Program and system
The system and program dynamically change game spaces based on player status and location, enhancing entertainment value through interactive and adaptive virtual environments.
Patent Information
- Application Number
- JP2024053418
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-28
- Publication Date
- 2025-10-09
AI Technical Summary
Existing systems fail to enhance entertainment value by allowing dynamic and interactive game spaces that adapt to the playing status of users.
A system and program that enable sharing of items generating game spaces, dynamically changing the game environment based on the playing status of players, utilizing real-space location information to create interactive and adaptive virtual spaces.
Enhances entertainment value by providing dynamic and interactive game experiences that respond to player actions and locations, increasing engagement and immersion.
Smart Images

Figure 2025151825000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program and a system. [Background technology]
[0002] In recent years, various systems that utilize the position information of user terminals have been proposed. Such systems include, as disclosed in Patent Document 1, a system that accumulates speed information and position information of users, places objects in a game space that is set in correspondence with positions in real space, and generates various events according to the relationship between the positions of the objects and the position of the user terminal in the virtual space. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-261217 Summary of the Invention [Problem to be solved by the invention]
[0004] One of the objects of the present invention is to improve entertainment value. [Means for solving the problem]
[0005] From a non-limiting perspective, a characteristic feature of a program according to one embodiment of the present invention is that it allows a computer to share an item that generates a game space, and changes the generated game space depending on the playing status of the player who shared the item.
[0006] From a non-limiting perspective, a characteristic configuration of a system according to one embodiment of the present invention is that the system is configured to allow computers to share items that generate a game space, and to change the generated game space depending on the playing status of the players who share the items. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of a game system according to an embodiment of the present disclosure. [Figure 2] FIG. 2 is a block diagram illustrating a functional configuration of a server and a terminal device according to an embodiment of the present disclosure. [Figure 3] 1 is an example screen shot showing a virtual space including a player character according to one embodiment of the present disclosure. [Figure 4] 1 is an example screen shot showing a virtual space including a player character according to one embodiment of the present disclosure. [Figure 5] 10 is a flowchart showing game processing executed by the game progression unit of the system according to one embodiment of the present disclosure. [Figure 6] 10 is a flowchart showing game processing executed by the game progression unit of the system according to one embodiment of the present disclosure. [Figure 7] FIG. 10 is a diagram illustrating various patterns between a first predetermined condition and a second predetermined condition according to an embodiment of the present disclosure. [Figure 8] 10 is an example of a screen showing whether a player's playing status satisfies a predetermined condition according to one embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION
[0008] [Details of the embodiments of the present disclosure] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. However, the following embodiments are merely examples, and are not intended to limit the technical scope of the present invention. In the drawings, identical or similar elements are designated by identical or similar reference symbols, and duplicate descriptions of identical or similar elements may be omitted in the description of each embodiment. Furthermore, features shown in each embodiment may also be applied to other embodiments as long as they are not mutually inconsistent. However, the embodiments of the present disclosure are not necessarily limited to such embodiments. It will be apparent to those skilled in the art that the embodiments of the present disclosure can take various forms within the scope defined in the claims.
[0009] <System hardware configuration> Fig. 1 shows a schematic configuration of a game system according to an embodiment of the present disclosure. As shown in Fig. 1, the system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20. In the following, the system 1 will be described as being applied to a game, but the application of the system 1 is not limited to this.
[0010] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.
[0011] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 20 are connected to each other by a communication bus.
[0012] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.
[0013] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs.
[0014] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may, for example, be a game executed on a browser launched on the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data may include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0015] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive). It stores various data related to the game.
[0016] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 and the like via the network.
[0017] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.
[0018] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.
[0019] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, a display unit 18, and a detector 19. These components included in the terminal device 10 are connected to each other by a communication bus.
[0020] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.
[0021] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the programs and various data that the processor 11 reads from the storage 13. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.
[0022] The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.
[0023] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.
[0024] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a USB (Universal Serial Bus) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.
[0025] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component that combines the input unit 17 and the display unit 18.
[0026] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The panel may be of a capacitance type or a resistive type, but may be of another type.
[0027] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor or an angular velocity sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.
[0028] The detector 19 detects position information and movement information of a user holding the terminal device 10. The detector 19 is, for example, a GPS (Global Positioning System) receiver that receives signals transmitted from a plurality of GPS satellites and detects the current position of the terminal device 10 based on the received signals. The detector 19 is not limited to a GPS receiver, and may acquire the current location of the terminal device 10 based on a signal from a wireless LAN access point (AP) or a Bluetooth communication counterpart device that transmits a beacon signal of Bluetooth ("Bluetooth" is a registered trademark, and the registered trademark will not be mentioned below). GPS can ideally measure the location of the terminal device 10 with high accuracy in areas with open sky, but may not be able to measure the location with high accuracy or at all indoors, underground, between tall buildings, etc. For this reason, depending on the location of the terminal device 10, the terminal device 10 may detect the location of the terminal device 10 using signals from a GPS positioning system satellite alone, or by combining signals from a GPS positioning system satellite, a wireless LAN AP, and a Bluetooth communication counterpart device. The detector 19 may also have a pedometer function that detects the distance, number of steps, and travel time of the user. When obtaining location information of a user holding the terminal device 10, values detected by an external device (detector) other than the terminal device 10 may be received using a communication function or the like, and used as a substitute or in combination to estimate the user's location as appropriate.
[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10 according to an embodiment of the present disclosure. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize a game, a function to collect and manage data related to the game from each terminal device 10, and a function to perform synchronization processing between multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering an account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for user account registration to the server 20 based on a user operation, and the server 20 may create and save an account for each user based on the received information.
[0031] The server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program 221, game information 222, and user information 223.
[0032] The game program 221 is a program for implementing a game. The game information 222 and the user information 223 are data that the control unit 210 refers to when executing the game program 221.
[0033] The game program 221 includes not only a game program executed on the server 20 side but also a program transmitted to the terminal device 10 and executed on the terminal device 10 side (a game program to be described later). Alternatively, the storage unit 220 may store a game program 221 to be executed on the server 20 side and a program to be executed on the terminal device 10 side.
[0034] The game information 222 is information that is common between accounts. The game information 222 includes, for example, information for defining various game spaces. A game space is a space in which objects of characters that can be controlled by a user (hereinafter also referred to as "controlled characters" or "player characters") are placed. The game information 222 also includes, for example, background objects such as buildings, trees, and stones that are placed in the game space, and non-player characters (non-player characters). The game information 222 includes various setting information related to objects common to all accounts, such as the placement position, size, color, and shape of non-player character (NPC) objects. The game information 222 also includes, for example, setting values of various parameters of non-player characters. Hereinafter, the character object placed in the game space may be simply referred to as a "character."
[0035] The user information 223 is information managed for each game account. The user information 223 includes, for example, information about the playable character, information about owned assets, and information indicating the progress of the game. Examples of owned assets include in-game currency, items, and character equipment.
[0036] The control unit 210 controls various processes related to the game by executing a game program 221 stored in the storage unit 220. The control unit 210 includes, for example, a transmission / reception unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.
[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the server processing unit 212. Furthermore, the transmitting / receiving unit 211 transmits various types of data and programs, including instructions for achieving synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.
[0038] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the game system 1 participate in the same game, the server 20 and the terminal device 10 of the game system 1 execute various processes to support the multiplay function.
[0039] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program 221 in response to a request from the terminal device 10, etc. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes synchronization processing to support the multiplay function. The server processing unit 212 also issues a command to the transmission / reception unit 211 to send game information 222 or user information 223. The server processing unit 212 also issues a command to the data management unit 213 to add, update, or delete records in the game information 222 or user information 223.
[0040] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads out game information 222 or user information 223 in accordance with instructions from the server processing unit 212, and transmits the information to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of the game information 222 or user information 223 in accordance with instructions from the server processing unit 212.
[0041] The synchronization processing unit 214 executes synchronization processing to support the multi-play function of the game in accordance with instructions from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously transmitting the information to each of the terminal devices 10. Specifically, the synchronization processing unit 214 simultaneously transmits operation information received from the terminal devices 10 corresponding to each account within a predetermined period (for example, one frame) to each of the terminal devices 10 at predetermined intervals. The operation information is information related to operations input to the terminal devices 10. The synchronization timing and information to be synchronized may be received from the server processing unit 212 as needed. By executing the synchronization processing, it becomes possible to simultaneously reflect in-game events resulting from operations input on one terminal device 10 on the other terminal devices 10.
[0042] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations from a user, and a function as an output device that outputs images and sounds of a game.
[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program 121, game information 122, and user information 123.
[0044] The game program 121 is a program for realizing a game on the terminal device 10 side. The game information 122 and the user information 123 are data that the control unit 110 refers to when executing the game program 121.
[0045] The game information 122 includes the same information as the game information 222 of the server 20. Therefore, a description of the game information 122 will be omitted here.
[0046] The user information 123 is data related to the account of the user who uses the terminal device 10, and includes information similar to the user information 223 of the server 20 described above. Therefore, a description of the user information 123 will be omitted here. Furthermore, the user information 123 may include location information of the user's current location detected by the detector 19, and movement information of the user (movement distance, movement direction, movement time, number of steps, etc.). Furthermore, this movement information, number of steps information, etc. may be transmitted to the server 20 via the network 2 and included in the user information 223 of the server 20.
[0047] The control unit 110 executes a game program 121 stored in the memory unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.
[0048] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations performed with fingers, etc., such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16) but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one form of input operation.
[0049] Here, the operation reception unit 111 further receives an operation signal using an operation device connected via the input / output IF 15. The input operation to the input unit 17 can be accepted in the same manner as the input operation to the input unit 17.
[0050] The transmitting / receiving unit 112 transmits and receives various types of data. A specific example will be described below.
[0051] The transmitting / receiving unit 112 transmits game information 122 or user information 123, and a synchronization request for supporting the multiplay function, to the server 20. The transmitting / receiving unit 112 receives various data, programs, synchronization data for supporting the multiplay function, and the like from the server 20. The synchronization data includes, for example, synchronization instruction data for instructing each terminal device 10 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of data, and data for specifying the time to synchronize.
[0052] The transmitting / receiving unit 112 transmits operation information relating to the input operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives, from the server 20, operation information relating to an operation input by another user on another terminal device 10.
[0053] The game progression unit 113 (control unit) executes various processes related to the progression of the game. In other words, the game progression unit 113 controls the progression of the game. A specific example will be explained below.
[0054] The game progression unit 113 defines the game space (in other words, the virtual space) based on information for defining the game space, which is included in the game information 122. The game progression unit 113 places objects in the game space based on object setting information included in the game information 122. The game progression unit 113 controls the objects placed in the game space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects within the game space, and controls the objects to perform predetermined actions.
[0055] The game progression unit 113 defines a virtual camera for specifying an area of the game space to be presented to the user. The game progression unit 113 places the virtual camera within the game space by defining the position and orientation of the virtual camera within the game space. The game progression unit 113 instructs the display control unit 114 to generate an image that depicts the field of view defined by the virtual camera and the objects located in this field of view.
[0056] The position and orientation of the virtual camera can be determined appropriately for each game space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view in a specific orientation. In this case, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object such as a playable character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include playable characters that act based on the operation of each user and characters (e.g., non-player characters, enemy characters, etc.) that act based on the game programs 121, 221.
[0057] The game progression unit 113 adjusts the position and orientation of the virtual camera, for example, causing the virtual camera to follow the movement of the playable character (player character). Note that the game progression unit 113 may be configured to be able to control the position and orientation of the virtual camera based on an input operation by the user. In other words, the user may be able to arbitrarily control the position and orientation of the virtual camera.
[0058] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, the virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.
[0059] The display control unit 114 displays an image on the display unit 18. A specific example will be described below.
[0060] The display control unit 114 generates an image that depicts the area of the game space that is within the field of view of the virtual camera defined by the game progression unit 113, and the objects that exist in that area, and displays this image on the display unit 18. The display control unit 114 can superimpose and draw objects related to the UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.
[0061] Note that the functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely examples. Each of the terminal device 10 and the server 20 may have at least some of the functions of the other device. In other words, the server 20 may have some or all of the functional blocks of the terminal device 10 in this embodiment, or the terminal device 10 may have some or all of the functional blocks of the server 20. Furthermore, each of the devices, such as the terminal device 10 and the server 20, does not have to be realized by an integrated device, and may be realized, for example, by multiple devices connected via a network or the like. Furthermore, the game system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the game system 1 does not have to be realized by multiple devices connected via a network.
[0062] First Embodiment Next, a process according to the first embodiment of the present disclosure will be described. Note that in the following embodiments (including the second embodiment), the processor 11 of the terminal device 10 will be described as executing a game program stored in the game system 1 to perform each process described below. However, at least a part of each process described below may be executed by a processor other than the processor 11. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices. Furthermore, the terminal devices 10 may be configured to be able to communicate with each other and execute the game program without going through the server 20.
[0063] The system 1 of the present disclosure allows multiple players to share items that generate a virtual space, and changes the game space generated by the items depending on the play status of the sharing players. The virtual space is a space corresponding to map information of real space, such as a game space. The virtual space is set corresponding to the user's real-space location using location information of the terminal device 10. A player may be a user who owns the terminal device 10 in real space, or a player character operated by the user. Note that the correspondence between the player character and the user is not particularly limited. A character and a user may be associated one-to-one, or one-to-many. Hereinafter, unless otherwise specified, a player refers to a user and a player character.
[0064] In the following, an example in which the configuration according to this embodiment is applied to a location-based game will be described, but the application of the system 1 is not limited to this. In a location-based game, the map information of the real space is used. Various events can be generated according to the relationship between the position of an object placed in a virtual space corresponding to the position information of the terminal device 10 and the position in the virtual space corresponding to the position information of the terminal device 10. For example, when the terminal device 10 moves in the real space, a battle takes place based on the user's input operation between an enemy character placed in the virtual space corresponding to the position in the real space and a player character in the virtual space corresponding to the position information of the terminal device 10, and the game progresses.
[0065] Here, a virtual space corresponding to map information of a real space means a virtual space generated using map information of the real space. Although the configuration for generating the virtual space is not particularly limited, a configuration that allows a user to recognize that the virtual space has been generated based on map information of the real space is preferable. An example of such a configuration is a configuration in which a virtual space is generated by placing objects corresponding to roads, buildings, etc. in the real space at positions that correspond to the positions of the roads, buildings, etc. in the real space.
[0066] 3 is an example screen showing a virtual space including a player character according to an embodiment of the present disclosure. The virtual space may be a three-dimensional space or a two-dimensional space. In this embodiment, an example will be described in which the virtual space is a three-dimensional game space. When a position-based game is started, the display control unit 114 causes the display unit 18 to display an image of the game space 30a.
[0067] FIG. 3 illustrates a perspective view of an image arranged on an xy plane of a virtual space corresponding to map information of a real space in the xyz coordinate axes of a game space 30a, viewed obliquely from above along the z axis.
[0068] The game progression unit 113 controls the placement of objects in the game space 30a. The game progression unit 113 also controls the movement of objects placed in the game space 30a based on input operations by the user, etc. The game progression unit 113 also controls the field of view of the game space 30a, which is the area displayed on the display unit 18. The display control unit 114 generates an image of the field of view of the virtual camera defined by the game progression unit 113 within the game space 30a, and the objects present in that field of view, and displays this image on the display unit 18.
[0069] The game progression unit 113 places various objects in the game space 30a. Placing an object in the game space 30a means associating the object with a position in the game space 30a.
[0070] Next, a description will be given of objects placed in the game space 30a. The objects placed in the game space 30a are not particularly limited, but may include a player character 31a placed at the bottom center of the image, non-player characters 32a such as enemy characters placed randomly within the image, road objects 33a created to resemble roads in the real world, and background objects 34a (mountains, buildings, etc.) that make up the background.
[0071] Furthermore, the game progression unit 113 instructs the display control unit 114 to superimpose and draw objects related to the UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image of the game space 30a, and displays the resulting image on the display unit 18. The user instructs the game player to display the UI. The objects related to the UI include, for example, a main menu button 35 that can set various functions within the game, a preparation button 36 that displays information and status of the player character 31a, and a quest button 37 that displays the progress of a quest, and these buttons are displayed at the bottom of the image so as not to overlap with the player character 31a. Another object related to the UI is an event button 38 that displays time-limited events, and this is also displayed on the right or left side of the image so as not to overlap with the player character 31a. The objects related to the UI are displayed superimposed on the road object 33a and background object 34a.
[0072] FIG. 4 is an example screen showing a virtual space including a player character according to an embodiment of the present disclosure. Similarly to FIG. 3, FIG. 4 illustrates a perspective view of a game space 30a corresponding to map information arranged on an xy plane, as viewed from above along the z-axis. The position of game space 30b in FIG. 4 is the same as the position of game space 30a corresponding to the map information shown in FIG. 3, but it is a game space with different characteristics from game space 30 shown in FIG. 3. Depending on the player's playing situation, the game space 30a shown in FIG. 3 changes to game space 30b shown in FIG. 4. Hereinafter, when there is no need to distinguish between game spaces 30a and 30b, they may be simply referred to as game space 30.
[0073] The changed game space is a virtual space that has different characteristics from the game space before the change, but corresponds to the same position in real space as the game space 30a before the change. Here, the characteristics of the game space include, for example, at least a part of the position, orientation, shape, color, type, and number of objects placed in the game space.
[0074] In the illustrated example, the non-player characters 32b and 32c in FIG. 4 differ from the non-player character 32a in FIG. 3 in terms of position, orientation, shape, color, type, and number of characters to be arranged. Furthermore, the damage that the non-player characters 32b and 32c inflict on the player character, their strength level, skills, and behavior patterns may differ from those of the non-player character 32a before the change. Furthermore, the background object 34b in FIG. 4 (clouds and rainbows in the illustrated example) may differ from the background object 34a in FIG. 3 (mountains in the illustrated example) in terms of position, orientation, shape, color, type, and number of characters to be arranged. The road object 33b may differ from the road object 33a in FIG. 3 in terms of shape and color, but the arrangement position corresponding to the real space is the same. Hereinafter, when there is no need to distinguish between the player characters 31a, b, the non-player characters 32a, b, c, the road objects 33a, b, and the background objects 34a, b, they will simply be referred to as the player characters 31, the non-player characters 32, the road objects 33, and the background objects 34.
[0075] Next, a game process executed by the system 1 will be described with reference to Fig. 5 and Fig. 6. Fig. 5 and Fig. 6 are flowcharts showing an example of a process procedure for sharing items between players and changing the generated game space depending on the playing status of the players who shared the items.
[0076] First, we will explain the game processing executed by the game progression unit 113, as exemplified in Figure 5. The game processing is initiated, for example, when the terminal device 10 accesses the server 20 and requests display of the game space 30. It is assumed that objects associated with virtual positions in the virtual space that correspond to map information in the real space are placed in advance in the game space 30.
[0077] When the game processing starts, in step S1, the game progression unit 113 (Figure 2) obtains position information of the current location in the real space of the terminal device 10 from the user information 123 (Figure 2), and defines the game space 30 corresponding to the current location.
[0078] Furthermore, when game processing starts, the game progression unit 113 can store movement information of the player as user information 123. The movement information associated with the player is not particularly limited, but may include at least part of the following: the movement distance, movement direction, and movement time of the player (user, player character) calculated using the position information and time of the user's current location in real space detected by the detector 19 of the terminal device 10 that started the game; the number of steps of the player corresponding to the number of steps of the user in real space detected by the detector 19; and information on whether the player has reached a predetermined position.
[0079] Next, in step S2, the game progression unit 113 obtains the sharing destination profile from the user information 123. Gets the layer's identification information.
[0080] Here, the sharing player includes a player who has a predetermined relationship with the player of the user who started the game on the terminal device 10 (sometimes referred to as the "sharing player"), as well as a player who does not have a particular predetermined relationship. There may be multiple sharing players, and they may be, for example, a player who is registered as a friend of the sharing player, a player who belongs to the same group as the sharing player, a user who is associated with the user of the sharing player on social media, or a player who is within a certain distance of the player in real space.
[0081] Furthermore, in step S2, the game progression unit 113 obtains information about items to be shared between the sharing destination player and the sharing source player from the user information 123, and identifies the items to be shared between the players.
[0082] The sharing player and the sharing player can share an item that generates a game space. The item that generates a game space includes placing rewards, items (equipment items, recovery items, etc.), enemy objects, events, etc. at specific positions in the game space. It is also possible to change the attributes of the entire game space (e.g., characteristics that provide an advantage in battle) and layout (e.g., the placement of various objects in the game space). Furthermore, the number and type of various items, enemies, and other objects placed may be associated with the item that generates a game space, and not only the number and type but also the probability of their occurrence when playing in that game space may be changed. The item that generates a game space can be obtained by satisfying specific conditions (e.g., conditions related to movement, rewards for clearing an event, completing a mission, etc.). It is also possible to obtain the item by paying a fee within the game. When an item that generates a game space is used, the game progression unit 113 provides the player with the game space 30 generated by the item. Instructions and hints may also be displayed during play to prompt the player to move to a location in real space that corresponds to a specific location in the game space.
[0083] Next, in step S3, the game progression unit 113 obtains the play status of the players who shared the item from the user information 123, and determines whether the play status satisfies a predetermined condition.
[0084] Here, the play status refers to the game play status of the sharing player or at least one of the sharing players. The play status includes information such as player movement information, external environment, and game progress information (operation of specific objects, completion of events, defeat of enemies, etc.) associated with each player's account.
[0085] The player movement information is not particularly limited, but as described above, includes at least some of the following: the player's movement distance corresponding to the user's movement distance in real space, the movement direction, the movement time, the player's number of steps corresponding to the user's number of steps in real space, information on whether the user has reached a predetermined position in real space (e.g., a destination), and information on whether the player character has reached a predetermined position in virtual space.
[0086] Furthermore, the information on the player's external environment is not particularly limited, but may include at least a part of the weather, season, and time of day in the user's real space. The play situation may further include the number of players who share an item, and the type of area where the player played (size, country, prefecture, city, town, village, city, etc.).
[0087] Next, examples of predetermined conditions for the play situation are given below.
[0088] The predetermined condition is not particularly limited, but when the play situation is player movement information, it is that the player reaches a predetermined position (e.g., a destination) by movement. Further, the predetermined condition may be that the player moves a distance equal to or greater than a predetermined distance until reaching the predetermined position by movement, that the movement direction is a predetermined direction, that the movement time is within a predetermined time, or that the number of steps is within a predetermined number. The predetermined position is not limited to the destination, but may be a position that plays a specific role in the progression of the game, or a position in virtual space that corresponds to a specific position in real space. Examples of destinations include a location where a specific event occurs in virtual space, or a position in virtual space that corresponds to a geographical feature in real space.
[0089] Furthermore, the predetermined condition is not particularly limited, but when the play situation is an external environment, the weather, season, and time of day in the user's real space must be predetermined.
[0090] Furthermore, the predetermined condition is not particularly limited, but may be that, when the play situation is the number of players who share an item, this number reaches a predetermined number.
[0091] In addition, the specified condition is not particularly limited, but when the play situation is the player's play area, it is played in a specified type of area in real space (including size, country, prefecture, city, town, village, city, etc.).
[0092] Furthermore, the predetermined condition may be a combination of the various predetermined conditions described above. For example, the predetermined condition may be a combination of the number of players in each area in real space, the distance traveled by the players, the direction of travel, and the number of steps taken by the players. Alternatively, the predetermined condition may be that the total distance traveled by each player is equal to or greater than a predetermined distance and the total number of steps taken is equal to or greater than a predetermined number.
[0093] In step S3, if the game progression unit 113 determines that the playing status of the player who shared the item satisfies a predetermined condition, the processing proceeds to step S4. The player who shared the item is at least one of the sharing destination player and the sharing source player.
[0094] If it is determined that the play situation satisfies a predetermined condition, in step S4, the game progression unit 113 associates the updated items for generating a new game space with the sharing destination player. Furthermore, the game progression unit 113 associates the updated items associated with the sharing destination player with the sharing source player.
[0095] Specifically, the game progression unit 113 associates the updated item with the sharing destination player by referencing the user information 123. The game progression unit 113 further associates the updated item with the sharing source player, causes the display unit 18 of the terminal device 10 of the sharing source player to output a notification indicating the determination result, and accepts an input operation from the user in response to this notification via the operation acceptance unit 111. In response to accepting the input operation, the game progression unit 113 makes the new item available to the sharing source player. The game progression unit 113 can change the sharing source game space to a different game space in accordance with the new updated item. Furthermore, the game progression unit 113 of the terminal device 10 of the sharing destination player can change the game space of the sharing destination player in accordance with the shared item. In other words, when the playing status of at least one of the sharing destination player and the sharing source player satisfies a predetermined condition, the game progression unit 113 can provide at least one of the sharing destination player and the sharing source player with a new item that changes the game space of at least one of the sharing destination player and the sharing source player.
[0096] The display control unit 114 outputs the changed game space to the display unit 18. This makes it possible for new functions and benefits associated with the changed game space to be available to the player.
[0097] On the other hand, if in step S3 the game progression unit 113 determines that the playing status of the shared player does not satisfy the predetermined condition, processing returns to step S3.
[0098] Conventionally, while a game space changes depending on the progress of a game, changes to the game space based on sharing items with other players have been limited. According to the present disclosure, players can share items and change the game space of at least one of the sharing player and the sharing player depending on the playing status of the sharing player. The changed game space has different characteristics from the game space before the change, so that players can be provided with a new experience. For example, the more players share items, the more rare items and enemy characters can be obtained in the changed game space. This allows users associated with the sharing player to further enjoy interactions with other users associated with the sharing player.
[0099] The above-described embodiment can be modified in various ways within the scope of the technical idea of the present disclosure.
[0100] <Second embodiment> Figure 6 is a flowchart showing game processing according to the second embodiment of the present disclosure. The processing in Figure 6 is the same as the processing in Figure 5, except that a predetermined condition is determined multiple times. Steps S61, S62, and S65 in Figure 6 correspond to steps S1, S2, and S4 in Figure 5, respectively, and therefore detailed description thereof will be omitted.
[0101] In step S61, the game progression unit 113 defines the game space.
[0102] Next, in step S62, the game progression unit 113 obtains the identification information of the sharing destination player, and obtains information about the item to be shared between the sharing source player and the sharing destination player.
[0103] Next, in step S63, the game progression unit 113 obtains the playing status of the players who shared the item from the user information 123, and determines whether this playing status satisfies a first predetermined condition.
[0104] Next, in step S64, the game progression unit 113 obtains the playing status of the shared player from the user information 123, and determines whether this playing status satisfies a second predetermined condition that is different from the first predetermined condition.
[0105] Next, in step S65, the game progression unit 113 associates the item that generates a new game space with the sharing destination player. Furthermore, the game progression unit 113 associates the updated item associated with the sharing destination player with the sharing source player. The game progression unit 113 can change the game space of at least one of the sharing source and sharing destination players in accordance with the shared and updated item.
[0106] On the other hand, if the game progression unit 113 determines in step S63 that the playing status of the shared player does not satisfy the first predetermined condition, processing returns to step S63. Also, if the game progression unit 113 determines in step S64 that the playing status of the shared player does not satisfy the second predetermined condition, processing returns to step S64.
[0107] The above-described embodiment can be modified in various ways within the scope of the technical idea of the present disclosure.
[0108] FIG. 7 illustrates a first predetermined condition, a second predetermined condition, and a third predetermined condition described in FIG. 6 according to one embodiment of the present disclosure. Various combinations between conditions and players are shown below.
[0109] In one example, as shown in Case 1, steps of determining whether a predetermined condition is met multiple times (steps S63 and S64 in FIG. 6) may be executed depending on the playing status of one sharing player. Specifically, when the playing status of a first player among the multiple sharing players satisfies a first predetermined condition, the game progression unit 113 determines whether the playing status of the first player satisfies a second predetermined condition. Next, if the game progression unit 113 determines that the playing status of the first player satisfies the second predetermined condition, it provides an item that generates a new game space to the remaining sharing players, the first player, and at least some of the sharing source players.
[0110] In another example, as shown in Case 2, the game progression unit 113 may execute a step of determining whether a predetermined condition is met multiple times depending on the playing status of multiple different sharing destination players (steps S63 and S64 in FIG. 6). Specifically, when the playing status of a first player among the multiple sharing destination players satisfies a first predetermined condition, the game progression unit 113 determines whether the playing status of a second player different from the first player satisfies a second predetermined condition. Next, if the game progression unit 113 determines that the playing status of the second player satisfies the second predetermined condition, the game progression unit 113 may provide an item that generates a new game space to at least some of the remaining sharing destination players, the first and second players, and the sharing source player. In this way, according to the present disclosure, by multiple players who share items sequentially satisfying predetermined conditions, it is not necessary for a single sharing destination player to fulfill all of the conditions, and multiple players can cooperate with each other to progress through the game.
[0111] In another example, steps S63 and S64 of the above-described processes may be repeated multiple times, or the order of the above-described processes may be changed or additional processes may be added.
[0112] For example, as shown in Case 3, a step of determining a predetermined condition three or more times may be executed depending on the playing status of a sharing destination player. For example, when the playing status of a first player among multiple sharing destination players satisfies a first predetermined condition, the game progression unit 113 determines whether the playing status of a second player different from the first player satisfies a second predetermined condition. Next, when the game progression unit 113 determines that the playing status of the second player satisfies the second predetermined condition, it again determines whether the playing status of the first player satisfies a third predetermined condition. Thereafter, when the game progression unit 113 determines that the playing status of the first player satisfies the third predetermined condition, it provides an item that generates a new game space to at least some of the remaining sharing destination players, the first and second players, and the sharing source player.
[0113] Alternatively, in another example, as shown in Case 4, a step of determining whether a predetermined condition is met three or more times depending on the playing status of the sharing destination player and the playing status of the sharing source player may be executed. For example, when the playing status of a first player among the multiple sharing destination players satisfies a first predetermined condition, the game progression unit 113 determines whether the playing status of the sharing source player satisfies a second predetermined condition. Next, if the game progression unit 113 determines that the playing status of the sharing source player satisfies the second predetermined condition, it determines whether the playing status of a second player different from the first player satisfies a third predetermined condition. Thereafter, if the game progression unit 113 determines that the playing status of the second player satisfies the third predetermined condition, it may provide an item that generates a new game space to the remaining sharing destination player, the first and second sharing destination players, and at least some of the sharing source player.
[0114] Furthermore, in another example, as shown in Case 5, the play of multiple different sharing players may be Depending on the situation, the step of determining whether a predetermined condition is met three or more times may be executed. For example, when the playing status of a first player among multiple sharing destination players satisfies a first predetermined condition, the game progression unit 113 determines whether the playing status of a second player different from the first player satisfies a second predetermined condition. Next, when the game progression unit 113 determines that the playing status of the second player satisfies the second predetermined condition, it determines whether the playing status of a third player different from the first and second players satisfies a third predetermined condition. Thereafter, when the game progression unit 113 determines that the playing status of the third player satisfies the third predetermined condition, it provides an item that generates a new game space to at least some of the remaining sharing destination players, the first, second, and third sharing destination players, and the sharing source player.
[0115] The play status of the player and the other players sharing the information may be displayed on the display unit 18 of the device, allowing the player to check their progress toward or achievement of a predetermined condition. FIG. 8 shows an example screen 80 indicating whether each player's play status satisfies a predetermined condition, according to one embodiment of the present disclosure. The example screen 80 includes buttons 82, 83, and 84 indicating each player's play status, and a details button 81 that allows other players sharing the information to view detailed information about each player's play status. In the illustrated example, the play status of a first player satisfies a first predetermined condition, and the play status of a second player satisfies a second predetermined condition. Therefore, the buttons related to these players are displayed as an achievement button 82 indicating that the predetermined condition has been met. Meanwhile, the play status of a third player has not yet satisfied a third predetermined condition, and the third player is currently playing. In such a case, a playing button 83 indicating that the third player is currently playing is displayed, allowing other players to confirm that the third player is currently playing. When the playing status of the third player satisfies a third predetermined condition, it becomes possible to accept selection of the start play button 84, and when the operation acceptance unit 111 accepts selection of the start play button 84 from the user of the terminal device 10, the game progression unit 113 can progress the game by the player associated with the user.
[0116] Furthermore, when an item that generates a game space is selected, various information about the item that generates the game space may be displayed, and as part of that information, the progress status of each player and information about all players may be displayed. Furthermore, notifications may be sent in the same way as timeline push notifications, so that players can be notified of the progress status of shared items through a notification function on their device even when they are not playing the game. However, if each player has set their game status to not share, it may be impossible to check the progress of the player before achieving a specified condition.
[0117] Furthermore, players who share the game may use communication features such as messages and stamps, allowing them to encourage and promote each other according to their progress toward achieving certain conditions.
[0118] As described above, in the embodiments of the present disclosure, items are shared among multiple players, and new updated items are supplied to the players in accordance with the play situation, such as the movement information of the shared players and the external environment, and the game space generated by the updated items is changed, thereby providing the players with a richer game experience.
[0119] Although the description has been given using a game related to location information as an example, the embodiment is not limited thereto. The present disclosure can be applied to any service that manages a user's step count information and utilizes location information, such as a coupon distribution application, a pedometer (registered trademark) application, a map application linked to a user's location information, or a matching application that realizes matching using the user's location information. Below, an outline of the processing when applied to a coupon distribution application will be described.
[0120] First, the game progression unit 113 associates various objects with positions in the game space 30 and places the various objects in the virtual space.
[0121] Next, the game progression unit 113 acquires location information of the user's current location and defines the virtual space.
[0122] Next, the game progression unit 113 obtains from the server 20 the identification information of sharer users who use the same application as the user.
[0123] When the sharing destination user reaches a predetermined position, a new item that generates a new virtual space (for example, a virtual space in which a new object is placed) is associated with the sharing destination user and the sharing source user. The sharing source user can use the new item to generate a new virtual space in which a new object (coupon or point) is placed.
[0124] Thereafter, when the sharing user reaches the location in the virtual space where the new object is placed, the game progression unit 113 detects this, provides the new object to the user, and can add the new object to the user's account. The user can then perform various actions around town using the object added to their account.
[0125] As described above, according to the present disclosure, interest can be improved.
[0126] [Note] The above-described embodiments have been described so that at least one person skilled in the art can carry out the invention. Some of the features of the present invention are summarized below.
[0127] [assignment] The present invention aims to, for example, improve interest.
[0128] [Solution] [Item 1] A program that allows a computer to share items that generate a game space and changes the generated game space depending on the playing status of the sharing player.
[0129] According to the above characteristic configuration, for example, it is possible to increase the interest of the user, and the user can enjoy interacting with other users associated with the sharing player.
[0130] [Item 2] The program according to item 1, wherein the play situation includes movement information of the player, and the game space is changed when the movement information satisfies a predetermined condition.
[0131] According to the above characteristic configuration, for example, it is possible to increase interest in a program that uses location information.
[0132] [Item 3] The program according to item 2, wherein the player's movement information includes at least one of the player's movement distance, movement direction, number of steps, and movement time, and the game space is changed when the movement information reaches a predetermined threshold.
[0133] According to the above characteristic configuration, for example, it is possible to increase interest in a program that uses location information.
[0134] [Item 4] 4. The program according to any one of items 2 to 3, wherein the player movement information includes information about the player reaching a predetermined position, and the game space is changed when the player reaches the predetermined position by movement.
[0135] [Item 5] 5. The program according to any one of items 1 to 4, wherein the play situation includes the external environment of the player, and the game space is changed when a value indicating the external environment satisfies a predetermined condition.
[0136] [Item 6] 6. The program according to any one of items 1 to 5, wherein the play situation includes at least one of the number of players who share an item and the type of region in which each player has played, and the game space is changed when at least one of the number of players and the type of region in which each player has played meets a predetermined condition.
[0137] [Item 7] When a first predetermined condition is satisfied according to the playing status of a player with whom the item is shared, a second predetermined condition is provided to the player with whom the item is shared; 7. The program according to any one of items 1 to 6, wherein the generated game space is changed when a second condition is met depending on the playing status of the player who is the sharing destination.
[0138] [Item 8] 7. The program according to any one of items 1 to 6, wherein when a first predetermined condition is satisfied according to the playing status of a first player with whom the item is shared, a second predetermined condition is associated with a second player with whom the item is shared, and when the second predetermined condition is satisfied according to the playing status of the second player, the game space generated for the first player is changed.
[0139] According to the above characteristic configuration, for example, by multiple players taking turns fulfilling predetermined conditions, the sharing player does not need to fulfill all of the conditions alone, and multiple players can cooperate to progress through the game.
[0140] [Item 9] 9. The program according to any one of items 1 to 8, wherein an updated item that generates a changed game space is associated with a player who shares the item.
[0141] [Item 10] 10. The program according to any one of items 1 to 9, wherein the changed game space has different characteristics from the game space before the change.
[0142] [Item 11] A system configured to allow computers to share items that generate a game space and change the generated game space depending on the playing status of the players who share the items.
[0143] [Item 12] A computer-implemented method for sharing items that generate a game space among multiple players, and associating updated items with the players to generate a changed game space according to the play status of the players with whom the items are shared. and associating the updated items associated with the sharing player with the sharing player.
[0144] The solutions constituted by the above programs and systems may be appropriately applied to the fields of devices, methods, and media.
[0145] Although the embodiments of the present invention have been described above, the above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The present invention may be partially omitted, modified, or improved without departing from the spirit of the present invention, and the present invention naturally includes equivalents thereof. Furthermore, any combination of the embodiments and modifications is possible within the scope of solving at least part of the above-described problems or achieving at least part of the effects, and any combination or omission of the components described in the claims and specification is possible. Furthermore, publicly known technology as of the filing date that is not described in this specification may be appropriately adopted. [Explanation of symbols]
[0146] 1. Game System 2. Network 10...Terminal device 11...Processor 12...Memory 13…Storage 16...Touchscreen 17...Input section 18...Display section 19...Detector 20...Server 21...Processor 22...Memory 23…Storage 30a, b...Game space 31a, b...Player character 32a, b, c...Non-player characters 33a, b...Road objects 34a, b...Background objects 35...Main menu button 36...Character button 37...Quest button 110...Control unit 111...Operation reception desk 112...Transmitter / receiver 113...Game Progression Section 114...Display control unit 120...Storage section 121...Game Program 122...Game Information 123...User information 210...Control unit 211...Transmitter / receiver 212...Server processing unit 213...Data Management Department 214...Synchronization processing unit 220...Storage section 221...Game Program 222...Game Information 223...User information
Claims
1. A program that allows a computer to share items that generate a game space and changes the generated game space depending on the playing status of the sharing player.
2. The program according to claim 1 , wherein the play situation includes movement information of the player, and the game space is changed when the movement information satisfies a predetermined condition.
3. 3. The program according to claim 2, wherein the player's movement information includes at least one of the player's movement distance, movement direction, number of steps, and movement time, and the game space is changed when the movement information reaches a predetermined threshold.
4. 3. The program according to claim 2, wherein the player movement information includes information about the player reaching a predetermined position, and the game space is changed when the player reaches the predetermined position by movement.
5. 2. The program according to claim 1, wherein the play situation includes an external environment of the player, and the game space is changed when a value indicating the external environment satisfies a predetermined condition.
6. 2. The program according to claim 1, wherein the play situation includes at least one of the number of players who share an item and the type of region in which each player has played, and the game space is changed when at least one of the number of players and the type of region in which each player has played satisfies a predetermined condition.
7. When a first predetermined condition is satisfied according to a play situation of a player with whom the item is shared, a second predetermined condition is provided to the player with whom the item is shared; 7. The program according to claim 1, wherein the generated game space is changed when a second condition is satisfied depending on the playing status of a player who is a sharing destination.
8. 7. The program according to claim 1, wherein, when a first predetermined condition is satisfied in accordance with the playing status of a first player with whom the item is shared, a second predetermined condition is associated with a second player with whom the item is shared, and when the second predetermined condition is satisfied in accordance with the playing status of the second player, the game space generated for the first player is changed.
9. The program according to claim 1 , wherein an updated item that generates a changed game space is associated with a player who shared the item.
10. 2. The program according to claim 1, wherein the changed game space has characteristics different from those of the game space before the change.
11. A system configured to allow computers to share items that generate a game space and change the generated game space depending on the playing status of the players who share the items.
Citation Information
Patent Citations
Game system
JP2004261217A