Program and information processing system
By varying the available area in a location-based game based on user altitude, the system enhances gameplay interest through increased interaction opportunities and incentives, addressing the lack of altitude-based variation in conventional games.
Patent Information
- Application Number
- JP2024022795
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-19
- Publication Date
- 2025-08-29
AI Technical Summary
Conventional location-based games lack variation in available areas based on user altitude, leading to uninteresting gameplay experiences.
The system varies the available area in a virtual space according to the user's altitude in real space, expanding the area as altitude increases, and adjusts the type and accessibility of events and items accordingly.
This variation enhances gameplay interest by increasing opportunities for interaction and providing incentives to explore different altitudes, such as accessing rare items and multiplayer events.
Smart Images

Figure 2025126534000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing system. [Background technology]
[0002] BACKGROUND ART Conventionally, there is known a technique for setting a specific area (such as the below-described available area R) that can be selected to start a specific event among events in a virtual space (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2023-107907 Summary of the Invention [Problem to be solved by the invention]
[0004] The purpose is to improve the interest of the service. [Means for solving the problem]
[0005] In order to solve the above problem, the program of the present invention causes a computer to function as a variation means that varies a specific area that can be selected to start an event in a virtual space depending on the height at which the user is located in real space. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve the interest of the service. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 2 is a diagram illustrating each configuration of the information processing system. [Figure 2] FIG. 1 is a hardware configuration diagram of an information processing system. [Figure 3]FIG. 2 is a functional block diagram of the information processing system. [Figure 4] FIG. 10 is a schematic diagram of a specific example of a map screen. [Figure 5] FIG. 10 is a conceptual diagram of a specific example of an appearing object table. [Figure 6] FIG. 10 is a diagram for explaining a specific example of an available area. [Figure 7] FIG. 10 is a diagram for explaining an automatically set viewing angle. [Figure 8] FIG. 10 is a schematic diagram of a specific example of a battle screen. [Figure 9] FIG. 10 is a conceptual diagram of a specific example of a priority table. [Figure 10] 3 is a flowchart of each process in the information processing system. [Figure 11] FIG. 10 is a diagram for explaining a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0008] Fig. 1 is a diagram illustrating each component of an information processing system 1000. The information processing system 1000 includes a terminal device 100 and a server device 200. As shown in Fig. 1, the terminal device 100 and the server device 200 can communicate with each other via a network N. The network N may be, for example, the Internet.
[0009] The terminal device 100 is portable by a user, and may be, for example, a smartphone, a personal computer, or a portable game console. The terminal device 100 stores various programs including application programs. In reality, a plurality of terminal devices 100 communicate with the server device 200. However, for the sake of explanation, only one terminal device 100 is shown in FIG. 1 .
[0010] The server device 200 provides the terminal device 100 with various types of information that the terminal device 100 uses when executing an application program. Specifically, the terminal device 100 and the server device 200 work together to provide a service that uses the user's location information, such as a game that uses the user's location information (referred to as a location information game). Note that while FIG. 1 shows an example in which the server device 200 is configured as a single server device, the server device 200 may also be configured as a plurality of server devices (systems).
[0011] The terminal device 100 is configured to be able to acquire position information in real space. Specifically, the terminal device 100 is equipped with a GPS (Global Positioning System) receiving unit and is configured to be able to receive GPS signals. The GPS signals include information indicating the position of the terminal device 100 calculated using an earth model that approximates the earth as an ellipsoid.
[0012] For the sake of explanation, hereinafter, the direction parallel to the surface of the above-mentioned earth model (hereinafter referred to as "earth surface Se") may be referred to as the "X-axis direction," the direction parallel to the earth surface Se of the earth model and perpendicular to the X-axis direction may be referred to as the "Y-axis direction," and the direction perpendicular to the earth surface Se of the earth model may be referred to as the "Z-axis direction." The GPS signal includes horizontal position information (Xr, Yr) indicating the position of the terminal device 100 on the XY plane (horizontal plane), and altitude information (Zr) indicating the position of the terminal device 100 in the Z-axis direction (height direction).
[0013] In this embodiment, the position of the terminal device 100 in real space may be referred to as "user position Pr(Xr, Yr, Zr)." The above user position Pr(Xr, Yr, Zr) can be estimated to indicate the position of the user who holds the terminal device 100. Furthermore, the position of the user on the XY plane of real space may be referred to as user horizontal position (Xr, Yr). Similarly, the position of the user in the Z-axis direction of real space may be referred to as user altitude Zr.
[0014] In location-based games, a usable area (see R in FIG. 4 described later) is set in virtual space according to the user's horizontal position (Xr, Yr) in real space. For example, a roughly disk-shaped area centered on a position in virtual space corresponding to the user's horizontal position (Xr, Yr) (see Pv in FIG. 4 described later) is set as the usable area. The usable area described above is an area that can be selected to start a specific event (battle with a monster, acquisition of an item).
[0015] However, in conventional location-based games, the available area does not change according to the user's altitude Zr. Therefore, there are limited opportunities for the available area to change, which is uninteresting. To alleviate this inconvenience, this embodiment is configured to allow the available area to change according to the user's altitude Zr. This configuration will be described in detail later.
[0016] Fig. 2 is a hardware configuration diagram of the information processing system 1000. As described above, the information processing system 1000 includes the terminal device 100 and the server device 200. As shown in Fig. 2, the terminal device 100 includes a processing device 101, a storage device 102, a communication device 103, a display device 104, a GPS receiving unit 105, and an acceleration and direction sensor 106. Each of the above components is connected to each other so as to be able to communicate with each other via a system bus.
[0017] The processing device 101 controls the entire terminal device 100. The processing device 101 may be configured with one or more processors. Specifically, the processing device 101 may be configured with one or more types of processors, such as a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processor (DSP), a field programmable gate array (FPGA), or an application specific integrated circuit (ASIC).
[0018] The storage device 102 stores various programs including a basic program and an application program PGx. Well-known storage media such as semiconductor storage media and magnetic storage media can be used as the storage device 102. The storage device 102 may be configured as a single storage medium or multiple storage media. The application program PGx is downloaded in advance and installed on the terminal device 100. The storage device 102 also stores various game data used in the location-based game (such as data indicating items given to the user and data indicating the status of the user character).
[0019] The display device 104 includes a display panel 104a and a touch panel 104b. The display panel 104a is, for example, a flat display configured with organic EL (Electro Luminescence). The touch panel 104b is configured to be able to detect a touch operation by a user. Specifically, the touch panel 104b is provided over the display panel 104a and receives a touch operation on an image displayed on the display panel 104a.
[0020] The GPS receiver 105 receives GPS signals from GPS satellites. As described above, the GPS signals include the user's horizontal position information (Xr, Yr) as well as the user's altitude information (Zr). The acceleration and direction sensor 106 is configured by combining various sensors including an electronic magnetic compass that detects geomagnetism, a gyrocompass, and an acceleration sensor. The communication device 103 communicates with the server device 200 via the network N.
[0021] The server device 200 includes a processing device 201, a storage device 202, and a communication device 203. These components are communicatively connected via a system bus. The processing device 201 controls the entire server device 200. The processing device 201 of the server device 200 may be configured with one or more processors, similar to the processing device 101 of the terminal device 100 described above. Specifically, the processing device 201 may be configured with one or more types of processors, such as a CPU, a GPU, a DSP, an FPGA, or an ASIC.
[0022] The storage device 202 stores various programs including a basic program and a game management program PGy. The storage device 202 of the server device 200 may be, for example, a known storage medium such as a semiconductor storage medium or a magnetic storage medium. The storage device 202 may be configured with a single storage medium or multiple storage media. The storage device 202 also stores various game data used in the location-based game (such as data indicating items given to the user and data indicating the status of the user character) in association with the user's identifier. The communication device 203 communicates with the terminal device 100 via the network N.
[0023] 3 is a functional block diagram of the information processing system 1. As shown in FIG. 3, the information processing system 1 of this embodiment is configured to include a terminal device 10 and a management device 20. For example, the above-mentioned terminal device 100 executes an application program PGx to function as the terminal device 10. Furthermore, the above-mentioned server device 200 executes a game management program PGy to function as the management device 20. Each of the above components can communicate via a network N.
[0024] The terminal device 10 includes a varying means 11, a changing means 12, a starting means 13, an assigning means 14, and an executing means 15. However, the management device 20 may be configured to include some or all of the above components (functions).
[0025] The variation means 11 varies the available area R (specific area) that can be selected to start a specific event among the events in the virtual space, according to the height at which the user is located in the real space. In this embodiment, altitude information (Zr) from a GPS signal is used as the "height at which the user is located in the real space." However, the "height at which the user is located in the real space" used when varying the available area R is not limited to the altitude information (Zr) from a GPS signal. Other specific examples of the "height at which the user is located in the real space" used when varying the available area R will be described later as modified examples.
[0026] Furthermore, when the height (Zr) at which the user is located in real space changes from less than the first threshold V1 to equal to or greater than the first threshold V1 and less than the second threshold V2, the variation means 11 varies the usable region R to a wider region than when it is less than the first threshold V1 (varying from R1 to R2; see Figures 5(a-2) and 5(b-2) described below). Furthermore, when the height (Zr) at which the user is located in real space changes from equal to or greater than the first threshold V1 and less than the second threshold V2 to equal to or greater than the second threshold V2, the variation means 11 varies the usable region R to a wider region than when it is equal to or greater than the first threshold V1 and less than the second threshold V2 (varying from R2 to R3; see Figures 5(b-2) and 5(c-2) described below).
[0027] The change means 12 changes the type of event that can be started before and after the usable region R changes in accordance with the height (Zr) at which the user is located in real space. The above configuration will be described in detail later with reference to FIG. 6.
[0028] The starting means 13 can start both the first event (a battle with a large monster) and the second event (a battle with a small monster) among the events that can be started by selecting the available area R during a period when the available area R is set to the first area (R1 shown in FIG. 5(a-2)), while during a period when the available area R is set to the second area (R2 shown in FIG. 5(b-2)), which is larger than the first area, the starting means 13 can start the first event among the first and second events. A specific example of the above configuration is a configuration in which the first event is an event that can be executed by one user, and the second event is an event that can be executed by multiple users (multiplay is possible).
[0029] When the height (Zr) at which the user is located in real space satisfies a predetermined condition (V1≦Zr), the granting means 14 grants a benefit (improvement of status in battle) in an event started by selecting the available area R. The above configuration will be described in detail using Figures 8(a) and 8(b).
[0030] In an auto mode in which various events are automatically executed, when the height (Zr) at which the user is located in real space satisfies a predetermined condition, the execution means 15 can prioritize and execute an event that can be executed when the predetermined condition is satisfied (such as obtaining a sky item) over an event that can be executed even if the predetermined condition is not satisfied (such as obtaining a normal item). The above configuration will be described in detail later using FIG. 9.
[0031] 4 is a conceptual diagram of a specific example of a map screen Mp displayed on the terminal device 10. A virtual space Sv is displayed on the map screen Mp. A location-based game progresses in the virtual space Sv. Specifically, in the location-based game, various events (battles with monsters, acquisition of items) can be carried out in the virtual space Sv by the user moving through the real space Sr.
[0032] As shown in Fig. 4, the map screen Mp displays the virtual space Sv in a bird's-eye view or a bird's-eye view. The virtual space Sv is displayed based on map information and the user position Pr (Xr, Yr, Zr) in the real space Sr. The map information is transmitted from the management device 20 to the terminal device 10, for example. However, the management device 20 may acquire the map information from an external server and transfer the map information to the terminal device 10. The user position information Pr is identified using the GPS signal described above.
[0033] As shown in Fig. 4, the map screen Mp is configured to include various objects. Specifically, the map screen Mp is configured to include a character image Gp, an area image Gx, a monster image Gm (a, b, c), an item image Gi (a, b, c), a ground image Gg, and button images Gb (1 to 3). Note that the specific example in Fig. 4 shows only some of the objects displayed on the map screen Mp. Details of the objects displayed on the map screen Mp will be described later using Fig. 6.
[0034] The ground surface image Gg in the virtual space Sv is displayed in an area corresponding to the ground surface in the real space Sr. For ease of explanation, the area in the virtual space Sv where the ground surface image Gg is displayed may be referred to as the "ground surface Sg." As shown in FIG. 4, the ground surface image Gg displays an area corresponding to a road in the real space Sr. The above ground surface image Gg is displayed based on map information in the real space Sr.
[0035] The character image Gp represents the user character in the virtual space Sv. As shown in FIG. 4, the character image Gp is displayed at the character position Pv. The character position Pv in the virtual space Sv corresponds to the user's horizontal position (Xr, Yr) on the ground surface of the real space Sr. Specifically, the character position Pv in the virtual space moves as the user's horizontal position (Xr, Yr) indicated by the GPS signal moves. In the above configuration, the character image Gp moves in the virtual space Sv as the user moves in the real space Sr. Furthermore, the orientation of the character image Gp in the virtual space Sv corresponds to the orientation of the user (terminal device 10) in the real space Sr.
[0036] The area image Gx displays the outer edge of the usable area R. For example, an area in the virtual space Sv corresponding to an area from the user's horizontal position (Xr, Yr) on the ground to a predetermined distance (e.g., approximately 200 meters) is set as the usable area R. In the above configuration, the character image Gp (character position Pv) is located approximately at the center of the usable area R in the virtual space Sv. As will be described in detail later, the usable area R in this embodiment changes according to the user's altitude Zr. When the usable area R changes, the area image Gx displays the outer edge of the usable area R after the change.
[0037] The available area R is an area that can be selected to start a specific event (battle with a monster, acquisition of an item) among the events in the virtual space Sv. For example, if a monster image Gm is located in the available area R, the user can start a battle with the monster by touching (selecting) the monster image Gm. Also, if an item image Gi is located in the available area R, the user can acquire an item by touching the item image Gi. In addition to touching an object itself located in the available area R, a specific event corresponding to the object can also be started by touching the area around the object.
[0038] In the specific example of FIG. 4, it is assumed that one monster image Gm (Gma) among the objects on the map screen Mp is located in the available area R. In the above case, when the monster image Gm is touched, a battle with the monster corresponding to the monster image Gm begins. On the other hand, in the specific example of FIG. 4, it is assumed that one item image Gi (Gib) among the objects on the map screen Mp is not located in the available area R. In the above case, even if the item image Gi is touched, an event to obtain an item is not executed.
[0039] In a location-based game, even if an object is located outside the usable area R, the user can move in the real space Sr to position the object in the usable area R, thereby enabling an event corresponding to the object to be executed. For example, in the specific example of Fig. 4, the user can move in the real space Sr to position the item image Gi in the usable area R, enabling an event to obtain an item to be executed.
[0040] Note that, when an object located outside the usable area R is touched, an event different from the specific event that is executed when the object is located in the usable area R may be executed. For example, when a monster image Gm (e.g., Gmb in FIG. 4) located outside the usable area R is touched, a battle may not start, and the strength of the monster corresponding to the monster image Gm may be displayed. Also, when an item image Gi located outside the usable area R is touched, a message saying "Approach and touch to acquire" may be displayed.
[0041] The position where each object (monster image Gm, item image Gi) on the map screen Mp is displayed is determined by a predetermined method. For example, as shown in FIG. 4, the monster image Gm includes a small monster image Gma and a large monster image Gmb. The small monster image Gma is displayed at a random position near the character position Pv in the virtual space Sv. For example, the small monster image Gma is displayed in the virtual space Sv corresponding to a range of approximately 250 meters from the user's horizontal position (Xr, Yr) on the ground surface of the real space Sr.
[0042] The large monster image Gmb is displayed at a predetermined event spot Pe in the virtual space Sv. Specifically, when the reappearance time described below has elapsed (see FIG. 6), the management device 20 allows the object to be rearranged at some of all the event spots Pe. Note that the combination of event spots Pe at which the large monster image Gmb is rearranged may change. Also, the type of large monster image Gmb (type of large monster) rearranged at the event spot Pe may change.
[0043] The item images Gi (normal item images Gia, special item images Gib, and sky item images Gic) are displayed at one of the event spots Pe, just like the large monster images Gmb. The same applies to the flying monster images Gmc, which will be described later.
[0044] Once the position and type of each object to be displayed are determined, the determination result is notified to the terminal device 10. Note that the position and type of each object to be displayed may be determined on the terminal device 10 side. As will be described later, in this embodiment, the usable area R varies depending on the user altitude Zr. However, the position of each object in the virtual space Sv does not change before and after the usable area R varies depending on the user altitude Zr.
[0045] The button images Gb on the map screen Mp include button images Gb1, Gb2, and Gb3. When the button image Gb1 of the button images Gb is touched, the system transitions to auto mode. In the auto mode described above, an object located in the available area R is automatically selected (without a touch operation), and an event corresponding to that object is executed. In addition, in the auto mode, a started event progresses and ends automatically. Note that if the user's moving speed is slower than a predetermined speed, each event may not be executed automatically even in the auto mode.
[0046] When the button image Gb2 is touched, the map screen Mp is switched to a menu screen, which allows the user to check, for example, various notifications from the management device 20 (such as program update notifications) via the menu screen.
[0047] When the button image Gb3 is touched, the map screen Mp is switched to an item screen. The user can use various items via the item screen. For example, an item that restores the character's hit points can be used via the item screen. The user can also check the user character's status (attack power, etc.) and the weapons and armor equipped by the user character via the item screen. The weapons and armor equipped by the user character can also be changed. The display mode of the character image Gp (including the character image Gp' described below) changes depending on the types of weapons and armor equipped by the user character.
[0048] As described above, the virtual space Sv is displayed in a bird's-eye view on the map screen Mp. In this embodiment, the angle at which each object is viewed in the virtual space Sv (hereinafter referred to as the "line-of-sight angle θ") is changeable. Note that the line-of-sight angle θ in this embodiment refers to the magnitude of the angle between the line-of-sight direction in the virtual space Sv and the ground surface Sg (ground surface image Gg).
[0049] Specifically, when the map screen Mp (touch panel 104b) is pinched, the line-of-sight angle θ is changed. In this embodiment, the line-of-sight angle θ can be changed within the range of "about 0 degrees ≤ θ ≤ about 90 degrees". Also, the closer the line-of-sight angle θ is to 0 degrees, the virtual space Sv as seen from a viewpoint closer to the ground surface Sg is displayed. Further, the closer the line-of-sight angle θ is to 90 degrees, the virtual space Sv as seen from a viewpoint farther from the ground surface Sg is displayed. Specifically, when the line-of-sight angle θ approaches 90 degrees, the map screen Mp switches from a plan view to a bird's-eye view.
[0050] By the way, in the prior art, the available area R was set only according to the user's horizontal position (Xr, Yr), and the available area R did not vary according to the user's altitude Zr. Therefore, depending on the user, there were cases where the opportunity for the available area R to change was uninteresting. Considering the above circumstances, in this embodiment, a configuration is adopted in which the available area R varies according to the user's altitude Zr. The above configuration will be described in detail below.
[0051] Figs. 5(a-1), (a-2), (b-1), (b-2), (c-1), and (c-2) are diagrams for explaining specific examples of the available area R. Hereinafter, for the sake of explanation, the area in the real space Sr with an altitude less than the threshold value V1 may be described as the "ground surface area". Also, the area in the real space Sr with an altitude of the threshold value V1 or more and less than the threshold value V2 may be described as the "low altitude area". Similarly, the area in the real space Sr with an altitude of the threshold value V2 or more may be described as the "upper air area".
[0052] In this embodiment, as described above, a configuration is adopted in which the available area R varies according to the user's altitude Zr. Specifically, a configuration is adopted in which the higher the user's altitude Zr, the wider the available area R is set. For example, when the user's altitude Zr is located in the ground surface area (Zr < V1), the available area R1 is set. Also, when the user's altitude Zr is located in the low altitude area (V1 ≤ Zr < V2), an available area R2 wider than the available area R1 is set. Further, when the user's altitude Zr is located in the upper air area (V2 ≤ Zr), an available area R3 wider than the available area R2 is set.
[0053] FIG. 5(a-1) is a diagram for explaining a specific example of a user altitude Zr in a real space Sr. FIG. 5(a-1) shows a user position Pr(Xr, Yr, Zr) in the real space Sr. In the specific example of FIG. 5(a-1), it is assumed that a user U (terminal device 10) is located on the first floor of a commercial facility B. In the above case, the user altitude Zr is located in the ground surface area (Zr <V1)。
[0054] 5(a-2) is a diagram for explaining a specific example of the usable region R. Hereinafter, for the sake of explanation, the direction in the virtual space Sv corresponding to the X-axis direction of the real space Sr may be referred to as the "x-axis direction." Similarly, the direction in the virtual space Sv corresponding to the Y-axis direction of the real space Sr may be referred to as the "y-axis direction," and the direction in the virtual space Sv corresponding to the Z-axis direction of the real space Sr may be referred to as the "z-axis direction." The above xy plane is approximately parallel to the ground surface Sg, and the z-axis direction (height direction) is approximately perpendicular to the ground surface Sg.
[0055] The specific example of FIG. 5(a-2) assumes the usable region R set in the specific example of FIG. 5(a-1) described above. That is, the specific example of FIG. 5(a-2) assumes that the user altitude Zr in the real space Sr is located in the ground surface area. In the above case, the usable region R1 is set in the virtual space Sv. FIG. 5(a-2) assumes that the usable region R1 in the virtual space Sv is viewed from the z-axis direction. The same applies to FIG. 5(b-2) and FIG. 5(c-2) described below.
[0056] The usable region R1 is set in the virtual space Sv corresponding to an area up to a predetermined distance from the user's horizontal position (Xr, Yr) in the real space Sr. For example, the usable region R1 is set in the virtual space Sv corresponding to an area up to approximately 200 meters from the user's horizontal position (Xr, Yr). Specifically, as shown in FIG. 5(a-2), the outer edge of the usable region R1 is approximately circular with the character position Pv(xv, yv) as its center.
[0057] In Fig. 5(a-2), for the sake of explanation, the outer edge C2 of the available area R2 in the specific example of Fig. 5(b-2) to be described later and the outer edge C3 of the available area R3 in the specific example of Fig. 5(c-2) to be described later are shown by dashed lines. Also, Fig. 5(a-2) assumes a specific example where the item images Gi1 and Gi2 are displayed in the virtual area Sv.
[0058] As shown in Fig. 5(a-2), among the item images Gi(1, 2), the item image Gi1 is located between the outer edge of the available area R1 and the outer edge C2. Also, the item image Gi2 is located between the outer edge C2 and the outer edge C3. Since each of the above item images Gi(1, 2) is located outside the available area R1, when the user altitude Zr is located in the ground area, the item cannot be acquired even if a touch operation is performed.
[0059] Fig. 5(b-1) is a diagram for explaining another specific example of the user altitude Zr in the real space Sr. The specific example of Fig. 5(b-1) assumes a case where, in the specific example of Fig. 5(a-1) described above, the user U moves from the ground area to a floor (for example, an event venue) located in the low-altitude area using an elevator or the like in the commercial facility B (V1≦Zr<V2). However, the specific example of Fig. 5(b-1) assumes that the user horizontal position (Xr, Yr) is substantially common before and after moving from the ground area to the low-altitude area.
[0060] Fig. 5(b-2) is a diagram for explaining another specific example of the available area R in the virtual space Sv. The specific example of Fig. 5(b-2) assumes the available area R set in the specific example of Fig. 5(b-1) described above. That is, the specific example of Fig. 5(b-2) assumes a case where the user altitude Zr is located in the low-altitude area. In the above case, the available area R2 is set in the virtual space Sv.
[0061] The usable area R2 is set in the virtual space Sv corresponding to an area up to a predetermined distance from the user's horizontal position (Xr, Yr) in the real space Sr. For example, the usable area R2 is set in the virtual space Sv corresponding to an area up to approximately 500 meters from the user's horizontal position (Xr, Yr). Specifically, as shown in FIG. 5(b-2), the outer edge of the usable area R2 is approximately circular, centered on the character position Pv(xv, yv), similar to the usable area R1. However, the usable area R2 is wider than the usable area R1.
[0062] In Fig. 5(b-2), similar to Fig. 5(a-2) above, the outer edge C3 of the available area R3 in the specific example of Fig. 5(c-2) described below is shown by a dashed line. Also, the outer edge C1 of the available area R1 set in the specific example of Fig. 5(a-2) above is shown by a dashed line in Fig. 5(b-2). Also, similar to Fig. 5(a-2) above, Fig. 5(b-2) assumes a specific example in which item images Gi1 and Gi2 are displayed in the virtual area Sv.
[0063] 5(a-2), among the item images Gi, the item image Gi2 is located between the outer edge of the usable area R2 and the outer edge C3. Because the above item image Gi2 is located outside the usable area R2, if the user altitude Zr is in the low altitude area or the ground surface area, the item cannot be acquired by a touch operation.
[0064] On the other hand, the item image Gi1 is located in the usable area R2. Therefore, when the user altitude Zr is located in the low-altitude area, an item can be acquired by touching the item image Gi1. As described above, when the user altitude Zr is located in the ground surface area, an item cannot be acquired by touching the item image Gi1 (see FIG. 5(a-2) above). As can be understood from the above explanation, according to this embodiment, even if the user horizontal position (Xr, Yr) does not move, if the user altitude Zr moves from the ground surface area to the low-altitude area, an item image Gi located further away can be selected.
[0065] Fig. 5(c-1) is a diagram illustrating another specific example of the user altitude Zr in the real space Sr. The specific example of Fig. 5(c-1) assumes that in the specific example of Fig. 5(b-1) described above, the user U moves from the low-altitude area to a floor (e.g., an observation deck) located in the upper sky area using an elevator or the like in the commercial facility B (V2≦Zr). However, the specific example of Fig. 5(c-1) assumes that the user's horizontal position (Xr, Yr) is approximately the same before and after moving from the low-altitude area to the upper sky area.
[0066] Fig. 5(c-2) is a diagram illustrating another specific example of the usable region R. The specific example of Fig. 5(c-2) assumes the usable region R set in the specific example of Fig. 5(c-1) described above. That is, the specific example of Fig. 5(c-2) assumes a case where the user altitude Zr is located in the sky region. In the above case, the usable region R3 is set in the virtual space Sv.
[0067] The usable area R3 is set in the virtual space Sv corresponding to an area up to a predetermined distance from the user's horizontal position (Xr, Yr) in the real space Sr. For example, the usable area R3 is set in the virtual space Sv corresponding to an area up to approximately 1000 meters from the user's horizontal position (Xr, Yr). Specifically, as shown in FIG. 5(c-2), the outer edge of the usable area R3 is approximately circular, centered on the character position Pv(xv, yv), similar to the usable areas R1 and R2. However, the usable area R3 is wider than the usable area R2.
[0068] In Fig. 5(c-2), the outer edge C2 of the available area R2 is indicated by a dashed line, as in Fig. 5(a-2) above. Similarly to Fig. 5(b-2) above, the outer edge C1 of the available area R1 is indicated by a dashed line. Similarly to Fig. 5(a-2) and Fig. 5(b-2) above, Fig. 5(c-2) assumes a specific example in which the item image Gi1 and the item image Gi2 are displayed in the virtual area Sv.
[0069] As described above, among the item images Gi, the item image Gi1 located outside the outer edge C1 could not be touched to acquire an item when the user altitude Zr was in the ground area (see FIG. 5(a-2)). Also, the item image Gi2 located outside the outer edge C2 could not be touched to acquire an item when the user altitude Zr was in the low altitude area (see FIG. 5(b-2)).
[0070] On the other hand, when the user altitude Zr is located in the sky region, both the item image Gi1 and the item image Gi2 are located in the available region R3, so that an item can be acquired by touching either item image Gi. As can be understood from the above explanation, according to this embodiment, the higher the user altitude Zr is on the floor, the more distant item images Gi can be selected.
[0071] As described above, in this embodiment, the usable area R varies according to the user altitude Zr. Therefore, compared to a configuration in which the usable area R does not vary according to the user altitude Zr, for example, the excitement of the opportunity for the usable area R to vary is increased. Furthermore, the higher the user altitude Zr moves to a higher floor, the more item images Gi that can be selected to obtain an item. Similarly, the number of other objects (large monster images Gm) that can be selected to start a specific event (a battle with a large monster) can also increase. Therefore, there is an advantage in that it is easier to attract the user U to the low-altitude area or the high-altitude area.
[0072] 6 is a conceptual diagram of a specific example of a appearing object table. As will be explained in detail below, in this embodiment, when the available region R varies depending on the user altitude Zr, the type of event that can be started can be changed. Specifically, a configuration is adopted in which the type of object displayed in the virtual space Sv can be changed depending on whether the user altitude Zr is located in the ground surface region, the low altitude region, or the high altitude region.
[0073] The appearance object table defines the types of objects displayed on the map screen Mp for each range of the user altitude Zr (surface area, low altitude area, upper altitude area). For example, the item image Gi includes a normal item image Gia, a special item image Gib, and a sky item image Gic. As shown in FIG. 6, when the user altitude Zr is located in the surface area (Zr < V1), the normal item image Gia and the special item image Gib among the item images Gi are displayed, while the sky item image Gic is not displayed.
[0074] As shown in FIG. 6, when the user altitude Zr is located in the low altitude area (V1 ≤ Zr < V2), the special item image Gib among the item images Gi is displayed, while the normal item image Gia and the sky item image Gic are not displayed. Also, when the user altitude Zr is located in the upper altitude area (V2 ≤ Zr), the special item image Gib and the sky item image Gic among the item images Gi are displayed, while the normal item image Gia is not displayed.
[0075] When the item image Gi in the available area R is selected, an item corresponding to the item image Gi is acquired by the user U (the above game data is updated). Specifically, depending on the type of the item image Gi, the items that can be acquired when selected are different. For example, when the normal item image Gia is selected, any one of multiple types of normal items is randomly acquired. On the other hand, when the special item image Gib is selected, any one of multiple types of special items is randomly acquired. Special items are items that are more advantageous to the user than normal items.
[0076] When the sky item image Gic is selected, any of the sky items is acquired. The sky items are limited items that are not included in the normal items and special items. For example, as a sky item, armor that can equip the character image Gp of user U can be considered. When the above armor is equipped, the character image Gp is displayed in a state where wings grow on the back. When the item image Gi is selected and the item is acquired, the item image Gi becomes invisible (unselectable) from the virtual space Sv (map screen Mp).
[0077] As described above, among the item images Gi, the sky item image Gic is not displayed when the user altitude Zr is located in the surface area or the low altitude area, and is displayed when the user altitude Zr is located in the upper air area. That is, the sky items can be acquired when the user moves to the upper air area. According to the above configuration, there is an advantage that a user who wants to acquire a sky item can be induced to a paid observatory located in the upper air area (high floor) in a commercial facility, for example.
[0078] The monster image Gm includes a small monster image Gma, a large monster image Gmb, and a flying monster image Gmc. As shown in FIG. 6, when the user altitude Zr is in the surface area (Zr < V1), the small monster image Gma and the large monster image Gmb among the monster images Gm are displayed, while the flying monster image Gmc is not displayed.
[0079] As shown in FIG. 6, when the user altitude Zr is located in the low altitude area (V1 ≤ Zr < V2), the large monster image Gmb and the flying monster image Gmc among the monster images Gm are displayed, while the small monster image Gma is not displayed. The same is true when the user altitude Zr is located in the upper air area (V2 ≤ Zr).
[0080] When a monster image Gm in the available area R is selected, a battle begins with a monster of the type corresponding to the monster image Gm. For example, when a small monster image Gma in the available area R is selected, a battle with a small monster begins. The above battle with a small monster is carried out by one user U. In other words, as shown in FIG. 6, multiplayer is not possible for battles with small monsters. When a small monster image Gma is selected and a battle with a small monster is carried out, the small monster image Gma is hidden from the virtual space Sv (becomes unselectable), regardless of the outcome.
[0081] When a large monster image Gmb in the available area R is selected, a battle with the large monster corresponding to that large monster image Gmb begins. As shown in FIG. 6, the above battle with the large monster can be carried out by multiple users U (multiplayer is possible). When a large monster image Gmb is selected and the battle with the large monster is won, that large monster image Gmb is hidden (cannot be selected). On the other hand, when the battle with the large monster is lost, the large monster image Gmb is not hidden. In other words, when the battle with the large monster is lost, the user can fight that large monster again.
[0082] When a flying monster image Gmc in the available area R is selected, a battle with the flying monster corresponding to that flying monster image Gmc begins. Such battles with flying monsters are possible in multiplayer. When a flying monster image Gmc is selected and the battle with the flying monster is won, that flying monster image Gmc is hidden from the virtual space Sv (becomes unselectable). On the other hand, when the battle with the flying monster is lost, the flying monster image Gmc is not hidden.
[0083] Note that whether or not multiplayer is available in battles with each monster (small monsters, large monsters, flying monsters) can be changed as appropriate. For example, in the specific example described above, multiplayer may be available for battles with small monsters. Also, in the specific example described above, multiplayer may not be available for battles with large monsters, and multiplayer may not be available for battles with flying monsters.
[0084] Furthermore, in the above specific example, even if the player is unable to defeat the small monster, the selected small monster image Gma may continue to be displayed after the battle ends. In the above configuration, even if the player is unable to defeat the small monster, the player can rematch the small monster. Furthermore, in the above specific example, when a battle with a large monster is executed, the selected large monster image Gmb may be hidden regardless of the outcome. The same applies to the flying monster image Gmc.
[0085] In this embodiment, when a user defeats a monster, various benefits (items, etc.) are awarded. Specifically, when a user defeats a large monster, a more advantageous benefit (more advantageous items, etc.) is awarded to the user compared to when a user defeats a small monster. Furthermore, when a user defeats a flying monster, a more advantageous benefit is awarded to the user compared to when a user defeats other monsters. As an example of the above configuration, when a user defeats a flying monster, a limited item that is not awarded to the user when a user defeats other monsters can be considered.
[0086] As described above, the flying monster image Gmc is not displayed when the user altitude Zr is located in the ground area, but is displayed when the user altitude Zr is located in the low-altitude area or the high-altitude area. This configuration has the advantage of attracting users who want to obtain the limited item that is awarded when they defeat the flying monster to an event venue located in the low-altitude area (middle floor) of a commercial facility, for example.
[0087] Furthermore, in this embodiment, even if the user altitude Zr is located in the low-altitude area or the high-altitude area, the large monster image Gmb is not hidden. Let us assume a configuration in which the large monster image Gmb is hidden when the user altitude Zr is located in the low-altitude area or the high-altitude area. In the above configuration, a user who wants to obtain an item granted when defeating a large monster may be hesitant to move to the low-altitude area or the high-altitude area. The configuration of this embodiment suppresses the above inconvenience.
[0088] As described above, in this embodiment, when the user altitude Zr moves from the ground surface area to the low altitude area, some of the objects (Gma, Gia) are hidden. However, even when the user altitude Zr moves from the ground surface area to the low altitude area, the objects may continue to be displayed (hereinafter referred to as "comparison example").
[0089] However, in the above-mentioned comparative example, it is assumed that a configuration (for example, this embodiment) is adopted in which new objects (Gmc, Gic) appear when the user altitude Zr moves from the ground surface area to the low altitude area or the high altitude area. In the above-mentioned comparative example, an inconvenience may occur in which the number of objects displayed on the map screen Mp becomes excessive during the period when the user altitude Zr is located in the low altitude area or the high altitude area. In this embodiment, this inconvenience is suppressed. Note that the present invention does not exclude the above-mentioned comparative example.
[0090] FIG. 6 shows the reappearance time of each object. In this embodiment, when the reappearance time has elapsed, each object is relocated in the virtual space Sv. For example, if all large monsters in the virtual space Sv have been defeated, the large monster image Gmb is hidden from the virtual space Sv, and a battle with the large monster cannot be temporarily carried out. However, when the reappearance time of the large monster image Gmb has elapsed, the large monster image Gmb is relocated in the virtual space Sv, and a battle with the large monster becomes possible.
[0091] As shown in Figure 6, the small monster image Gma is rearranged approximately every 5 minutes. Similarly, the normal item image Gia is rearranged approximately every 15 minutes. Furthermore, the large monster image Gmb is rearranged approximately every 3 hours. Specifically, the large monster image Gmb is rearranged at midnight, 3:00, 6:00, ... 9:00 PM. The same is true for the special item image Gib.
[0092] The flying monster image Gmc is rearranged approximately every hour. Specifically, the flying monster image Gmc is rearranged at midnight, 1:00, 2:00, and so on until 11:00 PM. A sky item can only be acquired once, and when a sky item is acquired, the sky item image Gic is not rearranged. However, the sky item image Gic may be rearranged.
[0093] Note that all or some of the objects appearing at the event spot may be configured to be hidden at night and early in the morning (for example, between 10 PM and 6 AM). For example, among the objects, the large monster image Gmb and the flying monster image Gmc may be configured to be hidden at night and early in the morning. With the above configuration, for example, the inconvenience of children going out without permission at night or early in the morning is suppressed.
[0094] The virtual space Sv in this embodiment is displayed as a bird's-eye view (so that each object is viewed at a line-of-sight angle θ) (see FIG. 4). Also, the usable area R (see FIG. 5) and the type of object placed (see FIG. 6) in the virtual space Sv change according to the user's altitude Zr. In the above configuration, the appropriate line-of-sight angle θ may differ before and after the usable area R changes and the type of object placed changes.
[0095] As described above, the user can manually change the line-of-sight angle θ by a pinch operation. However, in a configuration where the line-of-sight angle θ can only be changed manually, after the available area R changes, it is necessary to manually adjust the line-of-sight angle θ. In the above configuration, there is a situation where some users may find it troublesome to manually adjust the line-of-sight angle θ. Considering the above situation, this embodiment adopts a configuration in which the line-of-sight angle θ automatically switches when the available area R changes. The above configuration will be described in detail below using FIGS. 7(a) to 7(c).
[0096] FIG. 7(a) is a diagram for explaining a specific example of the display mode of the virtual space Sv. The specific example of FIG. 7(a) above assumes a case where the user altitude Zr in the real space Sr is located in the surface area (Zr < V1). When the user altitude Zr is located in the surface area, the character image Gp in the virtual space Sv is displayed on the ground surface Sg (ground surface image Gg). In FIG. 7(a), the ground surface image Gg is shown omitted. The same applies to FIGS. 7(b) and 7(c) described later.
[0097] As described above, when the user altitude Zr is located in the surface area, the available area R1 is set. In the specific example of FIG. 7(a), it is assumed that the small monster image Gma is arranged in the available area R1. It is also assumed that the large monster image Gmb, the normal item image Gia, and the special item image Gib are arranged outside the available area R1.
[0098] The specific example of FIG. 7(a) assumes immediately after the user altitude Zr has moved to the surface area. In this embodiment, when the user altitude Zr moves from the low altitude area to the surface area, the line-of-sight angle θ automatically switches to the angle θa. The line-of-sight angle θa is set, for example, to a size of about 20 degrees. As described above, the smaller the line-of-sight angle θ, the more the virtual space Sv viewed at a position closer to the ground surface Sg is displayed. Therefore, at the above line-of-sight angle θa (a relatively small angle), the virtual space Sv viewed from a place relatively close to the ground surface Sg is displayed.
[0099] FIG. 7(b) is a diagram for explaining another specific example of the display mode of the virtual space Sv. The above specific example of FIG. 7(b) assumes a case where the user altitude Zr in the real space Sr is located in the low altitude region (V1 ≤ Zr < V2). As described above, when the user altitude Zr is located in the low altitude region, the available area R2 is set.
[0100] As shown in FIG. 7(b), when the user altitude Zr is located in the low altitude region, the character image Gp´ is displayed instead of the character image Gp. The above character image Gp´ is displayed at a position (above) away from the ground surface Sg. Specifically, the character image Gp´ is displayed directly above the character position Pv. Also, the character image Gp´ can adopt, for example, an image representing a user character riding on a bird.
[0101] According to the above configuration, when moving from the ground surface area to the low altitude region, since the images (Gp, Gp´) representing the user character change, it becomes easier for the user to intuitively grasp that they have moved from the ground surface area to the low altitude region. The same applies when the user altitude Zr moves from the low altitude region to the ground surface area. However, the character image Gp´ is not limited to the above example. Also, even when the user altitude Zr moves to the low altitude region, it may be configured such that the character image Gp is displayed on the ground surface Sg in the same manner as when the user altitude Zr is located in the ground surface area.
[0102] As described above, when the user altitude Zr is located in the low altitude region, each object including the large monster image Gmb, the special item image Gib, and the flying monster image Gmc is displayed on the map screen Mp. For example, the specific example of FIG. 7(b) assumes a case where the flying monster image Gmc is displayed.
[0103] As shown in FIG. 7(b), the flying monster image Gmc is displayed at a position (in the sky) away from the ground surface Sg. Specifically, the flying monster image Gmc is displayed directly above the event spot Pe. If the event spot Pe is located in the available area R, a battle will begin when the flying monster image Gmc or the event spot Pe is selected. According to the above-described method for displaying the flying monster image Gmc, the user can easily intuitively understand that the flying monster image Gmc has appeared by moving to an area above the ground surface area (low-altitude area, high-altitude area).
[0104] The specific example of FIG. 7(b) assumes the state immediately after the user altitude Zr moves to a low-altitude region. In this embodiment, when the user altitude Zr moves from the ground surface region or the sky region to a low-altitude region, the line-of-sight angle θ is automatically switched to angle θb. The line-of-sight angle θb is set to, for example, approximately 45 degrees. In the above configuration, for example, when the user position Pr in the real space Sr moves from the ground surface region to a low-altitude region (when the user's viewpoint becomes farther from the ground), the line-of-sight angle θ in the virtual space Sv increases (from approximately 20 degrees to approximately 45 degrees), and the viewpoint in the virtual space Sv moves farther from the ground surface Sg. In other words, the user's viewpoint in the real space Sr and the viewpoint from which the virtual space Sv is viewed can be linked.
[0105] FIG. 7(c) is a diagram illustrating another specific example of the display mode of the virtual space Sv. The specific example of FIG. 7(c) above assumes that the user altitude Zr in the real space Sr is located in the sky region (V2≦Zr). As described above, when the user altitude Zr is located in the sky region, the usable region R3 is set. Furthermore, the specific example of FIG. 7(c) assumes that the large monster image Gmb, the special item image Gib, the flying monster image Gmc, and the sky item image Gic are arranged in the usable region R3.
[0106] FIG. 7(c) assumes the situation immediately after the user altitude Zr has moved into the upper air region. When the user altitude Zr moves into the upper air region, the line-of-sight angle θ automatically switches to the angle θc. In the present embodiment, approximately 90 degrees is adopted as the above angle θc. As shown in FIG. 7(c), when the line-of-sight angle θ is approximately 90 degrees, an arrow image Gpy is displayed at the character position Pv instead of the character images (Gp, Gp´). The above arrow image Gpy is an arrow indicating the direction of the user (terminal device 10).
[0107] In the present embodiment, even when the line-of-sight angle θ is automatically switched according to the user altitude Zr, thereafter, the user can manually change the line-of-sight angle θ (by a pinch operation). For example, after the line-of-sight angle θ is automatically switched to the angle θc, the line-of-sight angle θ can be manually changed to an angle other than θc. However, when the user altitude Zr is located in the upper air region, the configuration may be such that the line-of-sight angle θ is fixed at the angle θc. Also, when the user altitude Zr is located in the upper air region, when the line-of-sight angle θ is changed from the angle θc (when switching from a bird's-eye view to an overhead view), the character image Gp´ may be displayed above the ground image Gg instead of the arrow image Gpy.
[0108] As described above, in the present embodiment, when the available area R varies according to the user altitude Zr, the line-of-sight angle θ automatically switches. Therefore, the convenience of the user is improved as compared with a configuration in which it is necessary to manually switch the line-of-sight angle θ when the available area R varies. In the above configuration, the line-of-sight angle θ may not be manually changeable.
[0109] By the way, the privileges given when the user altitude Zr is located in the low-altitude region (V1 ≤ Zr < V2) or the upper air region (V2 < Zr) (such as the ability to battle with flying monsters) are not limited to the above examples. In the present embodiment, when an event is started when the user altitude Zr is located in a region above the threshold V1 (hereinafter collectively referred to as the "air region"), the privilege can be given even during the execution of the event. The above configuration will be described in detail using FIGS. 8(a) and 8(b) below.
[0110] FIG. 8(a) and FIG. 8(b) are diagrams for explaining specific examples of benefits given in an event started when the user altitude Zr is in the air region (V1 ≦ Zr). In the present embodiment, a benefit is given in a battle with a large monster among each event started when the user altitude Zr is in the air region.
[0111] FIG. 8(a) is a simulation diagram of a specific example of a battle screen Mb displayed in a battle with a large monster. In the specific example of FIG. 8(a), it is assumed that the user altitude Zr is in the surface region (Zr < V1). As described above, a battle with a large monster can be a multiplayer battle by a plurality of users. In the specific example of FIG. 8(a), it is assumed that a battle with a large monster is executed by two users, the user U and another user. In the above case, in addition to the character image Gp operated by the user U, a character image Gq operated by another user is displayed on the battle screen Mb.
[0112] As shown in FIG. 8(a), a ground image Gg is displayed on the battle screen Mb (similar to the map screen Mp). Also, when the user altitude Zr is in the surface region, the character image Gp is displayed on the ground image Gg. In the specific example of FIG. 8(a), it is assumed that another user operating the character image Gq is in the surface region (the same also applies to the specific example of FIG. 8(b) described later). A battle with a large monster can be a multiplayer battle by up to five users. However, the maximum number of users who can play multiplayer can be changed as appropriate.
[0113] In a battle with a large monster, the user operates the terminal device 10 to defeat the large monster. For example, when a large monster image Gmb on the battle screen Mb is touched, the character image Gp attacks the large monster image Gmb. When the attack of the character image Gp hits the large monster image Gmb, the hit points of the large monster decrease. Specifically, the hit points of the large monster that decrease with one attack change depending on the status (attack power) of the user character represented by the character image Gp. The remaining hit points of the large monster are indicated by the hit point image Gh.
[0114] In a battle with a large monster, you can win by reducing the hit points of that large monster to the value "0". However, the large monster image Gmb will attack the character images (Gp, Gq). When the attack of the large monster image Gmb hits a character image, the hit points of the user character represented by that character image will decrease. The hit points of the user character that decrease due to an attack from a large monster change depending on the status (defensive power) of that user character. If the hit points of the user character reach the value "0" before the hit points of the large monster reach the value "0", the user will lose the battle.
[0115] Fig. 8(b) is a schematic diagram of another specific example of the battle screen Mb displayed during a battle with a large monster. The specific example of Fig. 8(b) assumes that the user U's user altitude Zr is located in the airspace (V1≦Zr). Furthermore, the specific example of Fig. 8(b) assumes that the user U and another user are battling a large monster together, similar to the specific example of Fig. 8(a) described above.
[0116] As shown in FIG. 8(b), when the user altitude Zr is located in the air area, a character image Gp' is displayed on the battle screen Mb in place of the character image Gp. The character image Gp' is displayed in the air above the ground image Gg. Furthermore, when the user altitude Zr is located in the air area, the status of the user character represented by the character image Gp is increased from the status (original status) when the user altitude Zr is located in the ground area.
[0117] For example, when the user altitude Zr is located in the air region, the attack power (an example of a status) of the user character increases from its original attack power. However, when the user altitude Zr is located in the air region, a status other than the attack power of the user character may be improved. For example, when the user altitude Zr is located in the air region, the defensive power of the user character may be improved. Furthermore, when the user altitude Zr is located in the air region, the attacks of large monsters may be less likely to hit the user character compared to when the user altitude Zr is located in the ground region.
[0118] The specific example in FIG. 8(b) assumes the situation immediately after the start of a battle with a large monster. In the above case, a notification message is displayed on the battle screen Mb. In the specific example in FIG. 8(b), it is assumed that the character string "Joining the battle from the sky!" is used as the notification message.
[0119] The above notification messages have the advantage that, compared to a configuration in which the notification messages are not displayed, it is easier for each user to recognize that the user character's status has increased more than it should. The above notification messages are hidden at an appropriate time. For example, the notification messages are hidden when a predetermined time (approximately 5 seconds) has elapsed since the start of the battle. However, the content and display period of the notification messages are not limited to the above examples.
[0120] As described above, in this embodiment, when the user altitude Zr is located in the air area, a benefit is given in that the user character's status is increased from its original status. Furthermore, when the user altitude Zr is located in the air area, a benefit is given in that the user can battle with a special character image (Gp'). With the above configuration, the effect of easily attracting the user U to the air area is particularly remarkable. Note that, in battles with flying monsters, as in battles with large monsters, the character image Gp' may be displayed and the user character's status may be improved.
[0121] As can be understood from the above explanation, when the user altitude Zr is located in the air region, various benefits (such as the ability to acquire sky items) are granted. However, in order to actually receive the benefits of the benefits of moving to the air region, a specific event (acquisition of sky items) must be performed in the air region. Therefore, if the user does not perform an event that provides the benefits of the benefits of moving to the air region, the user may experience the inconvenience of not receiving the benefits despite having moved to the air region.
[0122] The terminal device 10 can also be controlled in auto mode. In the above-described auto mode, various events (battles with monsters, acquisition of items) are automatically executed. If an event that provides a special benefit when moving to the air area is not executed preferentially in auto mode, the above-described inconveniences are likely to become apparent. In consideration of the above-described circumstances, the present embodiment employs a configuration in which an event that provides a special benefit when moving to the air area is executed preferentially in auto mode. The above-described configuration will be described in detail below.
[0123] 9 is a conceptual diagram of a priority table. The priority table described above defines the priority of each object (event) in the available area R. During a period when the terminal device 10 is controlled in auto mode, objects in the available area R are selected in descending order of priority. The priority table described above is stored in the terminal device 10. However, it is also possible to configure the management device 20 to store the priority table, determine the object to be selected on the management device 20 side, and notify the terminal device 10 of the selected object.
[0124] Specifically, the priority table of this embodiment is configured so that the benefits of moving to the air area are more likely to be granted in auto mode. As described above, the benefits of moving to the air area include the ability to obtain sky items, the ability to battle flying monsters, and the ability to select distant objects that cannot be selected in the ground area.
[0125] As can be seen from Figure 9, each object (Gic, Gmc) that does not appear on the ground but appears in the air has a higher priority than other objects. For example, the sky item image Gic that appears when the user altitude Zr is in the sky area has a priority of "1" and is selected in preference to other objects in auto mode. Also, the flying monster image Gmc that appears when the user altitude Zr is in the low-altitude area or higher has a priority of "2" and is selected in preference to other objects when the sky item image Gic is not in the available area R.
[0126] Furthermore, in auto mode, distant objects that cannot be selected in the ground surface area are likely to be selected with priority over objects near the character position Pv. For the sake of explanation below, the area from the outer edge of usable area R2 to the outer edge of usable area R3 may be referred to as the "long-distance area." Furthermore, the area from the outer edge of usable area R1 to the outer edge of usable area R2 may be referred to as the "middle-distance area." Similarly, the area from the character position Pv to the outer edge of usable area R1 may be referred to as the "short-distance area."
[0127] For example, assume that multiple common objects (e.g., Gmb) are located in the available area R3 during a period when the user altitude Zr is located in the sky area. In this case, objects located in the long-distance area tend to be selected with priority over other objects. Also, objects located in the medium-distance area tend to be selected with priority over objects located in the short-distance area.
[0128] Specifically, as shown in Figure 9, the priority of the large monster image Gmb is "4" when it is located in the long-distance area, "6" when it is located in the medium-distance area, and "8" when it is located in the short-distance area. The priority of the special item image Gib is "3" when it is located in the long-distance area, "5" when it is located in the medium-distance area, and "7" when it is located in the short-distance area. The normal item image Gia, which can be selected when the user altitude Zr is located in the ground surface area, has a priority of "9," and the small monster image Gma has a priority of "10."
[0129] According to the present embodiment, the user can more easily receive the benefits of the special privileges that are granted when the user moves into the airspace. The priority of each object is not limited to the specific example described above, and may be changed as appropriate. Furthermore, in auto mode, when the user touches an object, an event for that object may be executed regardless of the object's priority.
[0130] Fig. 10(a) is a flowchart of the display switching process executed by the terminal device 10. For example, when the terminal device 10 receives predetermined display control information from the management device 20, the terminal device 10 executes the display switching process. Note that each step of the above process may be executed by the terminal device 10 and the management device 20 in cooperation with each other, or may be executed by the management device 20. The same applies to the process shown in Fig. 10(b) described below.
[0131] When it is determined to start the switching process, the terminal device 10 determines whether the user altitude Zr has moved to the surface area (Zr < V1) (S103). Specifically, the terminal device 10 periodically transmits the current user altitude Zr (altitude information) specified from the GPS signal to the management device 20. The management device 20 compares the previously received user altitude Zr with the currently received user altitude Zr. Based on the above comparison result, the management device 20 transmits display control information to the terminal device 10 that can identify whether the user altitude Zr has moved to the surface area, shifted to the low-altitude area, shifted to the upper-air area, or has not moved. The terminal device 10 determines whether the user altitude Zr has moved to the surface area based on the above display control information.
[0132] When it is determined that the user altitude Zr has moved to the surface area (S101: Yes), the variation process A1 (S102) is executed. As a case where the above variation process A1 is executed, it is assumed that the user altitude Zr has moved from the low-altitude area (V1 ≤ Zr < V2) to the surface area. The same applies to the subsequent change process A2 (S103). In the variation process A1, the information for defining the current available area R is changed from the available area R2 to the available area R1 (the available area R varies).
[0133] When the variation process A1 is executed, then, the change process A2 (S103) is executed. The change process A2 is a process for changing the type of each object displayed on the map screen Mp. Specifically, when the flying monster image Gmc is displayed on the map screen Mp, it is determined in the change process A2 to make the flying monster image Gmc non-displayed. Also, in the change process A2, it is determined to make the small monster image Gma and the normal item image Gia appear. Incidentally, the above change process A2 can also be paraphrased as a process for changing the type of startable events. The same applies to the subsequent change process B2 and change process C2.
[0134] If it is determined in step S101 above that the user altitude Zr has not moved to the surface area (S101: No), it is determined whether the user altitude Zr has moved to the low altitude area (V1 ≤ Zr < V2) (S104). In step S104, similar to step S101 above, based on the display control information, it is determined whether the user altitude Zr has moved to the low altitude area. If it is determined that the user altitude Zr has moved to the low altitude area (S104: Yes), the variation process B1 (S105) is executed.
[0135] As cases where the above variation process B1 is executed, it is assumed that the user altitude Zr has moved from the surface area to the low altitude area, or the user altitude Zr has moved from the upper air area (V2 ≤ Zr) to the low altitude area. The same applies to the change process B2 (S106) described later. In the variation process B1, the information for defining the current available area R is changed from the available area R1 or the available area R3 to the available area R2 (the available area R changes).
[0136] When the variation process B1 is executed, then, the change process B2 (S106) is executed. The change process B2 is a process for changing the type of each object displayed on the map screen Mp, similar to the above change process A2. For example, in the change process B2 when the user altitude Zr has moved from the surface area to the low altitude area, it is determined to display the flying monster image Gmc. Also, in the above change process B2, it is determined to make the small monster image Gma and the normal item image Gia non-displayed.
[0137] If it is determined in step S104 above that the user altitude Zr has not moved to the low altitude area (S104: No), it is determined whether the user altitude Zr has moved to the upper air area (V2 ≤ Zr) (S107). In step S107, similar to step S101 and step S104 above, based on the display control information, it is determined whether the user altitude Zr has moved to the upper air area. If it is determined that the user altitude Zr has moved to the upper air area (S107: Yes), the variation process C1 (S108) is executed.
[0138] The above-described change process C1 is assumed to be executed when the user altitude Zr moves from a low-altitude area to a high-altitude area. The same applies to the change process C2 (S109) described below. In the change process C1, the information defining the current available area R is changed from available area R2 to available area R3 (the available area R changes). After the change process C1 is executed, the change process C2 (S109) is then executed. The change process C2, like the change processes A2 and B2 described above, is a process for changing the type of each object displayed on the map screen Mp. For example, in the change process C2, it is determined that a sky item image Gic will appear.
[0139] After executing the above-mentioned variation processing (A1, B1, C1) and change processing (A2, B2, C2), the terminal device 10 ends the display switching processing. Also, in the above-mentioned step S107, if the area where the user altitude Zr is located (ground area, low altitude area, high altitude area) has not moved, it is determined as "No." In the above cases, the variation processing and change processing are omitted, and the display switching processing ends. Note that the order of the variation processing and change processing may be changed as appropriate.
[0140] 10(b) is a flowchart of the battle start processing executed by the terminal device 10. The above processing is executed each time an object located in the usable area R is selected (touch operation). Specifically, when an object located in the usable area R is selected, it is determined whether or not the object is a large monster image Gmb (S201). If it is determined that the selected object is not a large monster image Gmb (S201: No), the battle start processing ends.
[0141] On the other hand, if it is determined that the selected object is a large monster image Gmb (S201: Yes), it is determined whether the user altitude Zr is located in the air area (V1≦Z (low-altitude area or high-altitude area)) (S202). If the user altitude Zr is located in the air area (S202: Yes), an assignment process (S203) is executed. The assignment process is a process for improving the status (attack power) of the user character in the battle with the large monster. However, the status changed in the assignment process is restored to the status before the change when the current battle ends.
[0142] After the granting process is executed, the start process (S204) is then executed. On the other hand, if it is determined in the above-mentioned step S202 that the user altitude Zr is not located in the air area (located in the ground area) (S202: No), the granting process is omitted and the start process is executed. The start process of FIG. 10(b) is a process for starting a battle with a large monster. For example, the map screen Mp is switched to the battle screen Mb by the start process. When the start process is executed, the battle start process ends.
[0143] <Modification> The above embodiments can be modified in various ways. Specific modified embodiments are exemplified below. Two or more embodiments selected from the following examples can be combined as appropriate.
[0144] (1) In each embodiment, altitude information from a GPS signal is used as "the height at which the user is located in real space." However, for example, a configuration may be adopted in which the altitude or sea level (height above sea level) at which the user is located in real space can be acquired, and the usable area R can be varied according to the altitude or sea level. Also, a configuration is assumed in which a barometric pressure sensor is provided in the terminal device 10, and the height at which the terminal device 10 is located can be estimated according to the detected barometric pressure. In the above configuration, the usable area R may be varied according to the height estimated from the barometric pressure.
[0145] Furthermore, a configuration is assumed in which an information image (e.g., a QR code (registered trademark)) is installed at a predetermined position in real space (e.g., an event venue). In the above configuration, when the information image is read by the terminal device 10, it may be determined that the user is at the position where the information image is installed.
[0146] For example, a first information image may be installed on a middle floor of a commercial facility, and a second information image may be installed on a higher floor of the commercial facility. In the above configuration, when the first information image is read by the terminal device 10, the change process B1 (changes the available area to R2) and the change process B2 (changes to an object in the low sky area) shown in FIG. 10(a) are executed. Also, when the second information image is read by the terminal device 10, the change process C1 (changes the available area to R3) and the change process C2 (changes to an object in the high sky area) shown in FIG. 10(a) are executed. The above-described modified examples also achieve the same effects as the first embodiment.
[0147] (2) In each embodiment, an available area R1 is provided when the user altitude Zr is located in the ground surface area, an available area R2 is provided when the user altitude Zr is located in the low altitude area, and an available area R3 is provided when the user altitude Zr is located in the sky area. However, the types of available area R are not limited to the above examples. For example, the available area R may be configured to change continuously according to the user altitude Zr. Also, the available area R may be configured to change when the user altitude Zr moves underground. For example, when the user altitude Zr is located underground, a dedicated available area R may be set. In the above configuration, when the user altitude Zr is located underground, a dedicated map screen Mp (background, etc.) may be configured to be switched to.
[0148] (3) The shape of the outer edge of the usable region R in each aspect is not limited to the above-mentioned examples. For example, the usable region R may have an outer edge other than a substantially circular shape. Furthermore, the shape of the outer edge of the usable region R may be configured to change depending on the user altitude Zr.
[0149] Fig. 11 is a diagram for explaining a specific example of the usable region R in the modified example. The specific example in Fig. 11 assumes that the usable region R in the virtual space Sv is viewed from a direction where the viewing angle θ is approximately 90 degrees. In the modified example, the usable region R (R1) when the user altitude Zr is located in the ground surface region and the usable region R (R2) when the user altitude Zr is located in the low altitude region are set in the same manner as in the first embodiment. However, the usable region R (R3) when the user altitude Zr is located in the sky region differs between the modified example and the first embodiment.
[0150] Specifically, the usable area R3 in this modification is set in the virtual space Sv corresponding to the area (field of view) visible to the user in the real space Sr. For example, in Fig. 11, the line of sight direction L in the virtual space Sv corresponding to the line of sight direction of the user in the real space Sr is indicated by a dashed arrow. In this modification, the usable area R3 when the user altitude Zr is located in the sky area is set to a range of approximately 60 degrees to the left and right as viewed in the line of sight direction L within the area of the distance R3 from the character position Pv.
[0151] According to the above-described modified example, the usable area R3 in the virtual space Sv corresponds to the field of view range in the real space Sr, which makes it easier to create a sense of unity between the user in the real space Sr and the user character in the virtual space Sv. Another advantage is that the virtual space Sv displayed on the terminal device 10 makes it easier to grasp the area that is actually being viewed in the real space Sr.
[0152] In this modified example, when the user altitude Zr is located in the sky region, a panoramic object Go is displayed on the map screen Mp in addition to the other objects. The panoramic object Go is displayed in an area of the virtual space Sv that corresponds to an area with a good view (an area where a specific mountain is located, an area where a specific landmark is located, an area with a beautiful cityscape, etc.) when the user altitude Zr is located in the sky region.
[0153] The above-described observation object Go has the advantage of making it easier to grasp the direction in the sky where a good view is located. For example, in the specific example of FIG. 11, the user can grasp that an area with a good view is located on the opposite side of the direction in which the user is currently facing from the position of the observation object Go on the map screen Mp. Note that in the first embodiment described above, the observation object Go may be displayed on the map screen. Furthermore, the observation object Go may be displayed even when the user altitude Zr is located in the ground surface area or a low-altitude area.
[0154] (4) In each embodiment, the size of the usable area R can be changed as appropriate. For example, in the first embodiment described above, substantially the entire area displayed on the map screen Mp may be set as the usable area R3. Also, in the first embodiment, the usable area R becomes wider as the user altitude Zr increases, but the usable area R may also be configured to become narrower as the user altitude Zr increases. Furthermore, in the first embodiment, the usable area R2 when the user altitude Zr is located in a low-altitude area may be configured to be wider than the other usable areas R (R1, R3). As an example of the above configuration, a case in which an event venue is set up in a low-altitude area (middle floors of a commercial facility) is envisioned.
[0155] (5) In each embodiment, the position and period during which each object is displayed can be changed as appropriate. For example, in the first embodiment, each object (flying monster image Gmc, sky item image Gic; hereinafter collectively referred to as "air objects") is provided so as to be displayed in the air but not in the ground area. In the above configuration, the air objects may be displayed only in a predetermined area (hereinafter referred to as "event area") within the horizontal area (xy plane) of the virtual space Sv. For example, the virtual space Sv corresponding to an area up to approximately 200 meters from the above-mentioned commercial facility B may be set as the event area.
[0156] Furthermore, the period during which the aerial object appears in the event area (hereinafter referred to as the "event period") may be predetermined. For example, the event period may be set to a limited period during which an event venue is set up in a commercial facility. An example of such an event venue is a sales venue for products related to the location-based games shown in each of the above-mentioned embodiments. Furthermore, it is preferable that the thresholds (V1, V2), which are the altitudes at which the aerial object is displayed, be changeable as appropriate. For example, if a commercial facility set up in the event area is changed, it is preferable that the thresholds (V1, V2) appropriate for that commercial facility can be set.
[0157] (6) In each embodiment, the types of objects selectable (displayed on the map screen Mp) according to the user altitude Zr can be changed as appropriate. For example, the selectable objects may be the same when the user altitude Zr is located in the low-altitude area and when it is located in the high-altitude area. Specifically, in each of the above cases, both the sky item image Gic and the flying monster image Gmc may be displayed on the map screen Mp. Alternatively, all objects may be selectable regardless of the user altitude Zr (the selectable objects do not change).
[0158] (7) In each embodiment, unselectable objects are hidden from the map screen Mp according to the user altitude Zr. However, unselectable objects may also be displayed on the map screen Mp. However, in the above configuration, it is preferable to display unselectable objects located in the usable area R in a manner that makes them distinguishable from selectable objects in order to execute a specific event (battle with a monster, acquisition of an item). For example, it is possible to display unselectable objects located in the usable area R in a less clear (blurred) manner than when they are selectable.
[0159] For example, as in the first embodiment, when the user position Zr is located in the air space, the small monster image Gma and the normal item image Gia cannot be selected. In the above configuration, when the user position Zr is located in the air space, the above objects may be displayed in an unclear manner compared to when the user position Zr is located in the ground space.
[0160] Also, as in the first embodiment described above, a configuration is assumed in which the flying monster image Gmc and the sky item image Gic cannot be selected when the user position Zr is located in the ground surface area. In the above configuration, when the user position Zr is located in the ground surface area, the flying monster image Gmc and the sky item image Gic may be displayed in an unclear manner compared to when the user position Zr is located in the air area. In the above configuration, for example, a user located in the ground surface area can be notified that they can obtain a sky item by ascending to the sky area.
[0161] (8) In each embodiment, the examples of the benefits granted by the granting means include "improving the status of the user character" and "displaying a special user character Gp' on the battle screen Mb." However, the benefits may be changed as appropriate. For example, it is assumed that when the user altitude Zr satisfies a predetermined condition (e.g., V1≦Zr), advantageous items are more likely to be acquired in an item acquisition event. Furthermore, the "predetermined condition" for granting a benefit by the granting means may be changed as appropriate. For example, the benefit may be granted by the granting means on the condition that the user altitude Zr is equal to or greater than a threshold value V2.
[0162] (9) The "specific area" in the present invention can be changed as appropriate. For example, in the first embodiment described above, a specific event was started not only when the available area R itself was selected, but also when an object located in the available area R was selected. That is, in the first embodiment, the "specific area" of the present invention was a combination of the available area R and an object located in the available area R. However, a configuration in which only an object located in the available area R is the "specific area" may also be adopted.
[0163] (10) In the first embodiment described above, the arrangement of the item image Gi does not change regardless of the user altitude Zr, and the content of the item acquired when the item image Gi is selected does not change either. However, even when an item image Gi arranged in the same position is selected, the content of the item that can be acquired may change depending on the user altitude Zr.
[0164] For example, even when an item image Gi arranged in the same position is selected, the contents of the obtainable items may change depending on whether the user altitude Zr is located in the ground area or the low-altitude area. Furthermore, in the above configuration, even when an item image Gi arranged in the same position is selected, the contents of the obtainable items may change depending on whether the user altitude Zr is located in the low-altitude area or the high-altitude area. Furthermore, in the above configuration, even when an item image Gi arranged in the same position is selected, the higher the user altitude Zr, the more advantageous items can be obtained.
[0165] (11) In each embodiment, the method of selecting (matching) each user who will play multiplayer games can be changed as appropriate. For example, when a monster image Gm is selected on the terminal device 10 side, a battle start request is notified to the management device 20. When the battle start request is notified, the management device 20 executes a matching process. Specifically, the battle start request includes information (location information) that identifies the monster image Gm (event spot) selected on the terminal device 10 side. In the matching process, the management device 20 uses the battle start request to identify each user who has selected a common monster image Gm, and determines a combination of users who will play multiplayer games (hereinafter referred to as a "user group") from the identified users.
[0166] In the above configuration, a user group may be determined according to the user altitude Zr of each user. Specifically, a battle start request may include the user altitude Zr, and the user altitude Zr of each user may be referenced in the matching process. In the above configuration, for example, a configuration may be considered in which users with a common user altitude Zr are likely to be included in a common user group. For example, a configuration may be adopted in which users located in the ground surface region are in a common user group, users located in the low altitude region are in a common user group, and users located in the high altitude region are in a common user group.
[0167] In the above modified examples, a user group having a higher user altitude Zr of each user may be configured to have an advantage in multiplayer play. For example, a user group having a higher user altitude Zr of each user may be configured to have a greater increase in the status of their user characters in battle. Also, a user group having a higher user altitude Zr of each user may be configured to have an advantage in the rewards (items, etc.) that are awarded when they win a battle. With the above configuration, for example, multiple people may be more likely to be motivated to head to the upper floors of a commercial facility.
[0168] Furthermore, for example, a configuration may be adopted in which users with different user altitudes Zr are more likely to be included in a common user group. In the above configuration, when users with different user altitudes Zr are included in a common user group, a configuration may be adopted in which it is advantageous in multiplayer play. For example, when a user located in the ground area, a user located in the low altitude area, and a user located in the high altitude area are included in a common user group, it may be possible to attack the head, body, and feet of a monster simultaneously, making it easier for the user character's attacks to hit the monster.
[0169] (12) In each embodiment, a specific example of the present invention applied to a location-based game has been described. However, the present invention may be applied to other than location-based games. For example, the present invention may be applied to a map service that helps users reach a predetermined location (e.g., a store), a matching service that matches users, and a pedometer point service that awards points according to the number of steps taken by a user.
[0170] <Summary of the functions and effects of the exemplary embodiments of the present invention> <First aspect> The programs (PGx, PGy) of this embodiment cause the computers (10, 20) to function as a variation means (11) that varies a specific area (such as the available area R) that can be selected to start an event (battle with a monster, acquisition of an item) in the virtual space (Sv) according to the height at which the user is located in the real space Sr (user altitude Zr). According to this embodiment, for example, compared to a configuration in which the specific area does not vary according to the height at which the user is located in the real space, the triggers for varying the specific area can be diversified.
[0171] <Second mode> The program of this aspect causes the computer to function as a changer (12) that changes the type of event that can be started before and after the specific area changes depending on the height at which the user is located in real space (see FIG. 6). According to this aspect, the fun of the events that can be started is improved compared to, for example, a configuration in which the type of events that can be started does not change.
[0172] <Third and Fourth Aspects> The program of this embodiment causes the computer to function as a starting means (13) that can start both the first event (a battle with a large monster) and the second event (a battle with a small monster) among the events that can be started by selecting the specific area during a period when the specific area is set to the first area (R1), while can start the first event among the first and second events during a period when the specific area is set to the second area (R2), which is larger than the first area.
[0173] According to the third aspect, the inconvenience of an excessive number of events that can be started when the available area is expanded is suppressed. In addition, in the third aspect, it is preferable that the first event is an event that can be executed by one user, and the second event is an event that can be executed by multiple users.
[0174] <Fifth aspect> The program of this aspect causes a computer to function as granting means (14) that grants a benefit (status improvement) in an event (battle with a large monster) started by selecting a specific area when the height at which the user is located in real space satisfies a predetermined condition (V1≦Zr). According to this aspect, compared to a configuration in which a benefit is not granted in an event started by selecting a specific area when the height at which the user is located in real space satisfies a predetermined condition, it is possible to provide more variety in the opportunities for granting a benefit.
[0175] <Sixth aspect> The program of this aspect causes the computer to function as an execution means (15) that, in an auto mode in which various events are automatically executed, prioritizes and executes an event that is executable when the height at which the user is located in real space satisfies a predetermined condition, compared with events that are executable even if the predetermined condition is not satisfied (see FIG. 9). According to this aspect, the inconvenience of not being able to receive the benefit of a special offer when the user moves into the air space is suppressed.
[0176] <Seventh aspect> In the program of this aspect, the variation means varies the specific area to a wider area than when the height at which the user is located in real space is less than the first threshold (V1) (varies from R1 to R2) when the height at which the user is located in real space changes from less than a first threshold (V1) to equal to or greater than the first threshold and less than a second threshold (V2), and varies the specific area to a wider area than when the height at which the user is located in real space is less than the first threshold (V2) when the height at which the user is located in real space changes from equal to or greater than the first threshold and less than a second threshold to equal to or greater than the second threshold (see FIG. 5). According to this aspect, the specific area varies in multiple stages, making it possible to add variety to the specific area.
[0177] <Eighth aspect> The information processing system (1) of this aspect includes a variation means for varying a specific area selectable for starting an event in the virtual space according to the height at which the user is located in the real space. According to this aspect, the same effects as those of the first aspect can be achieved.
[0178] The problem-solving means configured by the above-mentioned program (for example, each configuration described in the appendix) can be appropriately diverted to an apparatus, a system, a method, an information recording medium, etc. [Explanation of symbols]
[0179] 1...information processing system, 10...terminal device, 11...variation means, 12...change means, 13...starting means, 14...granting means, 15...execution means, 20...management device
Claims
1. Computer, A variation means for varying a specific area selectable for starting an event in the virtual space according to the height at which the user is located in the real space. A program that functions as a
2. The computer A change means for changing the type of the event that can be started before and after the specific area changes depending on the height at which the user is located in real space. The program according to claim 1, wherein the program functions as follows:
3. The computer During a period in which the specific area is set to the first area, both a first event and a second event can be started by selecting the specific area, During a period in which the specific area is set to a second area larger than the first area, the specific area functions as a start means capable of starting the first event of the first event and the second event. The program according to claim 2.
4. the first event is an event performed by one user, The second event is an event that can be executed by multiple users. The program according to claim 3.
5. The computer a granting means for granting a benefit in an event started by selecting the specific area when the height at which the user is located in real space satisfies a predetermined condition; The program according to claim 1, wherein the program functions as follows:
6. The computer An execution means for executing an event that can be executed when the predetermined condition is satisfied in priority over an event that can be executed even when the predetermined condition is not satisfied, in an auto mode in which various events are automatically executed when the height at which the user is located in real space satisfies a predetermined condition. The program according to claim 1, wherein the program functions as follows:
7. The variation means is When the height at which the user is located in real space changes from less than a first threshold to the first threshold or more and less than a second threshold, the specific area is changed to a wider area than when the height is less than the first threshold; When the height at which the user is located in real space changes from equal to or greater than the first threshold and less than the second threshold to equal to or greater than the second threshold, the specific area is changed to a wider area than when the height is equal to or greater than the first threshold and less than the second threshold. The program according to claim 1.
8. An information processing system comprising a variation means for varying a specific area selectable for starting an event in a virtual space in accordance with the height at which a user is positioned in real space.
Citation Information
Patent Citations
Spatial information processing apparatus and control program for information processing apparatus
JP2023107907A