Game system and program
The game system dynamically adjusts icon size and position based on player status and preferences, improving icon selection intuitiveness in selection menus.
Patent Information
- Application Number
- JP2024009493
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-25
- Publication Date
- 2025-08-06
AI Technical Summary
Conventional games with evenly spaced icons in selection menus make it difficult for players to intuitively select the desired icon, especially as the number of icons increases.
A game system that displays icons as divided areas formed by lines tangent to the center, dynamically changing their size and arrangement based on player status and preferences, highlighting recommended icons for easier selection.
Enhances player intuitiveness in selecting icons by adjusting their size and position based on game situation and preferences, making selection easier and more intuitive.
Smart Images

Figure 2025115131000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system and a program. [Background technology]
[0002] Conventionally, there is known a game that displays a selection menu in which a plurality of fan-shaped selection items (icons) are arranged adjacent to each other in a circumferential direction, and executes a process for a selection item selected by a player's operation (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-229697 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned conventional games, the icons in the selection menu are evenly spaced, which can make it difficult for players to intuitively know which icon to select, and the more icons there are, the more difficult it can be to select an icon of your choice.
[0005] The present invention has been made in view of the above-mentioned problems, and an object of the present invention is to provide a game system etc. that allows a player to easily select an icon. [Means for solving the problem]
[0006] (1) The present invention relates to a game system including: a display control unit that displays on a game screen objects consisting of a plurality of icons, each of which is a divided area obtained by dividing an area of a predetermined shape by a line segment tangent to the approximate center of the predetermined shape; a game progress control unit that progresses the game based on an effect content set for an icon selected by a player's operation from among the plurality of icons; a game status management unit that manages the player's game status; and an icon control unit that changes the size of an area defined by two line segments that form the area of a specific icon from among the plurality of icons and are tangent to the approximate center, based on the player's game status. The present invention also relates to a program for causing a computer to function as each of the above units. The present invention also relates to a computer-readable information storage medium storing the program.
[0007] According to the present invention, by changing the size of the area formed by the two line segments that form the area of a specific icon based on the player's game situation, it becomes possible to make it easier for the player to select a specific icon.
[0008] (2) In the game system and program according to the present invention, the icon control unit may select, as the specific icon, an icon that is recommended for selection by the player from among the plurality of icons.
[0009] (3) In the game system and program according to the present invention, the display control unit may set the arrangement of the icons in the object based on an operation by the player.
[0010] (4) In the game system and program according to the present invention, the display control unit determines the display position of the object and the position of the object based on the player information of the player. At least one of the positions of the icons in the image may be controlled.
[0011] (5) In addition, in the game system and program of the present invention, the icon control unit may control the direction of movement of the line segments when changing the size of the area formed by the two line segments of the specific icon based on the player's player information.
[0012] (6) In the game system and program according to the present invention, the icon control unit may change the size of the area defined by the two line segments of the specific icon over time.
[0013] (7) In the game system and program according to the present invention, the icon control unit may highlight the specific icon.
[0014] (8) In addition, in the game system and program of the present invention, the player's game status may include at least one of the frequency of selection of each of the plurality of icons, the timing at which an icon was selected, and the time it took to select an icon.
[0015] (9) In the game system and program according to the present invention, the icon control unit may change parameters of the effect content set for the specific icon in accordance with the game situation of the player.
[0016] (10) In addition, in the game system and program of the present invention, the icon control unit may display a special icon related to the effect content set for the specific icon in association with the specific icon, depending on the player's game situation.
[0017] (11) In the game system and program according to the present invention, when there are multiple specific icons, the icon control unit may display the multiple specific icons in a manner according to a given priority.
[0018] (12) In addition, in the game system and program of the present invention, the display control unit may display the plurality of icons in the divided area as a first layer of icons, and display a plurality of icons related to an icon selected by a player's operation from the first layer of icons as a second layer of icons, the game progress control unit may progress the game based on the effect content set for the icon selected by a player's operation from the second layer of icons, and the icon control unit may display a specific icon from the second layer of icons as an icon from the first layer of icons depending on the player's game situation. [Brief explanation of the drawings]
[0019] [Figure 1] FIG. 1 is a diagram showing a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of functional blocks of a terminal according to the present embodiment. [Figure 3] FIG. 10 is a diagram showing an example of an object made up of a plurality of icons. [Figure 4] FIG. 10 is a diagram showing another example of an object made up of a plurality of icons. [Figure 5] FIG. 10 is a diagram showing another example of an object made up of a plurality of icons. [Figure 6] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 7] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 8] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 9] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 10] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 11] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 12] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 13] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 14] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 15] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 16] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 17] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 18] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 19] FIG. 10 is a diagram showing an example of a group of icons on the second layer. [Figure 20] FIG. 10 is a diagram showing an example in which icons from the icon group on the second layer are displayed as icons from the icon group on the first layer. [Figure 21] 4 is a flowchart showing the flow of processing in the game system of the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0020] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily necessary constituent elements of the present invention.
[0021] 1. Configuration Fig. 1 shows a game system of this embodiment. In this embodiment, the game system is configured with a plurality of terminals 10 and a server 20 (server device). In other words, as shown in Fig. 1, the game system of this embodiment is configured so that the server 20 that provides services and the terminals 10 (10A, 10B, 10C, etc.) can be connected to a network.
[0022] The server 20 is an information processing device that provides online game services in response to requests from the terminal 10. The server 20 can be configured from one or more servers (such as an authentication server, a matching server, a game processing server, a communication server, a billing server, and a database server).
[0023] In this embodiment, the game is executed on the player's terminal 10, and the server 20 manages information such as the player's account information, the game results of the game executed on the terminal 10, game media (characters, items, etc.) that can be used in the game, and in-game currency that can be used in the game.
[0024] The terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game console, etc.), a personal computer (PC), a game device, etc., and is a device that can be connected to the server 20 via a network such as the Internet (WAN) or LAN. The communication line between the terminal 10 and the server 20 may be wired or wireless.
[0025] 2 shows an example of functional blocks of the terminal 10 of this embodiment. Note that the terminal of this embodiment may have a configuration in which some of the components (each unit) of FIG. 2 are omitted.
[0026] The input unit 150 is a device for inputting (detecting) input information from the player, and outputs the player's input information (operation information) to the processing unit 100. The functions of the input unit 150 can be realized by input devices such as directional keys, buttons, an analog stick (joystick), a touch panel, a touchpad, a mouse, and a keyboard.
[0027] The storage unit 170 stores programs and various data for causing the computer to function as each unit of the processing unit 100, and also functions as a work area for the processing unit 100, and this function can be realized by a hard disk, RAM, etc.
[0028] The display unit 190 outputs the game image generated by the processing unit 100. The function can be realized by a display such as a touch panel, LCD, or HMD (head mounted display) that also functions as the input unit 150.
[0029] The sound output unit 192 outputs the sound generated by the processing unit 100, and this function can be realized by a speaker, headphones, or the like.
[0030] The communication unit 196 performs various controls for communication with the server 20 and other terminals 10, and its functions can be realized by hardware such as various processors or communication ASICs, programs, and the like.
[0031] Note that the programs and various data stored in an information storage medium or storage unit of the server 20 for causing a computer to function as each unit of the processing unit 100 may be received via a network, and the received programs and data may be stored in the storage unit 170. Such cases of receiving programs and various data and causing a terminal to function are also included within the scope of the present invention.
[0032] The processing unit 100 (processor) performs processes such as game progression, image generation, and sound generation based on input information (operation information) from the input unit 150, a program, and data received via the communication unit 196. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs. The processing unit 100 includes a display control unit 110, a game progress control unit 112, a game status management unit 114, an icon control unit 116, an image generation unit 120, and a sound generation unit 130.
[0033] The display control unit 110 displays on the game screen (display unit 190) an object made up of a plurality of icons, which are divided areas obtained by dividing an area of a predetermined shape by a line segment tangent to the approximate center of the predetermined shape (for example, the center point of the predetermined shape). The display control unit 110 may set the arrangement of each icon in the object based on the player's operation, or may control at least one of the display position of the object and the arrangement position of each icon in the object based on the player information of the player.
[0034] The game progress control unit 112 progresses the game based on the effect content set for an icon selected from the plurality of icons by a player's operation (operation on the input unit 150).
[0035] The game status management unit 114 manages the game status of the player. The game status management unit 114 may manage at least one of the frequency of selection of each of the plurality of icons, the timing at which an arbitrary icon was selected, and the time required to select an arbitrary icon, as the game status of the player. In addition, the game status management unit 114 may manage the type of enemy character, the type of event being executed, and the current status of the player and allies (such as the remaining vitality values (hit points) of the player character and allies characters).
[0036] The icon control unit 116 changes the size of the area (angle formed by the two line segments, area, and arc length) of two line segments that form the area of a specific icon from among the plurality of icons and are tangent to the approximate center, based on the game situation of the player. The icon control unit 116 may select an icon that is recommended for selection by the player from among the plurality of icons, as the specific icon, based on the game situation of the player. Furthermore, the icon control unit 116 may control the direction of movement of the line segments when changing the size of the area formed by the two line segments of the specific icon, based on player information of the player. Furthermore, the icon control unit 116 may change the size of the area formed by the two line segments of the specific icon over time. Furthermore, the icon control unit 116 may highlight the specific icon (for example, display it in a three-dimensional manner, or display it in a manner with a predetermined display body added). The icon control unit 116 may change the parameters of the effect content set for the specific icon according to the game situation of the player, or may display a special icon related to the effect content set for the specific icon in association with the specific icon according to the game situation of the player. The icon control unit 116 may also select a plurality of specific icons by prioritizing them, and display the plurality of specific icons in a manner according to the priorities (changing the angle between the two line segments according to the priorities).
[0037] The display control unit 110 may display the plurality of icons in the divided region as a first layer of icons, and may display a plurality of icons related to an icon selected by a player's operation from the first layer of icons as a second layer of icons, and the game progress control unit 112 may progress the game based on the effect content set for the icon selected by a player's operation from the second layer of icons. In this case, the icon control unit 116 may display a specific icon from the second layer of icons as an icon of the first layer of icons according to the player's game situation.
[0038] The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image (a game image including the object) and outputting it to the display unit 190. The image generation unit 120 may generate an image (a so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) in the object space (game space).
[0039] The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 192 .
[0040] The game system of this embodiment may also be configured as a server system. The server system may be configured with one or more servers (such as an authentication server, a game processing server, a communication server, a billing server, and a database server). In this case, the server system performs processing in each unit of the processing unit 100 based on operation input (data input to an input unit of the terminal) transmitted from one or more terminals (e.g., a smartphone, a mobile phone, a portable game console, etc.) connected via a network, generates image generation data for generating an image, and transmits the generated image generation data to each terminal. Here, the image generation data refers to data for displaying an image generated by the method of this embodiment on each terminal, and may be image data itself or various data (such as object data and game processing result data) used by each terminal to generate an image. The game system may also be configured so that the processing of each unit of the processing unit 100 is distributed between the server and the terminals.
[0041] 2. Method of this embodiment Next, a method according to an embodiment of the present invention will be described with reference to the accompanying drawings. The game system according to this embodiment is configured to display objects made up of a plurality of icons on a game screen, and to execute a game in which the progress of the game is controlled based on the effect content set for an icon selected by a player from among the plurality of icons.
[0042] FIG. 3 is a diagram showing an example of an object made up of a plurality of icons. The object OB shown in FIG. 3 is a circular object made up of four icons IC (IC1 to IC4), which are divided areas obtained by dividing a circular (predetermined shape) area by line segments LS (LS1 to LS4) that are tangent to the center point CP of the circle. That is, the object OB shown in FIG. 3 has four icons IC1 to IC4 arranged adjacent to each other in the circumferential direction. The area of icon IC1 is formed by line segments LS1 and LS2 and an arc AR1, the area of icon IC2 is formed by line segments LS2 and LS3 and an arc AR2, and the area of icon IC3 is formed by line segments LS3 and LS4 and an arc AR3. The area of icon IC4 is formed by line segments LS4 and LS1 and a circular arc AR4. Icon IC1 has an effect of "recovery," icon IC2 has an effect of "setting," icon IC3 has an effect of "emote," and icon IC4 has an effect of "avoidance." Note that the object OB shown in FIG. 3 represents the initial state, and the areas of the four icons IC1 to IC4 are equal, and the angle between the two line segments LS1 and LS2 that form the area of icon IC1, the angle between the two line segments LS2 and LS3 that form the area of icon IC2, the angle between the two line segments LS3 and LS4 that form the area of icon IC3, and the angle between the two line segments LS4 and LS1 that form the area of icon IC4 are all 90 degrees.
[0043] The shape of the area of the object OB is not limited to a circle, but may be a polygon as shown in Figures 4 and 5. The object OB shown in Figure 4 is a rectangular object consisting of four icons IC, which are divided areas obtained by dividing a rectangular area by line segments LS tangent to the center point CP, and the object OB shown in Figure 5 is a hexagonal object consisting of six icons IC, which are divided areas obtained by dividing a hexagonal area by line segments LS tangent to the center point CP.
[0044] FIG. 6 is a diagram showing an example of a game screen (game image) generated by the game system of this embodiment. The game screen GI is displayed on the display unit 190 of the player's terminal 10. The game screen GI displays a player character PC, which is the player's character, an enemy character EC, which is the opponent's character, and an object OB. The player can operate the input unit 150 to cause the player character PC to perform actions (such as movement, attack, defense, and recovery). The enemy character EC is an NPC and is automatically controlled according to a given algorithm. When the player character PC attacks the enemy character EC, the strength value of the enemy character EC is reduced by an amount of damage corresponding to the attack power of the attack and the defensive power of the enemy character EC (a value that increases as the attack power increases and decreases as the defensive power increases). Similarly, when the enemy character EC attacks the player character PC, the strength value of the player character PC is reduced by an amount of damage corresponding to the attack power of the attack and the defensive power of the player character PC.
[0045] Furthermore, the player can operate the input unit 150 (touch panel, analog stick, mouse, etc.) to select an icon IC (IC1 to IC4) of an object OB displayed on the game screen GI, thereby executing the effect content set for the selected icon IC. Here, when the player selects the "recovery" icon IC1, the stamina value of the player character PC is restored by a predetermined amount, when the player selects the "settings" icon IC2, various game settings can be configured, when the player selects the "emote" icon IC3, the player character PC performs an action to express emotion (gesture, dance, etc.), and when the player selects the "evasion" icon IC4, the player character PC performs an evasive action.
[0046] In this embodiment, an icon IC recommended for selection by the player is selected as a specific icon from among multiple icons IC based on the player's game situation, and the area of the region of the selected icon IC (the area occupied by the region of the object OB) is controlled to be larger than the area of the regions of the unselected icons IC. In the example shown in FIG. 7, the "recovery" icon IC1 is selected as a specific icon based on the player's game situation, and the area of the region of icon IC1 is increased by expanding the angle formed by the two line segments LS1 and LS2 forming the region of icon IC1. Accordingly, the areas of the regions of the unselected icons IC2, IC3, and IC4 (the angle formed by the two line segments LS2 and LS3 forming the region of icon IC2, the angle formed by the two line segments LS3 and LS4 forming the region of icon IC3, and the angle formed by the two line segments LS4 and LS1 forming the region of icon IC4) are reduced.
[0047] The game situation of the player is, for example, the tendency of the player to select the icon IC, The selection frequency of each icon IC, the timing at which an icon IC was selected, the time required to select an icon IC, and the like are managed as game statuses. For example, if the number of times (selection frequency) that icon IC1 was selected during a period going back a predetermined time from the present time (the time at which the object OB is displayed) is equal to or greater than a predetermined threshold, icon IC1 may be selected as a specific icon (an icon recommended for selection). Alternatively, if a player has tended to select the "recovery" icon IC1 in the past when the player character PC's vitality value was below a predetermined value, and the player character PC's vitality value is currently below the predetermined value, icon IC1 may be selected as a specific icon. Alternatively, if a player has tended to select the "recovery" icon IC1 within a predetermined time after the player character PC's vitality value fell below the predetermined value, and a predetermined time has passed since the player character PC's vitality value fell below the predetermined value without selecting the "recovery" icon IC1, icon IC1 may be selected as a specific icon. Furthermore, the player's game situation may be the type of enemy character EC or the current situation of the player character PC; for example, if the attack power of the enemy character EC is above a predetermined threshold, or if the current stamina value of the player character PC is below a predetermined value, the "recovery" icon IC1 may be selected as the specific icon.
[0048] In this way, an icon IC that is recommended for selection is selected from among multiple icon ICs depending on the player's game situation, and the angle between the two line segments LS that form the area of the selected icon IC is enlarged, making it easier for the player to select the recommended icon IC.
[0049] The player can arbitrarily set the position of each icon IC in the object OB (the effect content assigned to each icon IC) and the display position of the object OB in the game screen GI. The player can place a desired icon IC in a desired position in the object OB or display the object OB in a desired position on the game screen GI, reflecting his or her own habits or dominant hand. For example, if the player has a habit of touching the right side of the game screen GI (touch panel) (or is right-handed), the player can place frequently used icon ICs (here, the "dodge" icon IC3 and the "emote" icon IC4) to the right of the object OB, as shown in FIG. 8, or place the object OB in a position toward the right of the game screen GI (close to the right), as shown in FIG. 9.
[0050] Furthermore, the arrangement position of each icon IC on the object OB and the display position of the object OB on the game screen GI may be controlled based on the player information of the player. Specifically, information regarding the touch position when the player touches the game screen GI (touch panel) is managed as the player information of the player, and for example, if the player tends to touch the right side of the game screen GI, a control is performed such that an icon IC that is selected most frequently among the multiple icon ICs is arranged to the right of the object OB, or the object OB is displayed in a position to the right (closer to the right) of the game screen GI.
[0051] Furthermore, the direction of movement of the line segment LS when changing the angle formed by the two line segments LS of the icon IC selected as a specific icon may be controlled based on the player information of the player. For example, when the icon IC1 is selected as a specific icon, if the player tends to touch the lower side of the game screen GI, the line segment LS2 is moved (rotated) clockwise to expand the area of the icon IC1 downward, as shown in Fig. 7, and if the player tends to touch the upper side of the game screen GI, the line segment LS1 is moved (rotated) counterclockwise to expand the area of the icon IC1 upward, as shown in Fig. 10.
[0052] In addition, over time, the two lines of the icon IC selected as a specific icon The angle between the two line segments LS of the icon IC1 may be changed. For example, a time limit may be set when the icon IC is selected as a specific icon, and the angle between the two line segments LS of the icon IC selected as a specific icon may be gradually reduced until the area of the region of the icon IC becomes equal to the area of the other icons IC until the time limit elapses. Furthermore, if the "recovery" icon IC1 is selected as a specific icon because the player character PC's stamina value falls below a predetermined value, and the stamina value is subsequently recovered, the recommendation level may be reduced, and the angle between the two line segments LS of the icon IC1 may be gradually reduced over time. If the stamina value does not recover and further decreases, the recommendation level may be further increased, and the angle between the two line segments LS of the icon IC1 may be gradually increased over time.
[0053] In addition to enlarging the angle between the two line segments LS of an icon IC selected as a specific icon, the icon IC may be highlighted. For example, as shown in FIG. 11, an icon IC1 selected as a specific icon may be displayed in a three-dimensional manner (three-dimensionalized). As shown in FIG. 12, a predetermined display element DB may be added to the icon IC1 selected as a specific icon. As shown in FIG. 13, the color (or pattern) of the icon IC1 selected as a specific icon may be made different from that of the other icons IC. As shown in FIG. 14, the line segments LS1 and LS2 forming the area of the icon IC1 selected as a specific icon may be made longer (or shorter) than the line segments LS of the other icons IC. The highlighting may also be performed conditionally. For example, after the angle between the two line segments LS of the icon IC selected as a specific icon is enlarged, the icon IC may be highlighted if a predetermined time has passed without the icon IC being selected. In addition, the icon IC selected as a specific icon may be highlighted in stages depending on the amount of time that has passed without being selected (for example, first changing the color, then making it three-dimensional, and then adding a display body DB).
[0054] Furthermore, when selecting an icon IC by operating the input unit 150 (mouse, analog stick, etc.) to align the cursor with the icon IC and then performing a predetermined operation (click, button press, etc.), as shown in FIG. 15, when the object OB is displayed on the game screen GI, the cursor CS may be positioned on the icon IC1 that was selected as a specific icon from the beginning, so that the recommended icon IC1 can be selected simply by performing a predetermined operation.
[0055] Furthermore, parameters of the effect content set for an icon IC selected as a specific icon may be changed depending on the player's game situation. For example, when the game situation satisfies a predetermined condition, such as when the player's rank is equal to or higher than a predetermined value, when the player has spent a predetermined cost (in-game currency, items, etc.), or when a condition for winning is met with a predetermined probability, the effect content set for the icon IC selected as a specific icon may be enhanced. For example, as shown in FIG. 16 , the effect content set for the "Recovery" icon IC1 selected as a specific icon may be changed to "High Recovery," which recovers a greater amount of vitality than the normal "Recovery." Furthermore, when the effect content set for the icon IC selected as a specific icon inflicts damage on the opponent, such as a "Special Move," the effect content may be enhanced to increase the amount of damage inflicted. Furthermore, when the player's game situation satisfies a predetermined condition, a special icon may be displayed in association with the icon IC selected as a specific icon, and the effect content set for the special icon may be executed when the player selects the special icon. For example, as shown in FIG. 17, a special icon IC1 with a large recovery effect set to "great recovery" is placed near the "recovery" icon IC1 selected as a specific icon. S may be displayed, allowing the player to select either "recovery" or "great recovery."
[0056] Furthermore, multiple icons IC recommended for selection by the player may be selected as specific icons based on the player's game situation. In this case, multiple icons IC may be selected with a priority order, and the selected multiple icons IC may be displayed in a manner according to the priority order so that the player can recognize the priority order. For example, if the "recovery" icon IC1 is selected as the specific icon with the highest priority (first recommended) and the "avoidance" icon IC4 is selected as the specific icon with the second highest priority (second recommended), as shown in FIG. 18 , the angle formed by the two line segments LS1 and LS2 of icon IC1 (the area of the region of icon IC1) may be the largest, the angle formed by the two line segments LS4 and LS1 of icon IC4 (the area of the region of icon IC4) may be the second largest, and the angle formed by the two line segments LS2 and LS3 of icon IC2 (the area of the region of icon IC2) and the angle formed by the two line segments LS3 and LS4 of icon IC3 (the area of the region of icon IC3) may be the smallest. Furthermore, the selected multiple icons IC may be highlighted according to the priority order. For example, the icon IC1 with the highest priority may be displayed in red, and the icon IC4 with the second highest priority may be displayed in light red (highly transparent red).
[0057] Alternatively, a plurality of icon ICs, which are divided areas obtained by dividing the area of the object OB, may be set as a first layer of icon groups, and a plurality of icons related to an icon selected by a player's operation from the first layer of icon groups may be displayed as a second layer of icon groups, and an effect content set for the icon selected by the player from the second layer of icon groups may be executed. For example, as shown in Fig. 19, when a player selects (by placing a cursor over or tapping on) a "stamp" icon IC from the first layer of icon groups IG1, a plurality of icon ICs representing stamps such as "Let's do our best!", "Fight!", and "Like!" are displayed as the second layer of icon groups IG2, and when the player selects (by placing a cursor over and clicking or tapping on) an icon IC for "Fight!" from the second layer of icon groups IG2, for example, a "Fight!" stamp is pasted in the game space. Similarly, when the player selects the "Tool" icon IC from the group of icons on the first layer IG1, multiple icons representing items such as "Keys" and "Recovery Potions" are displayed as a group of icons on the second layer, and when the player selects the "Key" icon from the group of icons on the second layer, the player character will be able to use the "Key" item.
[0058] In this case, a recommended icon IC may be selected as a specific icon from the icon group IG2 of the second layer according to the player's game situation (e.g., the frequency of selection of each icon in the icon group IG2 of the second layer), and the selected icon IC may be displayed as an icon IC in the icon group IG1 of the first layer. For example, if a player frequently uses the "Let's do our best!" stamp, as shown in FIG. 20, the "Let's do our best!" icon IC may be displayed as an icon IC in the icon group IG1 of the first layer, and when the player selects the "Let's do our best!" icon IC (by placing the cursor over it and clicking or tapping), the "Let's do our best!" stamp is placed in the game space. In this way, the time required to select a frequently used icon IC from the icon group IG2 of the second layer can be shortened. Note that in the example shown in FIG. 20, if the player places the cursor over the "Let's do our best!" icon IC without clicking it for a predetermined time (or performs a long tap), the icon group IG2 of the second layer shown in FIG. 19 may be displayed.
[0059] 3. Processing Next, an example of the processing of the game system (terminal 10) of this embodiment will be described with reference to the flowchart of FIG.
[0060] First, the display control unit 110 determines whether or not to display the object OB on the game screen GI based on the player's operation, the game situation, etc. (step S10). If the object OB is not to be displayed or if the object OB is already being displayed (N in step S10), the process proceeds to step S14.
[0061] When the object OB is to be displayed on the game screen GI (Y in step S10), the icon control unit 116 selects an icon IC (specific icon) to be recommended for selection from among the plurality of icons IC arranged on the object OB based on the player's game situation (step S11), and enlarges the angle formed by the two line segments LS that form the area of the selected icon IC (step S12). At the same time, the icon control unit 116 reduces the angle formed by the two line segments LS that form the area of the icon IC that was not selected. Note that if there is no recommended icon IC, the angle formed by the two line segments LS of each icon remains at the initial state. Next, the display control unit 110 displays the object OB consisting of the plurality of icon ICs on the game screen GI (step S13).
[0062] Next, the game progress control unit 112 determines whether or not an operation to select an icon IC by the player has been accepted (step S14). If the operation has been accepted (Y in step S14), the game progress control unit 112 controls the game to progress based on the effect content set for the icon IC selected by the operation (step S15). Here, the game status management unit 114 manages and updates the player's game status (such as the frequency of selection for each icon, the timing of selection, and the time required for selection) based on the selected icon IC, the timing and situation of the icon IC selection, etc. Next, the processing unit 100 determines whether or not to continue processing (step S16). If the processing is to be continued (Y in step S16), the processing proceeds to step S10.
[0063] The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings. [Explanation of symbols]
[0064] 10...terminal, 20...server, 100...processing unit, 110...display control unit, 112...game progress control unit, 114...game status management unit, 116...icon control unit, 120...image generation unit, 130...sound generation unit, 150...input unit, 170...storage unit, 190...display unit, 192...sound output unit, 196...communication unit
Claims
1. a display control unit that displays on the game screen objects each consisting of a plurality of icons, each of which is a divided area obtained by dividing an area of a predetermined shape by a line segment tangent to the approximate center of the predetermined shape; a game progress control unit that progresses the game based on an effect content set for an icon selected by a player's operation from among the plurality of icons; a game status management unit that manages the game status of a player; and an icon control unit that changes the size of the area defined by two line segments that form the area of a specific icon among the plurality of icons and that are tangent to the approximate center, based on the player's game situation.
2. In claim 1, The icon control unit A game system characterized in that an icon that is recommended for selection by the player is selected from the plurality of icons as the specific icon.
3. In claim 1, The display control unit A game system characterized in that the arrangement of each icon in the object is set based on an operation by a player.
4. In claim 1, The display control unit A game system characterized in that at least one of the display position of the object and the arrangement position of each icon on the object is controlled based on player information of a player.
5. In claim 1, The icon control unit A game system characterized in that the direction of movement of the line segments when changing the size of the area formed by the two line segments of the specific icon is controlled based on player information of the player.
6. In claim 1, The icon control unit A game system characterized in that the size of the area formed by the two line segments of the specific icon is changed over time.
7. In claim 1, The icon control unit A game system characterized in that the specific icon is highlighted.
8. In claim 1, A game system characterized in that the player's game status includes at least one of the frequency of selection of each of the plurality of icons, the timing at which an arbitrary icon was selected, and the time it took to select an arbitrary icon.
9. In claim 1, The icon control unit A game system characterized in that the parameters of the effect contents set for the specific icon are changed according to the game situation of the player.
10. In claim 1, The icon control unit A game system characterized in that a special icon related to the effect content set for the specific icon is displayed in association with the specific icon according to the game situation of the player.
11. In claim 1, The icon control unit A game system characterized in that, when there are a plurality of the specific icons, the plurality of specific icons are displayed in a manner according to a given priority.
12. In claim 1, The display control unit a plurality of icons in the divided area are displayed as a first layer of icons, and a plurality of icons related to an icon selected by a player's operation from the first layer of icons are displayed as a second layer of icons; The game progress control unit progressing the game based on the effect content set for an icon selected by a player's operation from among the group of icons in the second layer; The icon control unit A game system characterized in that a specific icon from the group of icons in the second layer is displayed as an icon from the group of icons in the first layer according to the game situation of the player.
13. a display control unit that displays on the game screen objects each consisting of a plurality of icons, each of which is a divided area obtained by dividing an area of a predetermined shape by a line segment tangent to the approximate center of the predetermined shape; a game progress control unit that progresses the game based on an effect content set for an icon selected by a player's operation from among the plurality of icons; a game status management unit that manages the game status of a player; A program that causes a computer to function as an icon control unit that changes the size of the area defined by two line segments that form the area of a specific icon among the plurality of icons and that are tangent to the approximate center, based on the player's game situation.
Citation Information
Patent Citations
Recording medium readable by computer recorded with video game program, video game program and method and device for processing video game
JP2002229697A