Program, method, and information processor
By implementing a system where players share game objects that increase in value with interaction, the system addresses the limitations of friend registration in multiplayer games, enhancing engagement and maintaining player connections.
Patent Information
- Application Number
- JP2025088217
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-27
- Publication Date
- 2025-09-22
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
In multiplayer games, players face limitations on the number of friends they can register, leading to a decrease in multiplayer game interactions and a need for maintaining player engagement and motivation in matchmaking services.
A system that allows players to share game objects, where the objects' value increases with player interaction, incentivizing continued matchmaking by providing shared assets and benefits.
Enhances player engagement by offering incentives to maintain matchmaking, making it more attractive to keep players connected and increasing the chances of multiplayer interactions.
Smart Images

Figure 2025137882000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program, a method, and an information processing device. [Background technology]
[0002] In recent years, game programs for smartphones and other devices have been provided by businesses, and users can It is common to install the game and play it.
[0003] Among the game categories, there is a genre called sandbox games or city-building games. In games of this genre, players create products in the game space. You can progress through the game by placing objects for installation and decoration. It can be made to run.
[0004] In recent years, applications for smartphones have become available to match partners (part-timers) There are matching apps available that allow you to search for partners. Users can communicate with each other and interact with each other. Patent Document 1 describes a method for matching players in a game, and The patent describes a matching service that increases intimacy between layers. 1 combines game functions with matching functions to create a platform that can provide a wide range of opportunities to meet people. The technology for realizing this switching system is described. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Patent No. 6714757 Summary of the Invention [Problem to be solved by the invention]
[0006] In games, we encourage players to enjoy the game together, so-called multiplayer. To achieve this, we provide a system that allows players to register as friends. For players, becoming friends with many other players can increase the chance of playing multiplayer games. On the other hand, there is a limit to the amount of data available. There is usually a limit to the number of other players a player can register as friends. Therefore, in the game, the operation to cancel the friend status is also received from the player. It is being accepted. On the other hand, in a matchmaking service that aims to increase intimacy between players through games, Layers carefully select the players they match with, and players can It may also be important to maintain matching and encourage interaction. There is a need for technology that provides motivation to players. [Means for solving the problem]
[0007] According to one embodiment of the present disclosure, a method for causing a computer having a processor to execute The game program includes a program for causing a processor to presenting a first game field associated with the first player to the first player; A first player and a second player different from the first player are a step of matching the input operation of the first player with the input operation of the second player; and the first player and the second player who are matched, associating a specific game object to be shared between the first and second players; , the first player and the second player are matched, and a second player's input operation. and in response to the cancelling of the matching, The game object is then matched by the first and second players. The first player and the second player who have been terminated will not be able to re-enter the game. A game program is provided that does not allow matching. [Effects of the Invention]
[0008] According to the present disclosure, providing players with an incentive to maintain matchmaking between players This can be done. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a diagram showing the overall configuration of a game distribution system 1 according to an embodiment. [Figure 2] 2 is a block diagram showing the functional configuration of a terminal device 10. FIG. [Figure 3] FIG. 2 is a block diagram showing the functional configuration of a server 20. [Figure 4] 2 is a diagram showing the data structure of a database stored in the server 20. FIG. [Figure 5] 2 is a diagram showing the data structure of a database stored in the server 20. FIG. [Figure 6] FIG. 10 is a diagram showing the flow of processing related to matching. [Figure 7] FIG. 10 is a diagram showing the flow of processes related to harvesting operations. [Figure 8] FIG. 10 is a diagram showing the flow of a process for viewing the profile of a person with whom you are not matched. [Figure 9]FIG. 10 is a diagram showing the flow of a process for viewing the profile of a person with whom you have already matched. [Figure 10] FIG. 10 is a diagram showing an example of a screen in which the range of profiles that can be viewed changes depending on the progress of the game. [Figure 11] FIG. 10 is a diagram showing an example of a screen for canceling a match with a matching partner. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. The same reference numerals are used for the components, and their names and functions are also the same. , detailed descriptions of which will not be repeated.
[0011] <Outline of the first embodiment> In this embodiment, a user operates a terminal device equipped with a touch screen (e.g., a smartphone). The smartphone is operated to send game-related data between the game server and the smartphone. The game progresses while receiving data. The game content includes a matching element with other players. It is a city-building game in which the player places game objects. The game object (for example, a field, a factory, a business) is placed in the Industrial facilities, mining facilities, houses, public facilities, etc.) produce products (crops, in-game currency) By harvesting the products, players can increase the assets in the game. You can acquire (materials, raw materials, funds, etc. in the game). In this embodiment, when a pair with a matched partner is dissolved, The handling of assets will be explained. In this embodiment, players are matched. This allows the matched players to use the shared objects. The products produced by the shared object are shared by at least one of the players to be matched. When one player performs a collection operation, each player acquires assets in the game. For example, by consuming game items such as coins on a shared object, It is possible to increase the level of a shared object, and the level of a shared object The higher the value, the more advantageous the products produced from the shared object will be for each player. It may be possible to obtain a large amount of products and a wide variety of products. For players, the shared assets with their partner make it easier to get a pair with a high charge rate for the assets. The advantage is that the other person can be perceived as an attractive match and the pair itself is difficult to dissolve. According to the present disclosure, there is a possibility that you will be paired with a player who has a lot of assets. If possible, it is possible to obtain a large amount of "shared assets," which will make it easier to be matched. This effect can also be expected.
[0012] <1.1 Overall system configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game distribution system 1 according to an embodiment. As shown in FIG. 1, the game distribution system 1 includes a terminal device 10 used by a user and a server 2. 0, and these devices are communicably connected to each other via a network 80. In the illustrated example, one terminal device 10 is shown, but each user may have their own terminal device 1 Manipulate 0.
[0013] In the example of FIG. 1, a terminal device 10 used by a user is shown. It is a terminal equipped with a touch screen.
[0014] The terminal device 10 executes the game program, and thereby The terminal device 10 provides a user with an environment for playing games. The game program is installed via the distribution platform. The game program is installed in the terminal device 10 or is pre-installed in advance. By executing the game program installed on the device, users can play the game. The terminal device 10 reads and executes the game program. 0 and the server 20 are connected for communication, and data related to the game is transmitted to the terminal as the game progresses. It is transmitted and received between the terminal device 10 and the server 20.
[0015] The server 20 transmits data necessary for playing the game to the terminal device 10 as needed. The server 20 then executes the game play on the terminal device 10. The server 20 manages various data related to the user's game. , and transmits images, audio, text data, etc. to the terminal device 10 according to the progress of the game of each user. Send.
[0016] For example, the server 20 may store information about icons that appear in the game, Information on the items that each user can use, and the player profiles that appear in the game. The server 20 manages various data such as profile information. The party will provide users with information about campaigns, problems that may occur during gameplay, and solutions to such problems. The system performs processing to notify users of information related to the operation of other games.
[0017] The terminal device 10 includes a communication IF (Interface) 12, an input device 13, and an output device 14, a memory 15, a storage unit 16, and a processor 19.
[0018] The communication IF 12 is a signal input / output interface for the terminal device 10 to communicate with an external device. It is an interface.
[0019] The input device 13 is a device for receiving input operations from a user who is a player of the game. Devices (e.g., touch panels, touch pads, pointing devices such as mice, keyboards, etc.) boards, etc.).
[0020] The output device 14 is a device (such as a display or a speaker) for presenting information to a user. - etc.).
[0021] The memory 15 temporarily stores programs and data to be processed by the programs. For example, DRAM (Dynamic Random Access Memory) s Memory).
[0022] The storage unit 16 is for storing data, and may be, for example, a flash memory or a hard disk drive (HDD). (Hard Disc Drive).
[0023] The processor 19 is a hardware component for executing a set of instructions written in a program. It is composed of an arithmetic unit, registers, peripheral circuits, etc.
[0024] The server 20 manages information about players playing the game and the progress of the game. It is a device that
[0025] The server 20 includes a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and , and a processor 29.
[0026] The communication IF 22 is an interface for inputting and outputting signals so that the server 20 can communicate with an external device. It is an interface.
[0027] The input / output IF 23 is an input device for receiving input operations from a user, and It functions as an interface with an output device to present information to the user.
[0028] The memory 25 temporarily stores programs and data to be processed by the programs. For example, DRAM (Dynamic Random Access Memory) s Memory).
[0029] The storage 26 is for storing data, and may be, for example, a flash memory, It is a DD (Hard Disc Drive).
[0030] The processor 29 is a hardware component for executing a set of instructions written in a program. It is composed of an arithmetic unit, registers, peripheral circuits, etc.
[0031] <1.2 Functional configuration of the terminal device 10> The terminal device 10 includes an antenna 111, a first wireless communication unit 121, and a processor 19 (input (including an operation reception unit 191, a transmission / reception unit 192, a data processing unit 193, and a notification control unit 194) an operation receiving unit 130 (including a touch-sensitive device 131); and a storage unit 16 (Player information 161, Matching information 162, Personal garden information 163, Shared garden information 164 , facility object information 165, facility object information 166 in the private garden, and facility object information in the shared garden. facility object information 167 and harvest information 168), a memory 15, and A display 132, a sound processor 140, a microphone 141, a speaker 142, and a position It includes an information sensor 150 and a camera 160 .
[0032] The antenna 111 radiates a signal emitted by the terminal device 10 into space as a radio wave. The antenna 111 receives radio waves from space and provides the received signal to the first wireless communication unit 121 .
[0033] The first wireless communication unit 121 is configured to transmit a signal via the antenna 11 so that the terminal device 10 can communicate with other communication devices. The first wireless communication unit 121 performs modulation and demodulation processing for transmitting and receiving signals via the It is a communication module for wireless communication including a tuner, a high frequency circuit, etc., and the terminal device 10 It modulates and demodulates the transmitted and received radio signals and converts their frequencies, and provides the received signals to the processor 19 .
[0034] The processor 19 reads and executes a program stored in the storage unit 16. The processor 19 controls the operation of the terminal device 10. This is achieved by the
[0035] The operation receiving unit 130 has a mechanism for receiving input operations from the user. The operation reception unit 130 is configured as a touch screen. The device 131 may be of a capacitance type, for example, so that the user's finger or the like can be brought into contact with the device. Detecting proximity.
[0036] The storage unit 16 may be a flash memory, a RAM (Random Access Memory), y), etc., and the program used by the terminal device 10 and the terminal device 10 It stores various data received from the server 20.
[0037] The display 132 displays images, videos, text, etc. under the control of the processor 19. The display 132 displays data. For example, the display 132 may be an LCD (Liquid Crystal Display). l Display), organic EL (Electroluminescence) and other This is realized by a display device.
[0038] The audio processing unit 140 modulates and demodulates audio signals. The signal to be input is modulated, and the modulated signal is input to the processor 19. 140 provides an audio signal to a speaker 142 .
[0039] The microphone 141 receives a voice input and processes a voice signal corresponding to the voice input. Give to department 140.
[0040] The speaker 142 converts the audio signal given from the audio processing unit 140 into audio and outputs the corresponding audio. The audio is output to the outside of the terminal device 10.
[0041] The location information sensor 150 is a sensor that detects the location of the terminal device 10, and is, for example, a GPS. (Global Positioning System) module. A Joule is a receiving device used in satellite positioning systems.
[0042] The camera 160 is a device that receives light using a light receiving element and outputs the light as a photographed image. It is.
[0043] <1.3 Functional configuration of server 20> 3 is a diagram showing the functional configuration of the server 20. As shown in FIG. , a communication unit 201, a storage unit 202 (player information database 2021, matching information Information Database 2022, Personal Garden Information Database 2023, Shared Garden Information Database 2 024, Facility Object Database 2025, Facility Object List Database 2026, Facility Object List Database 2027, Harvest Database 2028 ) and a control unit 203 (including a reception control module 2031 and a transmission control module 203 2. Player information acquisition module 2033, matching information acquisition module 2034, The garden information acquisition module 2035 functions as a garden information acquisition module.
[0044] The communication unit 201 performs processing for the server 20 to communicate with external devices.
[0045] The storage unit 202 stores a player information database 2021 and a matching information database 2022. 2022, Personal Garden Information Database 2023, Shared Garden Information Database 2024 , Facility Object Database 2025 and Facility Object List Data in Personal Garden Database 2026, and Facility Object List Database 2027 in the Common Garden , and various databases such as a harvest database 2028.
[0046] Player Information Database 2021 is a database for managing player information. The details will be explained later.
[0047] Matching Information Database 2022 is a database for managing matching information. The details will be explained later.
[0048] Personal Garden Information Database 2023 is a database for managing personal garden information. A personal field is a game field that is assigned to a user and is unique to that user. Place associated objects, and get coins etc. from the placed objects in the game. This is the game field where you can acquire assets, etc. Details will be given later.
[0049] The Shared Garden Information Database 2024 is a database for managing information on shared gardens. The shared garden is a game field assigned to each matched user. This allows you to set up shared objects associated with the matched users. A game in which each user can acquire in-game assets such as coins from placed objects. This is a field, which will be explained in more detail later.
[0050] The facility object database 2025 is a database for managing information on facility objects. It is a database, the details of which will be explained later.
[0051] The private garden facility object list database 2026 is a list of facilities in private gardens. This is a database for managing object information. Details will be explained later.
[0052] The facility object list database 2027 in the common garden is a list of facilities in the common garden. This is a database for managing object information. Details will be explained later.
[0053] The control unit 203 causes the processor 29 to read the program stored in the storage unit 202, The control unit 203 executes the instructions contained in the program. By operating in accordance with the program, the reception control module 2031 and the transmission control module 20 32, player information acquisition module 2033, matching information acquisition module 2034 , and performs the function shown as the garden information acquisition module 2035.
[0054] The reception control module 2031 controls the server 20 to receive data from an external device according to a communication protocol. Controls the process of receiving signals.
[0055] The transmission control module 2032 controls the server 20 to transmit data to an external device in accordance with a communication protocol. This controls the process of sending the signal.
[0056] The player information acquisition module 2033 is a series of modules for managing player information. It is what performs the processing.
[0057] The matching information acquisition module 2034 performs a series of processes for associating multiple users. It is a system that carries out the theory.
[0058] The garden information acquisition module 2035 is a series of modules for managing information about gardens that appear in the game. The above processing is performed.
[0059] <2 Data Structure> 4 and 5 are diagrams showing the data structure of the database stored in the server 20. ,Figure 4 is an example and does not exclude data not shown.
[0060] The player information database 2021 in Figure 4 has the subfield "User ID" and subfield "Name", subfield "Age", subfield "Gender", and subfield "Sex". The field "Place of Birth", the subfield "Blood Type", and the subfield "Account Creation" "Coming of Age", subfield "Number of Coins Owned", and subfield "Matching It includes the subfield "Number of users" and the subfield "Last login date".
[0061] The subfield "user ID" indicates identification information given to the user.
[0062] Specifically, the subfield "User ID" is required to manage the game program. This is a unique ID for the user.
[0063] The subfield "Name" indicates the name or nickname given by the user.
[0064] The subfield "age" indicates the age specified by the user.
[0065] The subfield "Gender" indicates the gender specified by the user.
[0066] The subfield "place of birth" indicates the place of birth specified by the user.
[0067] The subfield "Blood Type" indicates the blood type specified by the user.
[0068] The subfield "Account Creation Date" indicates the date the user created the account.
[0069] The subfield "Number of coins owned" shows the number of coins the user owns and can use in the game. It indicates the amount of virtual currency (also called "coins") that can be used.
[0070] The subfield "Number of matches" shows how many matches a user has with other users. Indicates the number of people present.
[0071] Specifically, the subfield "Number of people matching" is the number of people who can be matched. There is a limit.
[0072] The subfield "Last login date" is the last date the user logged into the game. Shows.
[0073] The matching information database 2022 in Figure 4 has the subfields "Matching ID" and , subfield "User ID_1", subfield "User ID_2", and subfield The field "Matched" and the subfield "Matched" and the subfield "Matched" The field "status" is included.
[0074] The subfield "Matching ID" indicates the identification information given to the match.
[0075] Specifically, the subfield "Matching ID" is used when managing game programs. A unique ID is required for matching.
[0076] The subfield "User ID_1" is the user ID of one of the matching players (the first player). Indicates the user ID.
[0077] The subfield "User ID_2" is the user ID of the second player in the match. Indicates the user ID.
[0078] The subfield "Matched Date" indicates the date on which the match was made.
[0079] The subfield "Matching Termination Date" indicates the date on which the matching was terminated.
[0080] The subfield "status" indicates the status of the match.
[0081] Specifically, the subfield "status" indicates the status of the match. This information indicates whether the problem is currently being fixed or has already been resolved.
[0082] The personal garden information database 2023 in FIG. 4 has a subfield “personal garden ID” and a subfield The field "User ID", the subfield "Created Date", and the subfield "Updated Date" "Date of installation" and subfield "List of installed facility objects" and subfield "Installed facility object list" and subfield "Installed facility object list" Includes the field "Garden Status".
[0083] The subfield "Personal Garden ID" is identification information assigned to a personal garden. A game field assigned to a user and associated with that user. Place objects, acquire in-game assets such as coins from placed objects, etc. This is a possible game field.
[0084] Specifically, the subfield "Personal Garden ID" is necessary for managing the game program. This is a unique ID for a personal garden.
[0085] The subfield "User ID" indicates the identification information given to the user. Specifically, The subfield "User ID" is the user ID required to manage the game program. It is a unique ID for
[0086] The subfield "Date Created" indicates the date the personal garden was created.
[0087] The subfield "Updated Date" indicates the date the personal garden was updated.
[0088] The subfield "List of installed facility objects" is the list of facilities installed in the private garden. This shows a list of facility objects.
[0089] Specifically, the subfield "Installed Facility Object List" is the list of facilities in the personal garden. For details of the facility object list, see the facility object list in the private garden in Figure 5. This will be discussed later in Database 2026.
[0090] The subfield "status" indicates the status of the private garden.
[0091] Specifically, the subfield "Status" indicates whether the status of the personal garden is being unlocked or has already been deleted. This information indicates whether the deletion has been completed or not.
[0092] The shared garden information database 2024 in FIG. 4 includes a subfield “shared garden ID” and a subfield The field "Matching ID" and the subfield "Created Date" and the subfield " "Updated Date" and subfield "Installed Facility Object List" and subfield "Installed Facility Object List" Includes the field "Garden Status".
[0093] The subfield "shared garden ID" is identification information assigned to the shared garden. A game field assigned to each matched user, Places objects in a share associated with the user who has been granted access to the object. It is a game field where each user can acquire in-game assets such as coins from the game. .
[0094] Specifically, the subfield "Shared Garden ID" is necessary for managing game programs. This is a unique ID for the shared garden.
[0095] The subfield "matching ID" indicates the identification information given to the user.
[0096] Specifically, the subfield "Matching ID" is used when managing game programs. This is a required unique ID for the user.
[0097] The subfield "Date Created" indicates the date the shared garden was created.
[0098] The subfield "Updated Date" indicates the date the common garden was updated.
[0099] The subfield "Installed Facility Object List" lists the facilities installed in the common garden. This shows a list of configuration objects.
[0100] Specifically, the subfield "Installed Facility Object List" lists the facilities in the common garden. For details of the object list, see the facility object list data in the common garden in Figure 5. This will be discussed later in Database 2027.
[0101] The subfield "status" indicates the status of the shared garden.
[0102] Specifically, the subfield "Status" indicates whether the status of the shared garden is being released or has already been deleted. This information indicates whether the deletion has been completed or not.
[0103] The facility object database 2025 in FIG. 5 includes a subfield “Facility Object ID', subfield 'Name of Facility Object', and subfield 'Created The subfield "day", the subfield "which garden" and the subfield "facility object record" "Facility object attribute" and subfield "Facility object attribute" and subfield "Facility object attribute" The subfield "Harvest ID of the facility object" and the subfield "Coordinate location of the facility object" ", including.
[0104] The subfield "facility object ID" is the identification information assigned to the facility object. Shows.
[0105] Specifically, the subfield "facility object ID" is used to manage the game program. This is a unique ID for each facility object that is required when creating a facility.
[0106] The subfield "Name of facility object" indicates the name of the facility object.
[0107] The subfield "Created Date" indicates the date on which the facility object was created.
[0108] The subfield "Which garden does it belong to?" indicates which garden the facility object belongs to. The installation objects are placed by the user in a personal garden or a shared garden.
[0109] The subfield "facility object level" indicates the level of the facility object.
[0110] Specifically, the subfield "Level of Facility Object" is the level of the facility object installed in the common garden. Depending on the level of the installation object, the following processing is performed for each user. Depending on the level of the facility objects in the common garden, each matched user can For example, the level of the facility object in the common garden can be changed. The higher the rating, the wider the range of profiles each user can view. - Matching from the facility object according to the level of the facility object in the common garden The amount of in-game assets that each user can obtain varies. For example, The higher the level, the greater the number, type, and production speed of the objects that can be produced at the facility object. Improve.
[0111] The subfield "facility object attribute" indicates the attribute of the facility object.
[0112] The subfield "Harvest ID" indicates the harvest ID of the plant being grown in the facility object. vinegar.
[0113] For details of the subfield "Harvest ID", see Harvest Database 2028 in Figure 5. This will be discussed later.
[0114] The subfield "coordinate position of facility object" indicates the coordinate position of the facility object. vinegar.
[0115] Specifically, the subfield "coordinate position of facility object" is The coordinate position information includes coordinate information in each user's personal garden or a shared garden.
[0116] The facility object list database 2026 in the private garden of FIG. The field "Personal Garden Facility Object List ID" and the subfield "Personal Garden ID" and the subfield The field includes a facility object ID.
[0117] The subfield "Personal Garden Facility Object List ID" is the facility object of the personal garden. Indicates information that identifies the list.
[0118] Specifically, the subfield "Personal Garden Facility Object List ID" is A unique ID for the facility object list of the personal garden, which is required when managing the program. That is the thing.
[0119] The subfield "Personal Garden ID" is identification information assigned to a personal garden. A game field assigned to a user and associated with that user. Place objects, acquire in-game assets such as coins from placed objects, etc. This is a possible game field.
[0120] Specifically, the subfield "Personal Garden ID" is necessary for managing the game program. This is a unique ID for a personal garden.
[0121] The subfield "facility object ID" is the identification information assigned to the facility object. Shows.
[0122] Specifically, the subfield "facility object ID" is used to manage the game program. This is a unique ID for each facility object that is required when creating a facility.
[0123] The facility object list database 2027 in the common garden in FIG. The field "Shared Garden Facility Object List ID" and the subfield "Shared Garden ID" and the subfield The field includes a facility object ID.
[0124] The subfield "Common Garden Facility Object List ID" is the facility object of the common garden. Indicates information that identifies the list.
[0125] Specifically, the subfield "Common Garden Facility Object List ID" is A unique ID for the facility object list in the common garden, which is required when managing the ram. That is the thing.
[0126] The subfield "shared garden ID" is identification information assigned to the shared garden. A game field assigned to each matched user, Places objects in a share associated with the user who has been granted access to the object. It is a game field where each user can acquire in-game assets such as coins from the game. .
[0127] Specifically, the subfield "Shared Garden ID" is necessary for managing game programs. This is a unique ID for the shared garden.
[0128] The subfield "facility object ID" is the identification information assigned to the facility object. Shows.
[0129] Specifically, the subfield "facility object ID" is used to manage the game program. This is a unique ID for each facility object that is required when creating a facility.
[0130] The harvest database 2028 in Figure 5 has a subfield "harvest ID" and a subfield The field "Name of harvest" and the subfield "Time until harvested" are The subfield "Number of items obtained when harvested" and the subfield "Number of items obtained when selling harvested items" are The subfield "Coins that can be obtained" and the subfield "The most facility objects that can be planted with harvested crops" "Low level" includes.
[0131] The subfield "Harvest ID" indicates identification information given to the harvest.
[0132] Specifically, the subfield "Harvest ID" is necessary for managing the game program. This is a unique ID for the harvested product.
[0133] The subfield "Harvest Name" indicates the name of the harvest.
[0134] The subfield "Time to harvest" shows how long it takes for the crop to be ready for harvest. Indicates the time.
[0135] The subfield "Coins obtained when selling harvested goods" allows you to earn coins when selling harvested goods. The coin information you can get is shown below.
[0136] Specifically, the subfield "Coins obtained when selling harvested goods" can be obtained Coins can be used in each player's private garden.
[0137] The subfield "Minimum level of facility object where harvest can be planted" Indicates the minimum level of the facility object at which crops can be planted.
[0138] <Operation of the First Embodiment> Next, the operation of each device that constitutes the game distribution system 1 will be described.
[0139] FIG. 6 is a diagram showing the flow of matching-related processing.
[0140] In step S501, the terminal device (10) determines whether the first player is a second player. Accepts input operations for matching.
[0141] In step S551, the server (20) determines whether the first player is a second player. Receives input operations for matching.
[0142] In step S552, the server (20) performs a matching operation based on the input operation. The matching result is determined based on this. The server (20) receives an operation from the first player to match the second player. By receiving the information, the matching information database 2022 is updated. For example, (20) is the first player and the second player in the matching information database 2022. When the players are not matched, the first player first In response to receiving an operation to specify the user, the first user ID is entered in the subfield "User ID_1." The subfield "User ID_2" holds the identification information of the first player, and the subfield "User ID_3" holds the identification information of the second player. The ear's identification information is retained. However, the server (20) determines the matching result by comparing the first player and the second player. Requires input operations on both layers. The server (20) then receives an operation from the second player to designate the first player. In response to the reception of the request, the matching information database 2022 is referenced to determine the second play. The server (20) matches the first player with the second player. By determining that the match is established, the subfields of the Matching Information Database 2022 In the "Matching Date" field, enter information about when the match was made (e.g., date and time). The information will be retained. The server (20) determines whether the first player and the second player are matched. Accept the operation to cancel the match from either one or both players. In response to this, the matching between the first player and the second player is cancelled. The server (20) refers to the matching information database 2022 and cancels the match. For players who have been matched, the date of match termination will be entered in the subfield "Match termination date". The timing information of the deletion is stored. This allows the first player and the second player to When the user performs an input operation for matching, the server (20) By referring to the information database 2022, it is possible to determine whether a match has been made in the past. The server 20 can detect players who have previously been matched but have since cancelled the match. The layer combination may be made unable to be matched again.
[0143] In step S553, the server (20) transmits the determined matching result to the terminal device ( 10).
[0144] In step S502, the terminal device (10) stores the determined matching result in the first profile. Present the layer on a display, etc.
[0145] FIG. 7 is a diagram showing the flow of processes related to the harvesting operation.
[0146] In step S601, the terminal device (10) Once the two players are matched, the first player can access the game options shared with the other player. It accepts input operations to grow and harvest objects.
[0147] In step S651, the server (20) determines whether the first player is a matched opponent. Receive input actions to grow and harvest shared game objects.
[0148] In step S652, the server (20) develops and harvests game objects. Based on the input, the first and second players can choose what game objects to use. The server (20) decides whether to award the first player the game of chance. By accepting input operations to cultivate and harvest objects, the facility object database For example, the server 20 updates the database 2025 and the harvest database 2028. In the facility object database 2025, the first player Respond to inputs to grow and harvest game objects shared with a second player. Then, harvest data from the subfield "Harvest ID grown in the facility object" Reference the base 2028 and the subfield "Harvested" in that harvest database 2028. The game object acquisition result is determined based on the "number of items obtained at a time." Also, neither the first nor the second player needs to input anything to harvest. The game object acquisition result is determined based on the input operation of either player. Decide whether to
[0149] In step S653, the server (20) notifies the terminal of the result of acquiring the game object. Present it to the device (10). The results of the game object acquisition are sent to both the first and second players. Believe.
[0150] In step S602, the terminal device (10) provides the first player with another game of The results of the project are displayed on a display or the like.
[0151] Figure 8 shows the process flow for viewing profiles of people who are not matched. be.
[0152] In step S701, the terminal device (10) If the first player is not matched with the second player's profile, Send an operation to view.
[0153] In step S751, the server (20) determines whether the first player has a second profile. Determine the visibility of the second player's profile based on the player's actions viewing the profile. When determining profile visibility, the first player and the second player are matched. The first player can see part of the second player's profile until they However, access to other parts will be restricted.
[0154] In step S752, the server (20) determines whether the first player has a second profile. Determine the visibility of the second player's profile based on the player's actions viewing the profile. When determining profile visibility, the first player and the second player are matched. The first player can see part of the second player's profile until they However, access to other parts will be restricted.
[0155] In step S753, the server (20) receives the first player's terminal device (10). presents the second player's profile information to the
[0156] In step S702, the terminal device (10) notifies the first player of the second player. The user's profile information is presented by displaying it on a display or the like.
[0157] Figure 9 shows the process flow for viewing profiles of people who have already been matched. is.
[0158] In step S801, the terminal device (10) Once a match is made, the first player views the second player's profile. Accepts force operations.
[0159] In step S851, the server (20) transfers the first player to the second player. Accepts input to view a user's profile.
[0160] In step S852, the server (20) determines whether the first player is a second player. The first player can view the second profile based on the browsing of the profile of the Determines the visibility of a player's profile. The server (20) allows a first player to view the profile of a second player. Based on the work, the player information database 2021 is referenced to the second player profile. Get the device information. When determining who can see the profile, the first player and the second player must If the check is successful, the following occurs: The first player has access to a game object that is shared between the first and second players. Based on the input history of the first player and the second player, This will allow users to view some of the profile information that was previously restricted to viewing.
[0161] In step S853, the server (20) sends the second Presents player profile information.
[0162] In step S802, the terminal device (10) notifies the first player of the second player. The user's profile information is displayed on a display, etc.
[0163] <Screen example> Figure 10 shows an example of how the profile view range changes depending on the progress of the game. As shown in screen 1010, the server (20) is not yet in a match. For those who are not on the same profile, the visibility of their profile is limited and only a portion of it can be viewed. Present information to the player so that they cannot Next, we will explain the scope of profile viewing when a match is made. Screen 101 As shown in 2, after a match is made, the server (20) On the screen where you can view the profile of the person you have matched with, Present information to players so they can Then, as shown on the screen 1014, after the match is established, the server (20) Regarding the subfields of your profile that you couldn't see when you weren't The information is presented to the player in a way that allows them to view some of it. By cultivating a shared garden together with your matched partner, you can increase your intimacy and view the The range of profiles available will expand.
[0164] FIG. 11 is a diagram showing an example of a screen for canceling a match with a partner. Then, the server (20) will start the game if the first player has a match partner. In the mode, the shared garden between the first player and the matched partner is displayed on the terminal device (10). In the illustrated example, the server (20) receives from the player the number of players with whom the player has been matched. The screen 1110 accepts an operation to select one of the multiple matching partners. The server (20) selects the matching partner specified by the player from among multiple matching partners. The server (20) displays the hand information (in the illustrated example, "Yanagi"). Database 2023, Shared Garden Information Database 2024, and the installed objects By reading out the object information (for example, by placing these objects in the game space), and render it according to the virtual camera settings), Draw. As shown on the screen 1112, the server (20) allows the player to cancel the match. As shown in screen 1114, if the first player is a matched If the hand is unmatched, the server (20) adds the matched player to the game field. The server (20) presents information to the player so that the shared garden is not displayed. Once a player has unmatched with another player, they will not be able to rematch with that player. The following processing is performed.
[0165] Although several embodiments of the present disclosure have been described above, these embodiments may be used in various other It is possible to carry out the invention in various forms, and various omissions and substitutions can be made within the scope of the invention. These embodiments and their modifications are within the scope and spirit of the invention. The same applies to the inventions described in the claims and their equivalents.
[0166] <Additional Notes> The matters described in the above embodiments will be supplemented below. (Appendix 1) A game to be executed by a computer (20, 10) having a processor (29, 19). A team program, comprising: The game program is transmitted to the processor. For the first player, a first game field associated with the first player. and A first player and a second player different from the first player are a step of matching the input operation of the first player with the input operation of the second player; (S552) and The first player and the second player who are matched and associating a specific game object to be shared with a second player; The first player and the second player who are matched and a second player's input operation. and (S552) executing a step of resolving the In response to breaking a match, you can assign specific game objects to the match. Such first player and second player shall be unavailable and may not be dissolved. Game pros who don't allow the first player to be rematched with the second player Grams.
[0167] (Appendix 2) In the matching step (S552), the first player and the second player In response to receiving input operations for matching from both ears, The game program according to claim 1, wherein the game program establishes a winning combination.
[0168] (Appendix 3) In the matching step (S552), the first player and the second player Until the year is matched, the first player must provide the second player with a portion of their information. 3. The game program according to claim 2, wherein the game program allows viewing of a portion of the game data while restricting viewing of the other portion. Grams.
[0169] (Appendix 4) The matched first player and the matched second player In response to an input operation input to a specific game object, Performs game processing related to the project, In the matching step (S552), Based on the history of input operations of the first player and the second player, The first player's information is restricted for both the first player and the second player. and making at least a part of the information of the second player visible (S852), claim 3. A game program according to claim 3.
[0170] (Appendix 5) A specific game object is created when a first player is matched with a second player. In this state, if a predetermined condition is met, another game object is assigned to the first player. and a second player, Input actions to capture another game object can be performed by either the first player or the second player. 6. The method according to claim 4, wherein the step (S601) of accepting the data from only the layer is executed. Room program.
[0171] (Appendix 6) In the receiving step (S601), the first player or The second player can acquire the point by inputting either of the two players' inputs without both players having to input the other's inputs. Depending on the action, the first and / or second player may be given the opportunity to play another game. 6. The game program according to claim 5, wherein the game object is acquired (S652).
[0172] (Appendix 7) In the receiving step (S601), the first player or By accepting input operations to acquire from one of the second players, , have the first player and the second player acquire different game objects ( S653), the game program according to claim 6.
[0173] (Appendix 8) In the first game field, a first game field is used to receive input operations only from the first player. 1 game object is placed, By receiving an input operation using another game object from the first player, and change the parameters of the first game object placed in the first game field. The game program according to claim 7,
[0174] (Appendix 9) On a screen for presenting a first game field to a first player, Display information about multiple other players who are matched with the player, The first player can choose one of the other players in the match. Accepts the operation, In response to accepting the specified operation, A specific game object associated with one player is placed on the first game field. 9. The game program according to claim 1, wherein the game program is a program for placing the game object.
[0175] (Appendix 10) A specific game associated with multiple other players in a match Of the objects, The first player is associated with any player he / she specifies. 10. The game system according to claim 9, wherein only a specific game object corresponding to the game object is placed in the first field. Room program.
[0176] (Appendix 11) In the first game field, the range in which a specific game object is placed is This is fixed regardless of which other player in the match you specify. The game program according to claim 10.
[0177] (Appendix 12) There is a limit to the number of other players that can be matched with the first player. The game program according to claim 11.
[0178] (Appendix 13) A computer-implemented method including a processor (29, 19), The method includes: For the first player, a first game field associated with the first player. and A first player and a second player different from the first player are a step of matching the input operation of the first player with the input operation of the second player; (S552) and The first player and the second player who are matched and associating a specific game object to be shared with a second player; Execute The first player and the second player who are matched and canceling the matching based on the input operation of the first player and the input operation of the second player. (S552) and execute The specific game object is deleted upon dissolution; In the presentation step, the first player who was matched with the second player and how it cannot be rematched.
[0179] (Appendix 14) An information processing device including a processor (29, 19), The processor of the information processing device For the first player, a first game field associated with the first player. and A first player and a second player different from the first player are a step of matching the input operation of the first player with the input operation of the second player; (S552) and The first player and the second player who are matched and associating a specific game object to be shared with a second player; Execute The first player and the second player who are matched and canceling the matching based on the input operation of the first player and the input operation of the second player. (S552) and execute The specific game object is deleted upon dissolution; In the presenting step, the first player who was matched with the second player and an information processing device that cannot be rematched. [Explanation of symbols]
[0180] 1: System, 10: Terminal device, 12: Communication IF, 13: Input device, 14: Output device, 1 5: Memory, 16: Storage unit, 19: Processor, 20: Server, 22: Communication IF, 23: Input / output interface, 25: memory, 26: storage, 29: processor, 80: network 111: antenna, 121: first wireless communication unit, 130: operation reception unit, 131: touch panel Sensitive device, 132: Display, 140: Audio processing unit, 141: Microphone ,142: Speaker, 150: Location information sensor, 160: Camera, 161: Player Information, 162: Matching information, 163: Personal garden information, 164: Shared garden information, 165: Facility object information, 166: Facility object information in a private garden, 167: Facility object information in a shared garden Facility object information, 168: harvest information, 191: input operation reception unit, 192: Transmitting and receiving unit, 193: data processing unit, 194: notification control unit, 201: communication unit, 202: memory 203: Control unit, 2021: Player information database, 2022: Matching information Information database, 2023: Personal garden information database, 2024: Shared garden information database 2025: Facility Object Database, 2026: Facility Object Database 2027: Facility Object Database, 2028: Harvest Database, 203 1: Receiving control module, 2032: Sending control module, 2033: Player information acquisition Acquisition module, 2034: Matching information acquisition module, 2035: Garden information acquisition module Rule
Claims
1. A game program to be executed by a computer having a processor, The game program causes the processor to: to a first player, a first game fee associated with said first player; presenting a rule; The first player and a second player different from the first player are placed in a A matching is performed based on the input operation of the first player and the input operation of the second player. and The first player and the second player who have been matched are notified of the A game object shared between the first player and the second player is related to the The step of linking The first player and the second player who have been matched are notified of the At least one of the input operation of the first player and the input operation of the second player and dissolving the match based on In response to breaking the match, the particular game object is The first player and the second player involved in the matching are unavailable. and a rematch between the first player and the second player that has been terminated. Game programs that do not allow switching.
2. In the step of matching, the first player and the second player In response to receiving the input operation for matching from both of the ears, The game program according to claim 1 , wherein the matching is established.
3. In the step of matching, the first player and the second player Until the year is matched, the first player will be given the second player's 3. The method of claim 2, wherein a part of the information is made available for viewing while the other part is restricted from viewing. Room program.
4. The matched first player and the matched second player In response to an input operation input to a specific game object, Performs game processing related to the project, In the step of matching, Based on the input operation history of the first player and the second player, restricting the viewing of both the player and the second player; At least a part of the information of the first player and the information of the second player can be viewed. The game program according to claim 3 .
5. The specific game object is a game object that the first player and the second player play. In a matched state, if a certain condition is met, another game object will be placed in front of the The first player and the second player can acquire the prize, The first player or and receiving a game from only the second player. Room program.
6. In the receiving step, the first player or The first player can acquire the first coin without both players performing the input operation to acquire the second coin. In response to the input operation, at least one of the first player and the second player 6. The game program according to claim 5, wherein the game program causes either one of the game players to acquire the other game object. Grams.
7. In the receiving step, the first player or and receiving an input operation for said acquisition from any one of said second players. By this, the first player and the second player are allowed to play the other game object. The game program according to claim 6, wherein the game program causes the player to acquire an object.
8. In the first game field, an input operation is received only from the first player. A first game object to be attached is placed, receiving an input operation using the other game object from the first player; The first game object is placed in the first game field by 8. The game program according to claim 7, wherein the parameter of the game is changed.
9. a screen for presenting the first game field to the first player; and displaying information on a plurality of other players who are matched with the first player; The first player may select any of the plurality of other players who are matched. Accepts an operation to specify one of the following, In response to receiving the designation operation, one of the designated players and the specific game object associated with the first player is 9. The game according to claim 1 or any one of claims 5 to 8, wherein the game is arranged on a game field. Program.
10. The plurality of players who are matched with each other are respectively associated with the plurality of other players. Of the specific game objects, Any player designated by the first player and associated with the first player and placing only the specific game object to which the specific game object is attached in the first field. The game program according to claim 9.
11. an area in which the specific game object is to be placed in the first game field; The first player specifies which of the other players in the match The game program according to claim 10, wherein the number of times ...
12. the number of the plurality of other players who can be matched with the first player; The game program according to claim 11, wherein there is an upper limit to the number of times ...
13. 1. A computer-implemented method having a processor, comprising: The method further comprises the processor: to a first player, a first game fee associated with said first player; presenting a rule; The first player and a second player different from the first player are placed in a A matching is performed based on the input operation of the first player and the input operation of the second player. and The first player and the second player who have been matched are notified of the A game object shared between the first player and the second player is related to the and executing the steps of: The first player and the second player who have been matched are notified of the Matching is performed based on the input operation of the first player and the input operation of the second player. and executing a step of resolving the the specific game object is deleted upon dissolution; In the step of presenting, the first player who has been matched How you can't be rematched with a second player.
14. An information processing device including a processor, The processor of the information processing device to a first player, a first game fee associated with said first player; presenting a rule; The first player and a second player different from the first player are placed in a A matching is performed based on the input operation of the first player and the input operation of the second player. and The first player and the second player who have been matched are notified of the A game object shared between the first player and the second player is related to the and executing the steps of: The first player and the second player who have been matched are notified of the Matching is performed based on the input operation of the first player and the input operation of the second player. and executing a step of resolving the the specific game object is deleted upon dissolution; In the step of presenting, the first player who has been matched An information processing device that cannot be rematched with a second player.
Citation Information
Patent Citations
Servers and Information Systems
JP6714757B1