Information processing device, information processing method, and program
The information processing device enhances game engagement by dynamically switching character paths and generating effects based on positional relationships, addressing monotony in games with multiple characters.
Patent Information
- Application Number
- JP2025119145
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-15
- Publication Date
- 2025-09-29
AI Technical Summary
Games with multiple characters on paths become monotonous due to repetitive in-game effects, reducing user engagement.
An information processing device that switches character paths based on user input, determines positional relationships between characters, and generates effects based on these positions, enhancing interaction and interest.
Increases game engagement by varying in-game effects based on character positions, promoting dynamic interactions and cooperative play.
Smart Images

Figure 2025142032000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] Games in which a playable character is placed on one of a plurality of paths set in a game space and the playable character on the path performs a predetermined action are already known. For example, in the game described in Patent Document 1, multiple characters simultaneously move on different paths (lanes) in a stage of the game, and compete with each other for points earned during the movement. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-103154 Summary of the Invention [Problem to be solved by the invention]
[0004] In a game in which multiple characters are placed on a path of movement, each character moves according to the user's operation or the computer's control, and the user operates their own controlled character while checking the character on the screen. Then, in-game effects such as attacking enemies or other objects on the path of movement or avoiding enemies are generated according to the controlled character's actions. On the other hand, if the generated in-game effects become monotonous, the game may become less interesting for the user.
[0005] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that increase the entertainment value of a game in which a plurality of characters are placed on a path of movement and played. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention is characterized by comprising: a placement unit that places a first character operated by a first user on one of a plurality of paths; a switching unit that switches the path on which the first character is placed based on a switching operation by the first user; a position determination unit that, when the first character is placed on the same path as a second character, determines the positional relationship of the first character relative to the second character on the same path; and an effect generation unit that generates an in-game effect corresponding to an object present on the path, depending on the positional relationship. [Effects of the Invention]
[0007] According to one aspect of the present invention, in a game in which a first character and a second character are placed on one of a plurality of paths, an in-game effect when the first character is placed on the same path as the second character changes depending on the positional relationship between the characters, thereby increasing the interest of the game. [Brief explanation of the drawings]
[0008] [Figure 1] 1A to 1C are diagrams showing examples of game play screens. [Figure 2] 2A to 2C are diagrams showing examples of play screens during cooperative play. [Figure 3] 1 is a conceptual diagram showing an information processing apparatus and peripheral devices according to an embodiment of the present invention; [Figure 4] FIG. 2 is an explanatory diagram illustrating functions of an information processing device according to an embodiment of the present invention. [Figure 5] FIG. 10 is a diagram illustrating an example of user information. [Figure 6] FIG. 10 is a diagram showing an example of character information. [Figure 7] FIG. 10 is a diagram showing an example of stage information. [Figure 8] FIG. 10 is a diagram showing an example in which the first lane is switched. [Figure 9]FIG. 10 is a diagram showing another example in which the first lane is switched. [Figure 10A] FIG. 1 is a diagram showing the flow of an information processing method according to one embodiment of the present invention, and is a diagram showing the flow of information processing for cooperative play (part 1). [Figure 10B] FIG. 10 is a diagram showing the flow of an information processing method according to one embodiment of the present invention, and is a diagram showing the flow of information processing for cooperative play (part 2). [Figure 11] FIG. 10 is an explanatory diagram of functions of an information processing device according to a modified example of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0009] The information processing device, information processing method, and program of the present invention will be described below with reference to preferred embodiments (first and second embodiments) shown in the accompanying drawings. However, the embodiment described below is merely one of specific examples given to facilitate understanding of the present invention and is not intended to limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Furthermore, the present invention includes equivalents thereof. Furthermore, the screen examples shown in the drawings referenced in the following description are merely examples, and the screen configuration example, the content of the displayed information, the GUI (Graphical User Interface), etc. can be freely designed and modified according to the system design specifications, user preferences, etc.
[0010] [About the game according to the first embodiment] A specific game (hereinafter simply referred to as "this game") that can be played through the information processing device according to the first embodiment will be described. In the following description, "user" refers to a person who plays this game using the functions of the information processing device according to the first embodiment, i.e., a player of this game.
[0011] The game is, for example, an online game that uses data communications. Online games include browser games that use a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW).
[0012] This game is made up of one or more stages, and as shown in FIG. 1(A), a character C is placed on a plurality of paths (hereinafter also referred to as lanes R) set up within each stage, and the content is progressed by controlling the character C on the lane. The user controls the character C on the lane through a gameplay terminal, and aims to clear each stage by, for example, moving the character to the end (goal) of the lane R or by using the character C to defeat enemies on the lane. Here, each stage corresponds to an in-game space in which a plurality of lanes R are set up.
[0013] Character C is a game medium operated by the user and is different from the appearing object described below. The appearance of character C is not particularly limited, and may be, for example, a living thing such as a person, an animal, or a plant, a machine such as a vehicle or a robot, a non-machine object, a fictional character such as a monster, or other similar character.
[0014] Character information is also set for character C. The character information is information about the character operated by the user, and includes information specific to the character, such as the character's personality, nature / performance, status, characteristics, and attributes, as well as variable parameters that change depending on the progress of the game, such as stamina (HP), attack power, defense power, and speed.
[0015] To explain the content of this game in more detail, this game is a so-called running game, and while each stage is being played (hereinafter also referred to as "in-game"), character C on the lane usually moves on the lane at a predetermined speed. In other words, during in-game, the position of character C on the lane is forcibly moved along the lane. Also, during in-game, the screen of the user's terminal displays the range (hereinafter referred to as the display range) in the game space corresponding to the stage being played, in which character C on the lane exists, as shown in (A) to (C) of FIG. 1. The display range is forcibly scrolled in accordance with the movement of character C on the lane (in other words, the movement of the position of character C).
[0016] The lane R on which the character C is placed corresponds to any one of the multiple lanes R. In this game, the multiple lanes R are arranged side by side (side by side) in a predetermined direction and extend in the same direction, as shown in (A) to (C) of Figure 1. Each lane R has a certain width in the predetermined direction, for example, a width slightly wider than the width of one character. Note that each lane R may be a linearly extending path of travel, or an endless circular path (track). Hereinafter, the direction in which the lane R extends will be referred to as the "front-rear direction" for convenience.
[0017] Furthermore, while moving on the lane, character C acts on the lane in response to user operations, for example, jumping or sliding on the lane as shown in FIG. 1(B). Furthermore, during the game, lane R on which character C is placed can be switched from the current lane to another lane by user operation (switching operation). In other words, during the game, the user can freely change the lane R on which their character C is placed among multiple lanes.
[0018] Furthermore, when character C on the lane performs an action in response to a user's operation during the game, an in-game effect occurs in response to that action. The in-game effect is a change in the situation that occurs during the game, a performance during the game, or the like. The in-game effect also includes an effect that character C on the lane has on a appearing object, and an effect that the appearing object has on character C on the lane. The appearing object is an object that appears (exists) at a predetermined position on the lane, and is, for example, an enemy E and a trap G (gimmick) that obstruct the movement of the character on the lane, as shown in FIG. 1(C). The enemy E and the trap G may exist on one lane, or may exist across multiple lanes. The appearing objects may include auxiliary items that can be used by the character C on the lane and support characters that support the character C on the lane.
[0019] An example of the effect that character C on the lane has on the appearing object is attacking enemy E on the lane and causing damage to enemy E. An example of the effect that the appearing object has on character C on the lane is that character C on the lane receives damage or the number of remaining lives of the character due to an attack by enemy E on the lane or contact with trap G. Strictly speaking, the damage inflicted on enemy E by an attack and the damage received from enemy E or trap G correspond to the degree of the in-game effect in terms of the magnitude, value, amount, etc. of the damage. Furthermore, if the appearing object is an auxiliary item, the in-game effect corresponds to the effect of the item being given to character C on the lane.
[0020] When character C on the lane attacks enemy E, the attack may be performed in response to user operation (manual attack), or may be performed automatically when approaching enemy E (auto attack). The effective range of the attack may also vary depending on the type of character C. The effective range of the attack is the range within which character C on the lane can attack enemy E, such as a search range or a range.
[0021] Furthermore, the in-game effect, or more specifically, the degree of the in-game effect, changes depending on the character information of character C on the lane. For example, if the attribute indicated by the character information of character C on the lane is an attribute that is effective (compatible) with enemy E on the lane, the damage inflicted on enemy E by an attack will be greater than if the attribute is any other. Furthermore, if the characteristic indicated by the character information of character C on the lane is a characteristic that is effective (resistant) to trap G on the lane, the damage received from trap G will be less than if the characteristic is any other.
[0022] In this game, each stage can be played by placing multiple characters C on the lanes at the same time. In this case, during the game, as shown in (A) to (C) of FIG. 2, each of the multiple characters C is placed on one of the multiple lanes R and moves along the lane R. Specifically, the multiple characters C may be placed on different lanes as shown in (A) of FIG. 2. In this case, the multiple characters C are placed side by side in the direction in which the multiple lanes R are lined up (a predetermined direction), and move and run side by side on each lane.
[0023] 2B and 2C, two or more characters C among a plurality of characters C may be placed on the same lane. In this case, the two or more characters C are placed on the same lane R in a line up front and back along the lane R (i.e., in a vertical line) and move on the same lane.
[0024] Furthermore, in this game, when two or more characters are placed on the same lane, the in-game effect differs from when only one character is placed on the lane. Specifically, as shown in FIG. 2(C), the amount of damage inflicted by an attack on an enemy E present on a certain lane differs between when two or more characters C are placed on the same lane and when only one character is placed on the lane; for example, in the former case, the damage inflicted on the enemy E is greater. When two or more characters C are placed on the same lane, attacks against the enemy E and defense against attacks from the enemy E are types of in-game effect, and will be referred to below as "combined techniques."
[0025] When multiple characters C are placed on the lane at the same time to play, at least one of the multiple characters C is controlled by the user, and the remaining characters C may be controlled by other users in cooperative play (multiplayer) or may be automatically controlled by a computer.
[0026] Cooperative play is when multiple users play the same stage together at the same time (simultaneously). In such cooperative play (multiplayer), one user acts as the host and one or more users act as guests. The host corresponds to a "predetermined role" in cooperative play. Cooperative play can be realized using known communications technology; one user acts as the host and recruits guests, and when one or more users apply to be guests, a communications path for cooperative play is established, and then the data communication required for cooperative play is carried out according to a known communications method. The number of users who can participate in one joint play session is not particularly limited, but in the following description, it is assumed that the maximum number of users who can participate in one joint play session is four.
[0027] During cooperative play, multiple users operate their own characters C. During cooperative play, a display range including all of the characters C, the number of which is equal to the number of users participating in the cooperative play, is displayed on the screen of each user's terminal, as shown in (A) to (C) of FIG.
[0028] Note that in cooperative play, each user may operate only one character C. Alternatively, each user participating in cooperative play may organize a team (deck) consisting of multiple characters and operate one character selected from the deck by placing it on the lane. In this case, each user may change (replace) the character to be operated, i.e., the character C to be placed on the lane, in the deck at any time during cooperative play.
[0029] [Regarding the information processing device and peripheral devices of the first embodiment] Next, the information processing device and its peripheral devices according to the first embodiment will be described with reference to Fig. 3. In the following description, it is assumed that four users U1, U2, U3, and U4 are playing together, with user U1 acting as the host and users U2, U3, and U4 acting as guests.
[0030] Each of the users U1 to U4 operates a game play terminal (hereinafter, terminal 12) to play the same stage together. The terminal 12 is a client terminal, and specifically, is configured by a personal computer, smartphone, mobile phone, tablet terminal, game console, television set capable of inputting information, wearable terminal, or the like. The terminal 12 has a communication function and can communicate with devices connected to a communication network 14. The communication network 14 is a communication line network consisting of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), and the like.
[0031] The server 10 constitutes the "information processing device" of the present invention and is a computer that performs various information processing related to the progress of the game, such as generating and transmitting and receiving data necessary for the game progress; more specifically, in the first embodiment, it is an SNS server. The server 10 may be composed of a single computer or multiple computers distributed in parallel. The server 10 may also be a server computer for an ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processes related to the progress of the game (excluding information input and display) are executed by the server 10, so that the terminal 12 only needs to input information to be transferred to the server 10 and display information distributed from the server 10.
[0032] 3, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. The processor 21 may be configured by a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.
[0033] The memory 22 may be configured by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The communication interface 23 may be configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, or communication based on LTE (Long Term Evolution).
[0034] The storage 24 may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), a universal serial bus memory (USB memory), or the like. The storage 24 may be built into the server 10 or may be attached to the server main body in an external format. The storage 24 may also be configured with an external computer (e.g., a database server) communicably connected to the server main body. Note that a distributed ledger technology such as a blockchain may be used as a technology for recording various data in order to avoid unauthorized data tampering, etc.
[0035] Furthermore, a program for an operating system (OS) and an information processing program for game progression are installed as software on the server 10. These programs correspond to the "programs" of the present invention, and when executed by the processor 21, the server 10 functions as the information processing device of the present invention.
[0036] Specifically, by executing the above program, the server 10 receives operations from each user through communication with the terminal 12, generates data for progressing the game in accordance with the received operations, and transmits the generated data to each user's terminal 12. The server 10 also manages information on each user participating in cooperative play, character information on the characters operated by each user, and the like.
[0037] The above program may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network such as the Internet or an intranet.
[0038] [Functions of the information processing device of the first embodiment] To explain the configuration of the server 10 again from a functional perspective, as shown in Fig. 4, the server 10 has a reception unit 31, a memory unit 32, a placement unit 33, a display unit 34, an effect generation unit 35, a switching unit 36, and a position determination unit 37. Of these functional units, the memory unit 32 is realized by the memory 22 or the storage 24, and the other functional units are realized by cooperation between various hardware devices that make up the server 10 and programs installed on the server 10. Each functional unit will be described in detail below.
[0039] (Reception Department) The reception unit 31 receives operations for progressing the game performed by the user through the terminal 12 through communication with the terminal 12, and more specifically, acquires data indicating the operation content. The user operations received by the reception unit 31 include operations performed during the game, as well as various selections, designations, instructions, requests, commands, permission or denial, registration, and other input operations performed by the user before the start or after the end of the game. The operations that the reception unit 31 accepts before the game starts include an operation to select the stage to be played, an operation to request cooperative play for the selected stage, an operation to join cooperative play, and a priority assignment operation, which will be described later. The operations that the reception unit 31 receives during the in-game period include an operation for causing the character C on the lane to perform a predetermined action, a switching operation for switching the lane R on which the character C is placed, and the like.
[0040] (Storage part) The storage unit 32 stores information necessary for playing the game, specifically, user information about the user, information about characters that can be controlled by the user, and information about each stage prepared in the game.
[0041] Information about a user (user information) includes, for example, the user's name and ID information, user rank, owned characters, and last login time, as shown in Fig. 5. User information about a user who is currently playing a stage further includes the type of stage being played (for example, stage ID, etc.), whether the user is playing solo or cooperatively, whether the user is playing as a host or guest in cooperative play, and information about other users participating in the cooperative play. The user information may include information about the user other than the information shown in FIG.
[0042] Character information regarding character C that can be controlled by a user includes information regarding two or more items, such as the character name and ID information, information about the user who owns the character, character-specific information, and the current values of variable parameters, as shown in Figure 6, and is stored for each character. The character-specific information may include compatibility with the enemy E on the lane, more specifically, attributes or characteristics related to damage inflicted on the enemy E by an attack, and attributes or characteristics related to damage received by an attack from the enemy E. The character-specific information may also include resistance to traps G on the lane, more specifically, attributes or characteristics that affect damage received when touching the trap G. Furthermore, the character-specific information may further include information related to attacks inflicted on the enemy E on the lane, more specifically, the method of attack, the direction of attack, and the effective range of the attack. Variable parameters may include parameters related to damage inflicted on enemy E (i.e., the degree of in-game effect), such as stamina (HP) and attack power, and parameters related to damage received from enemy E or trap G, such as defensive power. The character information may include information about the character other than the information shown in FIG.
[0043] Information about a stage (stage information) includes, for example, a stage ID, the types of enemies E and traps G that appear in each stage, the number and positions of appearances, and the conditions for clearing the stage, as shown in Fig. 7. Note that the stage information may include information about a stage other than the information shown in Fig. 7.
[0044] (Arrangement part) During in-game play, the placement unit 33 places the character C operated by each user on one of the lanes R among a plurality of lanes R set on the stage to be played. Also, during in-game play, the placement unit 33 forcibly moves the placement position of the character on the lane along the lane R. In other words, during in-play play, the character C on the lane moves on the lane R in the forward and backward directions at a predetermined speed.
[0045] In the case of cooperative play, the placement unit 33 places the characters C operated by each of the multiple users on the lanes in accordance with a predetermined rule at the start of the cooperative play. At this time, each of the multiple characters C is placed on a different lane R, in other words, placed side by side in the direction in which the multiple lanes R are lined up (a predetermined direction).
[0046] Furthermore, during cooperative play, the placement unit 33 may place two or more characters C on the same lane by switching the lane on which the character C is placed (see (B) of FIG. 2). In this case, two or more characters C placed on the same lane are arranged one behind the other on that lane R. Note that the number of characters that can be placed on the same lane is not particularly limited, and may be any number. Alternatively, an upper limit may be set in advance, and a restriction may be imposed on placing characters in excess of the upper limit on the same lane.
[0047] (Display) The display unit 34 sets the range in which the character C exists within each stage (in-game space) including multiple lanes R as the display range, generates display data showing an image of the display range, and transmits the display data to the user's terminal 12. The terminal 12 displays the image of the display range based on the display data, and the user views the displayed image to confirm the character C that the user is controlling and any enemies E or traps G that exist in the vicinity. During cooperative play, the display unit 34 sets the display range so that all characters C, the number of which is the same as the number of users participating in the cooperative play, are visible, and transmits display data showing an image of the display range to the terminal 12 of each of the multiple users (see (A) to (C) in FIG. 2).
[0048] Furthermore, during the in-game period, the display unit 34 scrolls the display range in accordance with the movement of the character C on the lane. In other words, when the placement unit 33 forcibly moves the placement position of the character C on the lane, the display unit 34 forcibly scrolls the display range within the stage accordingly. As a result, the location of the character C moves relative to the character C within the stage. Here, the manner in which the location of the character C moves relative to the character C includes switching (scrolling) the display range so that the background and appearing objects transition without changing the display position of the character C on the display screen. By switching (scrolling) the display range in this manner, it is possible to provide the user with a visual effect in which the character C on the lane appears to be moving along the lane R.
[0049] (Effect generation section) During the in-game period, the effect generation unit 35 generates an in-game effect for a character C on the lane that corresponds to the position of the character C on the lane. For example, when a character C on the lane attacks an enemy E on the lane, the effect generation unit 35 generates an in-game effect that inflicts damage on the enemy E that corresponds to the attack (i.e., an effect that reduces the strength of the enemy E). The enemy E that the character C on the lane can attack may be an enemy E that exists on the same lane as the character C, or may include an enemy E that exists on a lane different from the character C.
[0050] Furthermore, when character C on a lane is attacked by enemy E on the same lane or touches trap G on the same lane, the effect generation unit 35 generates an in-game effect of damaging character C on the lane (i.e., an effect of reducing the physical strength of character C on the lane). At this time, if character C on the lane is defending against the attack from enemy E, the effect generation unit 35 reduces the damage by an amount corresponding to the defense, and then generates an effect of damaging character C.
[0051] Furthermore, the effect generation unit 35 generates an in-game effect according to the character information regarding the character C on the lane. For example, the higher the attack power of the character C on the lane, the greater the damage inflicted on the enemy E by the attack of that character C by the effect generation unit 35. Furthermore, if the attribute of the character C on the lane is advantageous in relation to the enemy E, the effect generation unit 35 increases the damage inflicted on the enemy E by the attack of that character C more than usual.
[0052] Furthermore, during cooperative play, when two or more characters C are placed on the same lane, the effect generation unit 35 generates an in-game effect, specifically, a combo technique, that is different from the effect when only one character C is placed on the lane. Explaining combo techniques, for example, when two or more characters C are placed on the same lane, the effect generation unit 35 increases the damage inflicted on the enemy E by the combo technique attack compared to the damage when only one character C is on the lane. Furthermore, when two or more characters C are placed on the same lane, the effect generation unit 35 reduces the damage received from the enemy E by defending against the combo technique compared to the damage when only one character C is on the lane.
[0053] Furthermore, the effect generation unit 35 changes the content of the in-game effect to be generated depending on the positional relationship between two or more characters C placed on the same lane, more specifically, which character is located in front (or behind) in the forward / backward direction of the lane R. The in-game effect to be changed is an effect corresponding to an enemy E or a trap G that exists on the lane where two or more characters C are placed when the two or more characters C are placed on the same lane, such as an effect of attacking and damaging the enemy E, and an effect of receiving damage from the enemy E or the trap G. This effect also includes a combo technique by two or more characters C. In addition, the effect generation unit 35 may make an enemy E or a trap G appear on the lane depending on the relative positions of two or more characters C placed on the same lane, or may change the attributes, characteristics, parameters, etc. of the enemy E or trap G on the lane.
[0054] (Switching section) When the receiving unit 31 receives a switching operation from a user during an in-game session, the switching unit 36 switches the lane R in which the character C operated by the user is placed, based on the switching operation. In the first embodiment, the user can perform a switching operation at any timing during an in-game session. The switching unit 36 changes the lane R in which the character C of the user who performed the switching operation is placed from the current lane to the switched lane, at a time according to the timing of the switching operation. The method of the switching operation is not particularly limited, but it is sufficient if it includes at least an operation to specify the switched lane.
[0055] In addition, in cooperative play, each of the multiple users participating in the cooperative play can perform a switching operation, and the switching unit 36 switches the lane R on which the character C of the user who performed the switching operation is placed for each user. In the following, one of the characters operated by multiple users participating in cooperative play will be referred to as the first character C1, and the user operating the first character will be referred to as the first user. Furthermore, a character other than the first character will be referred to as the second character C2, and the user operating the second character will be referred to as the second user.
[0056] When the first user performs a switching operation (hereinafter referred to as the first switching operation) and the receiving unit 31 receives the first switching operation, the switching unit 36 switches the lane R (hereinafter referred to as the first lane) in which the first character C1 is placed, based on the first switching operation. As a pattern in which the first lane is switched, for example, as shown in FIG. 8, a pattern in which the first lane is switched to a second lane in which the second character C2 is placed is considered. In other words, when a first switching operation is performed to place the first character C1 on the same lane as the second character C2, the switching unit 36 switches the first lane to match the second lane based on the first switching operation. Here, the first lane corresponds to the first movement path, and the second lane corresponds to the second movement path.
[0057] Another possible pattern for switching the first lane is, for example, a pattern in which the first lane is switched to a lane other than the second lane, as shown in Fig. 9. In this pattern, after the first lane is switched, the second user performs a switching operation (hereinafter, referred to as a second switching operation), and the reception unit 31 receives the second switching operation. If this second switching operation is an operation for matching the lane R (i.e., the second lane) in which the second character C2 is placed with the first lane after switching, the switching unit 36 switches the second lane so that it matches the first lane after switching, based on the second switching operation.
[0058] (Positioning part) When the first character C1 and the second character C2 are to be placed on the same lane, the position determination unit 37 determines the positional relationship of the first character C1 with respect to the second character C2 on that lane. Here, when the first character C1 and the second character C2 are to be placed on the same lane, the position in front of the second character C2 in the longitudinal direction of the lane R (the position on one side) is defined as the first position, and the position behind the second character C2 (the position on the other side) is defined as the second position. Then, the position determination unit 37 determines the position of the first character C1 to be either the first position or the second position, and places the first character C1 at the determined position. In the first embodiment, the position in front of the second character C2 is the first position, and the position behind the second character C2 is the second position, but this is not limiting, and the positional relationship may be the opposite of the above positional relationship. That is, the position behind the second character C2 may be the first position, and the position in front of the second character C2 may be the second position.
[0059] Regarding the procedure for determining the positional relationship by the position determination unit 37, when the first lane is switched to coincide with the second lane (the lane in which the second character C2 is already placed), the position determination unit 37 positions the first character C1 at the second position, i.e., behind the second character C2, as shown in FIG. 8.
[0060] On the other hand, if, within a predetermined period after the first lane is switched to a lane other than the second lane, the second lane is switched to match the first lane after switching, as shown in Figure 9, the position determination unit 37 determines the positional relationship between the characters according to the character information of each of the first character C1 and the second character C2. More specifically, suppose that the receiving unit 31 receives a second switching operation from the second user to match the second lane with the first lane after switching during a predetermined time (hereinafter referred to as the response time) from the time the first switching operation is received from the first user. In this case, the position determining unit 37 determines whether the position of the first character C1 should be the first position or the second position, depending on the character information of each character. The period from the time the first switching operation is received until the response time has elapsed corresponds to the time when the switching operation was received. The response time may be set to an appropriate time depending on the game specifications.
[0061] In the case where the second lane is switched to coincide with the first lane after switching, there are several possible methods for determining the position of the first character C1 based on the character information of each character.
[0062] In the first method, the character information includes information related to damage inflicted by an attack by a character C on the lane on an enemy E (specifically, compatibility with the enemy E, or whether the attribute is effective against the enemy E, etc.). In this case, the position determination unit 37 may determine the position of the first character C1 relative to the second character C2 so that the position of a character that inflicts greater damage on the enemy E (i.e., a more advantageous in-game effect) corresponds to the position of the enemy E. Specifically, the position determination unit 37 can determine the position of the first character C1 such that the character that will inflict greater damage on the enemy E, out of the first character C1 and the second character C2, is closer to the enemy E. Furthermore, the position determination unit 37 may determine the position of the first character C1 such that the character that will inflict greater damage on the enemy E (i.e., a more advantageous in-game effect) the further away from the enemy E, out of the first character C1 and the second character C2, is further away from the enemy E.
[0063] To explain the first method in more detail, the storage unit 32 stores, for each character, character information related to damage inflicted on the enemy E, an attack power when placed in a first position (first attack power) and an attack power when placed in a second position (second attack power). The position determination unit 37 compares the first attack power and the second attack power between the first character C1 and the second character C2, and determines the position of the first character C1 so as to provide a more advantageous position (higher attack power). For example, if the first attack power of the first character C1 is higher than the second attack power and the second attack power of the second character C2 is higher than the first attack power, the position of the first character C1 may be determined to be the first position. Also, for example, if the first attack power of both the first character C1 and the second character C2 is higher than the second attack power, the position of the first character C1 may be set to the first position when the first attack power of the first character C1 is higher than the first attack power of the second character C2. Conversely, when the first attack power of the second character C2 is higher than the first attack power of the first character C1, the position of the first character C1 may be set to the second position. Note that when the first character C1 is placed at the first position, the second character C2 can exert the in-game effect of being placed behind the first character C1.
[0064] In the second method, the effective range of an attack by a character on the lane is included in the character information, and in this case, the position determination unit 37 may determine the positional relationship between characters based on the effective range of the attack of each character. Specifically, the position of the first character C1 can be determined so that the character with the wider effective range of the first character C1 or the second character C2 is positioned in the front. In this case, the character with the narrower effective range is positioned in the back, and if the attack by this character is a manual attack, the manual attack may be restricted. Alternatively, different from the above case, the position of the first character C1 or the second character C2 may be determined so that the character with the wider effective range is positioned at the rear. In this case, if the attack of the character with the wider effective range is an automatic attack, there is no need to limit the automatic attack.
[0065] To explain the second method in more detail, the storage unit 32 stores, for each character, character information related to damage inflicted on the enemy E, including the effective range of an attack when the character is located at a first position (first effective range) and the effective range of an attack when the character is located at a second position (second effective range). The position determination unit 37 compares the first attack power and the second attack power between the first character C1 and the second character C2, and determines the position of the first character C1 so as to provide a more advantageous position (wider attack range). For example, if the second effective range of the first character C1 is wider than the second effective range of the second character C2, the position of the first character C1 may be determined to be the second position.
[0066] In the third method, the character information includes a parameter related to the magnitude of damage (degree of in-game effect) that a character on the lane inflicts on enemy E through an attack, such as an attack power. In this case, the position determination unit 37 may determine the positional relationship between characters based on the above parameters of each character. Specifically, the position of the first character C1 relative to the second character C2 can be determined so that the character with the higher attack power, out of the first character C1 and the second character C2, is positioned closer (to the front) to the enemy E. Furthermore, the position of the first character C1 may be determined so that the damage inflicted on the enemy E by a combined attack by the first character C1 and the second character C2 is greater.
[0067] The three methods described above are methods for determining the position of the first character C1 from the perspective of the damage inflicted on the enemy E by an attack, but the above methods may also be applied to determine the position of the first character C1 from the perspective of the damage received from the enemy E or the trap G. Specifically, if the character information includes information related to the damage that a character on the lane will receive from enemy E or trap G (for example, resistance to enemy E or trap G), the first method described above may be applied to determine the position of the first character C1 so that the character that is less susceptible to damage is positioned in front. Furthermore, if the character information includes a parameter related to the magnitude (degree) of damage that a character on the lane receives from enemy E or trap G, such as a parameter such as defensive power, the position of the first character C1 may be determined by applying the third method described above, so that a character with higher defensive power is positioned in front. Furthermore, the position of the first character C1 may be determined so that damage received from enemy E is further reduced by defense using a combined technique between the first character C1 and the second character C2.
[0068] [Regarding the information processing method according to the first embodiment] Next, as an example of the information processing method of the present invention, an information processing flow using the information processing device (i.e., the server 10) according to the first embodiment will be described. Below, as the information processing flow according to the first embodiment, a flow when multiple users play the same stage in the game together will be described.
[0069] The information processing flow when performing cooperative play is executed by communication between the terminal 12 of each user participating in the cooperative play and the server 10. The information processing flow in cooperative play is divided into a flow before the game starts (hereinafter referred to as the pre-start flow) and a flow during the game (hereinafter referred to as the cooperative play flow).
[0070] In the pre-start flow, user U1, who is the host, operates terminal 12 to request the implementation of cooperative play. When requesting the implementation of cooperative play, user U1 selects the stage to be played on and specifies the characters to be used on that stage. At this time, the specified character may be a single character, or a team (deck) of multiple characters. The server 10 accepts the request for the implementation of cooperative play through communication with the terminal 12 of user U1.
[0071] The server 10 then distributes information about the requested cooperative play to the other users. Specifically, for users U2, U3, and U4 who wish to participate in the cooperative play, information about the stage selected as the target for the cooperative play, information about the host user U1, and information about the character to be used designated by user U1 are distributed to the terminals 12 of each user.
[0072] Each of users U2, U3, and U4 checks the information about the cooperative play distributed from the server 10 through their terminal 12, and if they wish to participate in the cooperative play as a guest, they apply to participate in the cooperative play. When applying to participate in the cooperative play, users U2, U3, and U4 select the user who will be the host of the cooperative play they wish to participate in, and specify the characters to be used in the cooperative play. At this time, the character specified may be one, or a team (deck) of multiple characters. The server 10 accepts the application for the cooperative play through communication with the terminal 12 of each of users U2, U3, and U4.
[0073] The server 10 then matches user U1, who has requested to play as a host, with users U2, U3, and U4, who have applied to play as guests, and establishes a communication path between the host and the guests. The process up to this point enables users U1 to U4 to play together, and the pre-start flow ends. After that, when user U1, who is the host, issues a command to start playing together, the flow for playing together begins.
[0074] The cooperative play flow proceeds according to the flow shown in Figures 10A and 10B. Note that the flow shown in Figures 10A and 10B is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order of steps may be changed without departing from the spirit of the present invention.
[0075] In the cooperative play flow, first, the server 10 (more specifically, the placement unit 33) executes a process of placing each of a plurality of characters including a first character C1 and a second character C2 on one of a plurality of lanes R (S001). At the start of cooperative play, each of the plurality of characters C is placed on a different lane from the others (see (A) in FIG. 2).
[0076] Here, the first character C1 is one of the multiple characters, and the second character C2 is a character other than the first character, but hereinafter, the character C operated by the host user U1 is referred to as the first character C1, and the character C operated by the guest user U2 is referred to as the second character C2. In other words, the user U1 corresponds to the first user, and the user U2 corresponds to the second user.
[0077] When cooperative play begins, the server 10 (more specifically, the display unit 34) executes a process of displaying an image of the display range of the stage to be played on each user's terminal 12 (S002). In cooperative play, all of the characters C, the same number as the number of users, are displayed within the display range. During cooperative play, the server 10 also moves the placement positions of the characters on each lane, and accordingly, forcibly scrolls the display range. As a result, the characters C operated by each of the multiple users move on the lane on which that character C is placed. When the character C of user U1 and the character C of user U2 are placed on different lanes, the respective characters move side by side in the direction in which the multiple lanes R are lined up.
[0078] During cooperative play, each user can perform a switching operation to switch the lane R in which his or her character is placed. When user U1 performs a switching operation (i.e., a first switching operation), the server 10 (more specifically, the reception unit 31) executes a process of receiving the first switching operation from user U1 (S003).
[0079] Here, it is assumed that the first switching operation is an operation to switch the lane (first lane) in which the character C of the user U1 is placed to the same lane (second lane) in which the character C of the user U2 is placed (Yes in S004). In this case, the server 10 (more specifically, the switching unit 36) executes a process to switch the first lane based on the received first switching operation (S005). As a result, the character C of the user U1 and the character C of the user U2 are placed on the same lane (see FIG. 8).
[0080] Furthermore, the server 10 (more specifically, the position determination unit 37) determines the positional relationship of the character C of user U1 relative to the character C of user U2 in the front-to-back direction of the lane, more specifically, determines whether the position of user U1's character will be the first position or the second position. In the above case, the server 10 determines the position of user U1's character to be a position behind the character of user U2, i.e., the second position (S006).
[0081] On the other hand, suppose the first switching operation is an operation to switch the first lane to a lane different from the lane (second lane) in which the character of user U2 is located (No in S004). In this case, suppose that the server 10 (more specifically, the receiving unit 31) receives a second switching operation from the second user during the response time from receiving the first switching operation to matching the second lane with the first lane after switching (S007). In this case, the server 10 (more specifically, the switching unit 36) executes a process to switch the first lane and the second lane based on the received first switching operation and second switching operation (S008). As a result, the first lane is switched, and the second lane is switched to match the first lane after switching. As a result, the character C of user U1 and the character C of user U2 are placed on the same lane.
[0082] Furthermore, the server 10 (more specifically, the position determination unit 37) determines whether the position of the character C of the user U1 should be the first position or the second position based on the character information of each of the character C of the user U1 and the character C of the user U2 (S009). Specifically, the position of the character C of the user U1 is determined according to one of the first to third methods described above. For example, the position of the character C of the user U1 is determined so that the character that can inflict greater damage on the enemy E, out of the characters of the user U1 and the user U2, is positioned closer to the enemy E (front).
[0083] Furthermore, when determining the position of user U1's character C when placed on the same lane as user U2's character, the situation of the lane R, more specifically, information about the enemy E or trap G on that lane, may be taken into consideration. Specifically, based on information about the enemy E or trap G on the lane on which user U1's character C is placed that is closest to the current position of character C, reference information to be referenced is selected from the character information about that character C. Then, based on the selected reference information, it may be determined whether user U1's character C should be placed in the first position or the second position. For example, if an enemy E exists on a lane where characters C of both users U1 and U2 are placed, information on the attack power of each character C may be selected as reference information, and the position of user U1's character C may be determined based on the selected information on attack power. To explain this in a specific case, if the attack power of user U1's character C is higher than the attack power of user U2's character C, user U1's character C may be placed in the first position. Furthermore, for example, if a trap G exists on the lane where the characters C of both users U1 and U2 are placed, information indicating whether or not each character C has an effective characteristic (resistance) to the trap G may be referenced from the character information of each character C, and the position of user U1's character C may be determined based on the reference information. To explain this using a specific example, if user U1's character has an effective characteristic (resistance) to the trap G, user U1's character C may be placed in the first position.
[0084] Returning to the explanation of the flow for cooperative play, during cooperative play, when a condition for generating an in-game effect is met (S010), such as when a character C on the lane approaches an enemy E or a trap G on the lane, the server 10 (more specifically, the effect generation unit 35) executes processing to generate an in-game effect. At this time, the server 10 determines whether or not multiple characters C are positioned on the lane where the enemy E or trap G is located (S011), and generates an in-game effect according to the determination result.
[0085] Specifically, when only one character C is placed on a lane where an enemy E or a trap G exists, the server 10 generates normal in-game effects, such as inflicting damage to the enemy E due to the attack of the one character C, or inflicting damage to the one character C due to contact with the enemy E or the trap G (S012).
[0086] On the other hand, when multiple characters C (i.e., character C of user U1 and character C of user U2) are positioned on a lane where enemy E or trap G is present, the server 10 generates an in-game effect according to the positional relationship between the characters, specifically, whether the position of user U1's character is the first position or the second position (S013). For example, the server 10 causes the multiple characters C to attack (e.g., combo attack) the enemy E on the lane where the multiple characters C are positioned, in damage according to the positional relationship between the characters. In addition, the server 10 causes the multiple characters C to defend (e.g., combo defense) to reduce damage received from the enemy E or trap G on the lane where the multiple characters C are positioned, in accordance with the positional relationship between the characters.
[0087] Of the steps in the cooperative play flow described above, the steps from step S002 onwards are repeated until a condition for ending the stage is met (S014). The condition for ending the stage may be, for example, clearing the stage to be played, retiring, the stamina of the characters C of all users participating in the cooperative play reaching 0 and resulting in a game over, or the expiration of the time limit set for the stage to be played. Then, when the condition for ending the stage is met, the cooperative play flow ends.
[0088] [Regarding the second embodiment of the present invention] In this game, after switching the lane (first lane) on which the first character is placed, the lane (second lane) on which the second character is placed can be switched to match the switched first lane. In this case, the first character C1 and the second character C2 are placed on the same lane. In addition, in the above case, the positional relationship between the characters, specifically the position of the first character C1 as seen from the second character C2, is determined based on the character information of each of the first character C1 and the second character C2.
[0089] Incidentally, character information includes information on two or more items, and when determining the positional relationship between characters, the determined positional relationship may change depending on which item of information is used. A second embodiment has been devised that takes this into consideration, and the second embodiment will be described below with reference to FIG. 11. The following describes the differences between the second embodiment and the first embodiment, and functions of the server 10 shown in FIG. 11 that are common to the first embodiment will be assigned the same reference numerals as in FIG. 4 and will not be described again.
[0090] In the second embodiment, a selection item is selected from two or more items included in the character information based on a user operation. Then, in the second embodiment, when the second lane is switched to match the first lane after the first lane is switched, the positional relationship of the first character C1 with respect to the second character C2 is determined based on information related to the selection item in the character information of each of the first character C1 and the second character C2.
[0091] More specifically, the server 10A according to the second embodiment includes a selection unit 38, as shown in FIG. 11 . The selection unit 38 selects a selection item from two or more items included in the character information based on a user's selection operation, for example, before the start of cooperative play. The selection operation is performed by a user who will participate in cooperative play as a host and play the game, among multiple users participating in cooperative play, via a selection screen (not shown). The selection screen displays two or more items included in the character information, and the host user assigns a priority to each of the two or more items on the selection screen. Examples of methods for assigning priority include clicking each of the two or more items displayed on the selection screen in order of priority, or inputting a numerical value (weight) corresponding to the priority for each item on the selection screen. In addition, the user who can perform the selection operation is not limited to the host user, but may be any user who meets certain conditions among multiple users participating in collaborative play (for example, the user who has spent the longest total time playing the game).
[0092] The selection unit 38 selects selection items according to priority based on a selection operation by the user of the host, i.e., an operation of assigning a priority to each of two or more items. Specifically, the selection unit 38 selects, for example, up to Nth (N is a natural number) items in descending order of priority as selection items.
[0093] Then, in the second embodiment, after the first lane is switched, when the second lane is switched to match the first lane after the switch, the position determination unit 37 determines the above-mentioned positional relationship based on information regarding the selection items in the character information of each of the first character C1 and the second character C2, and more specifically, determines the position of the first character C1 relative to the second character C2.
[0094] [Other embodiments] Up to this point, the information processing device, information processing method, and program of the present invention have been described using specific examples, but the present invention may also be embodied in other ways than the above-described embodiments.
[0095] In the above-described embodiment, a server computer (server 10) for an online game functions as the information processing device of the present invention, but the present invention is not limited to this, and at least some of the functions of the server 10 may be provided on the user's terminal 12. For example, at least one of the functions of the reception unit 31, storage unit 32, placement unit 33, display unit 34, effect generation unit 35, switching unit 36, position determination unit 37, and selection unit 38 may be provided on the user's terminal 12.
[0096] Furthermore, in the above-described embodiment, when the first character C1 and the second character C2 are on the same lane, the effect generation unit 35 changes the in-game effect corresponding to the enemy E or trap G on that lane in accordance with the positional relationship of the first character with respect to the second character. However, this is not limited to this, and when the first character and the second character are on the same lane, the in-game effect corresponding to the enemy E or trap G on a lane different from that lane (specifically, an attack on the enemy E, or damage received from the enemy E or trap G, etc.) may be changed in accordance with the above-described positional relationship.
[0097] Furthermore, in the above-described embodiment, when determining the positional relationship between the first character C1 and the second character C2 existing on the same lane, the position of the first character C1 as seen from the second character C2 in the front-to-back direction of the lane R is determined. However, this is not limited to this, and if the width of the lane R is sufficiently long, the positional relationship in the width direction of the lane R, more specifically, the position of the first character C1 as seen from the second character C2 in the width direction of the lane R, may also be determined.
[0098] [summary] The present invention is achieved by the following configurations [1] to
[15] , and each of the configurations can provide various effects.
[0099] [1] The information processing device of the present invention is characterized by comprising: a placement unit that places a first character operated by a first user on one of a plurality of paths; a switching unit that switches the path on which the first character is placed based on a switching operation by the first user; a position determination unit that, when the first character is placed on the same path as a second character, determines the positional relationship of the first character with respect to the second character on the same path; and an effect generation unit that generates an in-game effect corresponding to an object present on the path, depending on the positional relationship. According to the above configuration, in a game in which a first character and a second character are placed on one of the paths, an in-game effect that occurs when the first character is placed on the same path as the second character changes depending on the relative positions of the characters. By changing the in-game effect depending on the relative positions of the characters in this way, it is possible to prevent the character actions from becoming monotonous, thereby increasing the interest of the game.
[0100] [2] In the information processing device of the present invention, the effect generation unit may change an in-game effect corresponding to an object present on the path along which both the first character and the second character are placed, depending on the positional relationship. According to the above configuration, the in-game effects corresponding to objects present on the path along which both the first character and the second character are placed change depending on the relative positions of the characters. This allows multiple characters placed on the same path to effectively inflict damage on enemies present on that path, or to effectively prevent damage from enemies, traps, etc. As a result, the entertainment value of the game can be further enhanced.
[0101] [3] The information processing device of the present invention may have a display unit that displays, on a terminal of a first user, an area in an in-game space including a plurality of paths in which a first character and a second character exist. In this case, the placement unit may forcibly move the position of the first character on the path along the path, and the display unit may scroll the area in accordance with the movement of the position of the first character. According to the above configuration, it is possible to increase the interest of a game (so-called running game) in which the position of a character on a path of movement is forcibly moved and the display range is scrolled accordingly.
[0102] [4] In the information processing device of the present invention, the multiple movement paths are aligned in a predetermined direction, and when the placement unit places the first character on a movement path different from that of the second character, it is preferable that the placement unit places the first character and the second character aligned in the predetermined direction. According to the above configuration, the user can easily check both the first character and the second character in a situation where the first character and the second character are placed on different moving paths.
[0103] [5] In the information processing device of the present invention, when a first movement path on which a first character is placed is switched to a second movement path on which a second character is placed, the position determination unit may place the first character at the second position when the position on one side of the second character in the direction in which the second movement path extends is defined as the first position and the position on the other side is defined as the second position. According to the above configuration, when the first path is switched to the second path, the position of the first character as seen from the second character is automatically determined to be the second position, so that the user operating the first character can know (guess) in advance the position of the first character when the first path is switched to the second path.
[0104] [6] The information processing device of the present invention may have a receiving unit that receives a user operation. In this case, when the second path on which the second character is placed is switched to coincide with the first path on which the first character is placed at a time corresponding to the time when the receiving unit receives a switching operation from the first user, the position determining unit may determine the positional relationship according to character information related to each of the first character and the second character. According to the above configuration, when the first path is switched and then the second path is switched to the new first path, the positional relationship between the characters is determined according to the character information of each of the first and second characters. Because the positional relationship is determined according to the character information, the positional relationship is not constant but fluctuates. Furthermore, when the path is switched and the first and second characters are placed on the same path, the in-game effect is determined based on the positional relationship that fluctuates according to the character information, so the in-game effect can be prevented from becoming monotonous. This further enhances the interest of the game.
[0105] [7] The information processing device of the present invention may include a receiving unit that receives a user's operation. In this case, the first movement path along which the first character is positioned may be switched based on a first switching operation performed by a first user, and the second movement path along which the second character is positioned may be switched based on a second switching operation performed by a second user operating the second character. Preferably, when the receiving unit receives a second switching operation from the second user within a predetermined time period from the time the first switching operation is received from the first user, the second movement path is changed to match the first movement path after the change. The position determining unit determines the positional relationship between the first character and the second character based on character information about each of the first character and the second character. According to the above configuration, when the second switching operation is accepted within a predetermined time from the time of accepting the first switching operation and the first character and the second character are placed on the same path, the game effect at that time is determined based on the positional relationship that changes according to the character information of each character, thereby further increasing the entertainment value of the game.
[0106] [8] In the information processing device of the present invention, the character information may include information related to an in-game effect that a character placed on the path of movement provides to an object. When the second path of movement is switched to match the first path of movement, the position determination unit may determine a positional relationship based on the character information of each of the first and second characters so that the position of the character that provides a more advantageous in-game effect corresponds to the position of the object. According to the above configuration, when the second movement path is switched to coincide with the first movement path, the positional relationship between the characters is determined so that the position of the character that can be given a more advantageous in-game effect corresponds to the position of the object (for example, a position closer to the object or a position farther away from the object). This allows each user to perform a switching operation and play the game (especially in cooperative play) more advantageously.
[0107] [9] In the information processing device of the present invention, the character information may include an effective range within which a character positioned on the path can impart an in-game effect to an object. When the second path is switched to coincide with the first path, the position determination unit may determine the positional relationship based on the effective ranges of the first character and the second character. According to the above configuration, when the second path is switched to coincide with the first path, the positional relationship between the first and second characters is determined based on the effective range of the effect provided by each of the first and second characters. Because the positional relationship is determined according to the effective range of each character's effect, the positional relationship fluctuates. Furthermore, when the path is switched and the first and second characters are placed on the same path, the in-game effect is determined based on the positional relationship that fluctuates according to the effective range, preventing the in-game effect from becoming monotonous. This further enhances the interest of the game.
[0108]
[10] In the information processing device of the present invention, the character information may include a parameter related to the degree of an in-game effect on the object. When the second path is switched to match the first path, the position determination unit may determine the positional relationship based on the parameters of each of the first character and the second character. According to the above configuration, when the second path is switched to coincide with the first path, the positional relationship between the characters is determined based on the parameters of each of the first and second characters. Because the positional relationship is determined based on the parameters of each character, the positional relationship is not constant but fluctuates. Furthermore, when the path is switched so that the first and second characters are placed on the same path, the in-game effect, i.e., the in-game effect given to the object, is determined based on the positional relationship, which fluctuates depending on the parameters related to the degree of the effect. This prevents the in-game effect from becoming monotonous, further increasing the interest of the game.
[0109]
[11] In the information processing device of the present invention, the character information may include information about two or more items. The information processing device of the present invention may further include a selection unit that selects a selection item from the two or more items based on a user operation. When the second movement path is switched to match the first movement path, the position determination unit may determine the positional relationship based on the information about the selection item in the character information of each of the first character and the second character. According to the above configuration, when the second path of movement is switched to coincide with the first path of movement, the positional relationship between the characters is determined based on information about the selection item in the character information of each of the first and second characters. Because the positional relationship is determined based on information about the item selected by the user, the positional relationship is not constant but fluctuates. Furthermore, when the path of movement is switched and the first and second characters are placed on the same path of movement, the in-game effect is determined based on the positional relationship that fluctuates based on the information about the selection item of each character. This prevents the in-game effect from becoming monotonous, further increasing the interest of the game.
[0110]
[12] In the information processing device of the present invention, it is more preferable that the selection unit selects the selection items according to the priorities based on an operation by the user to assign priorities to each of two or more items. According to the above configuration, a selection item is selected based on the priority assigned to each item by the user. Then, when the first character and the second character are placed on the same path due to a change in path, the in-game effect is determined based on the positional relationship that changes according to information related to the item prioritized by the user (i.e., the selection item). This allows the in-game effect to be determined in accordance with the user's intention (more specifically, the priority of the item), thereby further increasing the interest of the game.
[0111]
[13] In the information processing device of the present invention, when multiple users including a first user play a game together, the selection unit may select a selection item based on an operation by a user among the multiple users who plays the game in a predetermined role. According to the above configuration, the selection items are selected based on the operation of a user who is in charge of a predetermined role among the multiple users participating in the cooperative play. If the users who can select the selection items are determined in advance, the selection items can be selected more smoothly than if each of the multiple users selects a selection item individually.
[0112]
[14] The information processing method of the present invention is characterized in that a computer places a first character operated by a first user on one of a plurality of paths, the computer switches the path on which the first character is placed based on a switching operation by the first user, and when the first character is placed on the same path as a second character, the computer determines the positional relationship of the first character relative to the second character on the same path, and generates an in-game effect corresponding to an object present on the path according to the positional relationship. According to the above method, in a game in which a first character and a second character are each placed on one of the movement paths, the character movements can be prevented from becoming monotonous, thereby increasing the interest of the game.
[0113]
[15] The program of the present invention is characterized in that it causes a computer to execute the following processes: placing a first character operated by a first user on one of a plurality of paths; switching the path on which the first character is placed based on a switching operation by the first user; determining the positional relationship of the first character relative to the second character on the same path when the first character is placed on the same path as a second character; and generating an in-game effect corresponding to an object present on the path, depending on the positional relationship. By having a computer execute the above program, in a game in which a first character and a second character are each placed on one of the movement paths, the character movements can be prevented from becoming monotonous, thereby increasing the interest of the game. [Explanation of symbols]
[0114] 10, 10A Server (information processing device) 12 terminals 21 processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 31 Reception 32 Storage section 33 Placement section 34 Display section 35 Effect generation section 36 Switching section 37 Positioning section 38 Selection Department C character C1 First character C2 Second character E Enemy G Device R lane (movement lane)
Claims
[Claim 1] a placement unit that places a first character operated by a first user on any one of the plurality of movement paths; a switching unit that switches a movement path along which the first character is placed based on a switching operation by the first user; a position determination unit that, when arranging the first character on the same path as a second character, determines a positional relationship of the first character with respect to the second character on the same path; an effect generation unit that generates an in-game effect corresponding to an object present on the path of movement according to the positional relationship.
Citation Information
Patent Citations
Game apparatus and game program
JP2005103154A