermined restrictions may be provided for the change of the first game medium associated with the object. Specifically, the first game medium associated with the object may be changed to, for example, another first game medium having the same attribute as the first game medium or another game medium at a level equal to or lower than the level of the first game medium. With such a configuration, since various first game media can be associated with the object, the variations of the object increase, and the interestingness of the game is improved. Also, since predetermined restrictions are provided for the change of the first game medium, the game balance can be maintained. Also, in the above-described embodiment, although the configuration in which the first game medium is pre-associated with the object has been described, the first game medium associated with the object may be, for example, selectable by the user or changeable to another game medium. Further, predetermined restrictions may be provided for the change of the first game medium associated with the object. Specifically, the first game medium associated with the object may be changed to, for example, another first game medium having the same attribute as the first game medium or another game medium at a level equal to or lower than the level of the first game medium. With such a configuration, since various first game media can be associated with the object, the variations of the object increase, and the interestingness of the game is improved. Also, since predetermined restrictions are provided for the change of the first game medium, the game balance can be maintained. Also, in the above-described embodiment, although the configuration in which the first game medium is pre-associated with the object has been described, the first game medium associated with the object may be, for example, selectable by the user or changeable to another game medium. Further, predetermined restrictions may be provided for the change of the first game medium associated with the object. Specifically, the first game medium associated with the object may be changed to, for example, another first game medium having the same attribute as the first game medium or another game medium at a level equal to or lower than the level of the first game medium. With such a configuration, since various first game media can be associated with the object, the variations of the object increase, and the interestingness of the game is improved. Also, since predetermined restrictions are provided for the change of the first game medium, the game balance can be maintained. Also, in the above-described embodiment, although the configuration in which the first game medium is pre-associated with the object has been described, the first game medium associated with the object may be, for example, selectable by the user or changeable to another game medium. Further, predetermined restrictions may be provided for the change of the first game medium associated with the object. Specifically, the first game medium associated with the object may be changed to, for example, another first game medium having the same attribute as the first game medium or another game medium at a level equal to or lower than the level of the first game medium. With such a configuration, since various first game media can be associated with the object, the variations of the object increase, and the interestingness of the game is improved. Also, since predetermined restrictions are provided for the change of the first game medium, the game balance can be maintained. Also, in the above-described embodiment, although the configuration in which the first game medium is pre-associated with the object has been described, the first game medium associated with the object may be, for example, selectable by the user or changeable to another game medium. Further, predetermined restrictions may be provided for the change of the first game medium associated with the object. Specifically, the first game medium associated with the object may be changed to, for example, another first game medium having the same attribute as the first game medium or another game medium at a level equal to or lower than the level of the first game medium. With such a configuration, since various first game media can be associated with the object, the variations of the object increase, and the interestingness of the game is improved. Also, since predetermined restrictions are provided for the change of the first game medium, the game balance can be maintained.
[0196] Also, in the above-described embodiment, a configuration may be adopted in which, for example, a combination of one or more objects selected by the user can be determined as one object. For example, the terminal control unit 26 automatically combines one or more objects selected according to a user operation and generates (defines) a new single object. Then, the terminal control unit 26 stores information regarding the new object in the terminal storage unit 24. Here, the terminal control unit 26 may select one or more objects specified by the user operation, or may select one or more objects according to the user operation. Also, in the above-described embodiment, a configuration may be adopted in which, for example, a combination of one or more objects selected by the user can be determined as one object. For example, the terminal control unit 26 automatically combines one or more objects selected according to a user operation and generates (defines) a new single object. Then, the terminal control unit 26 stores information regarding the new object in the terminal storage unit 24. Here, the terminal control unit 26 may select one or more objects specified by the user operation, or may select one or more objects according to the user operation. Also, in the above-described embodiment, a configuration may be adopted in which, for example, a combination of one or more objects selected by the user can be determined as one object. For example, the terminal control unit 26 automatically combines one or more objects selected according to a user operation and generates (defines) a new single object. Then, the terminal control unit 26 stores information regarding the new object in the terminal storage unit 24. Here, the terminal control unit 26 may select one or more objects specified by the user operation, or may select one or more objects according to the user operation. Also, in the above-described embodiment, a configuration may be adopted in which, for example, a combination of one or more objects selected by the user can be determined as one object. For example, the terminal control unit 26 automatically combines one or more objects selected according to a user operation and generates (defines) a new single object. Then, the terminal control unit 26 stores information regarding the new object in the terminal storage unit 24. Here, the terminal control unit 26 may select one or more objects specified by the user operation, or may select one or more objects according to the user operation. Also, in the above-described embodiment, a configuration may be adopted in which, for example, a combination of one or more objects selected by the user can be determined as one object. For example, the terminal control unit 26 automatically combines one or more objects selected according to a user operation and generates (defines) a new single object. Then, the terminal control unit 26 stores information regarding the new object in the terminal storage unit 24. Here, the terminal control unit 26 may select one or more objects specified by the user operation, or may select one or more objects according to the user operation. Also, in the above-described embodiment, a configuration may be adopted in which, for example, a combination of one or more objects selected by the user can be determined as one object. For example, the terminal control unit 26 automatically combines one or more objects selected according to a user operation and generates (defines) a new single object. Then, the terminal control unit 26 stores information regarding the new object in the terminal storage unit 24. Here, the terminal control unit 26 may select one or more objects specified by the user operation, or may select one or more objects according to the user operation. One or more objects associated with the specified information (e.g., the shape or cost of an object, etc.) may be automatically selected.
[0197] In the above-described embodiment, the object has been described as being arranged on the x - y plane at z = 0 in the first virtual space. However, it is not limited to z = 0 and may be arranged at any position within the first virtual space. In such a configuration, for example, two or more objects may be stacked in the z - axis direction in the first virtual space.
[0198] Here, a configuration may be such that two or more objects can be stacked in the z - axis direction only within a specific region of the first virtual space. Also, a capacity is associated with the specific region, and the terminal control unit 26 allows the two or more objects to be stacked within the specific region only when the total value of the costs of the two or more objects is less than or equal to the capacity associated with the region. As the first game medium associated with the object stacked in the positive z - axis direction, for example, a flying character or a flying ship that attacks a ground game medium from the air can be considered.
[0199] Regarding the objects stacked in the z - axis direction as well, similar to the above-described embodiment, the terminal control unit 26 may determine whether the first condition or the second condition is satisfied. In such a configuration, for example, in the first condition or the second condition, at least one connection position set for each stacked object has a predetermined relative positional relationship with at least one connection position set for another object (e.g., the two connection positions are in the first virtual space It may also include a condition that (they are present at substantially the same position). In such a case, for example, the user arranges two or more objects so that the connection positions of the two or more objects are at substantially the same position in the first virtual space in order to achieve the first condition or the second condition. .
[0200] In the above-described embodiment, each user owns a second game medium, and one of the owned second game media is used in the second game part. However, the second game medium used in the second game part is not limited to this. For example, each user may not individually own a game medium, and a game medium common to all users may be used in the game. In this way, regardless of the type and validity of the owned game medium, each user can play the game under fair conditions, and the proportion of the user's game play technology contributing to the score increases. Therefore, it promotes the improvement of the user's game play technology and improves the user's interest in the game.
[0201] In the above-described embodiment, a part of various game screens may be a web display that is displayed on the terminal device 12 based on the data generated by the server device 11, and a part of the game screen (for example, a header area and a footer area where menu buttons are arranged) may be a native display that is displayed by a native application installed on the terminal device 12. As described above, the game according to the above-described embodiment can also be a hybrid game in which each of the server device 11 and the terminal device 12 undertakes a part of the processing.
[0202] In addition, the server device 11 or the terminal device 12 according to the above-described embodiment can be made to function as For this purpose, an information processing device such as a computer or a mobile phone can be preferably used. Such an information processing device can be realized by storing a program that describes the processing content for realizing each function of the server device 11 or the terminal device 12 according to the embodiment in the storage unit of the information processing device, and reading and executing the program by the CPU of the information processing device.
Explanation of Signs
[0203] 10 Game system 11 Server device 12 Terminal device 13 Network 14 Server communication unit 15 Server storage unit 16 Server control unit 17 Object 18 Full circle 19, 19a, 19b Wall 20 Turret 21 Barracks 22, 22a, 22b Marker 23 Terminal communication unit 24 Terminal storage unit 25 Display unit 26 Terminal control unit 27 First virtual space display area 28 Object list 29 First virtual space 30, 30a, 30b Object 31 Commander character 32 Barracks 33 Marker 34, 34a, 34b Object button 35 List button 36 Cost display area 37 Rotation button 38 Decision button 39 Barracks 40 Turret 41, 41a, 41b Area 42 Wall 43 positions 44 Second game medium 45 HP image 46 Wall 47 Barracks 48 Soldier character
Claims
1. Computer, A first means for placing an object in a virtual space; A second means for receiving, from a user, a designation of an object placed in the virtual space; a third means for identifying an object having a shape that can be placed in place of the designated object from among the objects associated with the user; and a fourth means for displaying a first interface for arranging the identified object.
2. The computer further comprises:
2. The program according to claim 1, further comprising: a fifth means for erasing the specified object and arranging the identified object in response to a user operation on the first interface.
3. 3. The program according to claim 2, wherein said fourth means displays a second interface for arranging the erased object.
4. The computer further comprises: The program according to claim 1 , further functioning as a fifth means for arranging the identified object by moving the specified object in response to a user operation on the first interface.
5. 5. The program according to claim 4, wherein said fifth means moves said designated object so as not to overlap said identified object.
6. Computer, A first means for accepting, from a user, a designation of a certain position in a virtual space; A second means for identifying an object having a shape that can be placed at a specified position from among the objects associated with the user; a third means for displaying an interface for arranging the identified object;
7. 7. The program according to claim 6, wherein said second means identifies an object having a shape that does not overlap with any object already placed in said virtual space as an object having a shape that can be placed at said specified position.
8. Computer, a first means for receiving from a user a designation of one area in a virtual space partitioned into a plurality of areas and identifying the accepted area; A second means for selecting one or more game media; A program that functions as a third means for defining an object having a shape that fits within the identified area and to which the selected one or more game media are associated.
9. 9. The program according to claim 8, wherein said first means receives specification of a position in said virtual space from a user, and identifies an area including the specified position.
10. The computer further comprises:
9. The program according to claim 8, which functions as a fifth means for arranging the defined object in the virtual space.
11. The program according to claim 1 , wherein the virtual space is a virtual space in which a game is played.
12. A first means for placing an object in a virtual space; A second means for receiving, from a user, a designation of an object placed in the virtual space; a third means for identifying an object having a shape that can be placed in place of the designated object from among the objects associated with the user; and and fourth means for displaying a first interface for locating the identified object.
13. A first means for accepting, from a user, a designation of a certain position in a virtual space; a second means for identifying an object having a shape that can be placed at a specified position from among the objects associated with the user; and and third means for displaying an interface for locating the identified object.
14. a first means for receiving from a user a designation of one area in a virtual space partitioned into a plurality of areas and identifying the accepted area; A second means for selecting one or more game media; and A system comprising a third means for defining an object having a shape that fits within the identified area and to which the selected one or more game media are associated.
15. A first means arranges an object in a virtual space; A second means receives, from a user, a designation of an object arranged in the virtual space; A third means identifies an object having a shape that can be placed in place of the designated object from among the objects associated with the user; A fourth means for displaying a first interface for arranging the identified object.
16. A first means receives a designation of a certain position in a virtual space from a user; A second means identifies an object having a shape that can be placed at a specified position from among the objects associated with the user; A method in which a third means displays an interface for arranging the identified object.
17. A first means receives, from a user, designation of one area in a virtual space partitioned into a plurality of areas, and identifies the accepted area; A second means selects one or more game media; A method according to a third means for defining an object having a shape that fits within the identified area and to which the selected one or more game media are associated.
Citation Information
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