Game program
The game program enhances user convenience and engagement by allowing easy capture of focused game images through display control and external application integration, addressing the time-consuming nature of traditional screenshot operations.
Patent Information
- Application Number
- JP2025081694
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-15
- Publication Date
- 2025-10-16
AI Technical Summary
The process of capturing a focused image of a game screen is time-consuming and reduces user interest in the game due to the need for multiple operations such as tapping, pinching, and swiping to adjust the view.
A game program that includes display control means to switch the display area of game objects and launch external applications, allowing users to easily capture focused game images with added features like hiding certain elements and adding copyright notices.
Improves user convenience and increases interest in the game by simplifying the image capture process and enabling more engaging screenshot options.
Smart Images

Figure 2025158124000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program. [Background technology]
[0002] Generally, users who play games sometimes take pictures of the game screen. When taking pictures of such game screens, if the user wants to take an image focusing on a part of the game screen, the user performs a predetermined operation (for example, a tap operation or a pinch operation) to enlarge the game screen, and then performs a further predetermined operation (for example, a flick operation or a swipe operation) to adjust the angle of view or the camera angle so that the part they want to focus on is captured, and then takes a picture of the game screen.
[0003] Such a series of operations is time-consuming for the user and reduces the interest in the game. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-219584 Summary of the Invention [Problem to be solved by the invention]
[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a game program that can improve the convenience of the user when photographing a game screen and increase the interest in the game. [Means for solving the problem]
[0006] According to one aspect of the present invention, a game program is provided that causes a computer to function as a display control means capable of displaying a game object and a first icon and a second icon as icons that can be operated by a user on a game screen, a photographing means capable of photographing the game screen on which the game object is displayed as a game image, and a processing means that performs a predetermined processing on the game image, wherein the display control means is capable of displaying the game image as a preview image when the game screen is photographed, is capable of switching the display area of the game object on the game screen when the first icon is operated, and is capable of launching an external application that can post the displayed preview image when the second icon is operated, and the processing means is capable of performing an additional process of adding a copyright notice to the preview image when the game screen is photographed. [Effects of the Invention]
[0007] The present invention improves the convenience for users when photographing game screens, and makes it possible to increase interest in games. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a system according to an embodiment. [Figure 2] FIG. 2 is a diagram showing an example of the hardware configuration of a user terminal. [Figure 3] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 4] FIG. 2 is a diagram showing an example of the functional configuration of a user terminal. [Figure 5] FIG. 2 is a diagram showing an example of the functional configuration of a server device. [Figure 6] FIG. 10 is a diagram showing an example of a game part. [Figure 7] 10 is a flowchart showing an example of a processing procedure of a game system. [Figure 8] FIG. 10 is a diagram showing an example of a game screen. [Figure 9]FIG. 10 is a diagram showing an example of a game screen. [Figure 10] FIG. 10 is a diagram showing an example of a game screen. [Figure 11] FIG. 10 is a diagram showing an example of a game screen. [Figure 12] FIG. 10 is a diagram showing an example of a game screen. [Figure 13] FIG. 10 is a diagram showing an example of a game screen. [Figure 14] FIG. 10 is a diagram showing an example of a game screen. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Fig. 1 shows an example of the configuration of a system according to an embodiment. The system 1 shown in Fig. 1 is a system (hereinafter referred to as game system 1) configured to enable users to play games online, for example. As shown in Fig. 1, the game system 1 includes a user terminal 10 and a server device 20.
[0010] The user terminal 10 is, for example, a portable electronic device used by a user. In this embodiment, it is assumed that the user terminal 10 is, for example, a smartphone, but the user terminal 10 may also be, for example, another portable electronic device such as a tablet terminal or an electronic device such as a personal computer.
[0011] The server device 20 is communicably connected to a plurality of user terminals 10 via a network 30 such as the Internet.
[0012] Although only one user terminal 10 is shown in Figure 1, the game system 1 is assumed to have multiple user terminals 10 used by each of multiple users (i.e., multiple users who can play games provided by the game system 1) who have been pre-registered in the game system 1 (server device 20).
[0013] Fig. 2 shows an example of the hardware configuration of the user terminal 10 shown in Fig. 1. Here, with reference to Fig. 2, the hardware configuration when the user terminal 10 is a smartphone will be described.
[0014] As shown in FIG. 2, the user terminal 10 includes a nonvolatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.
[0015] The nonvolatile memory 11 stores various programs, including, for example, an operating system (OS) and various application programs that run on the user terminal 10.
[0016] The CPU 12 is a processor for controlling the operation of various components within the user terminal 10, and executes various programs stored in the non-volatile memory 11, for example. The CPU 12 may be a single processor or may be composed of multiple processors. The various programs stored in the non-volatile memory 11 are loaded from the non-volatile memory 11 to the main memory 13 and executed by the CPU 12, and the programs (application programs) executed by the CPU 12 include a game program 13A for operating as a user terminal in the game system 1.
[0017] The wireless communication device 14 is a device for performing wireless communication with an external device (for example, a server device 20, etc.).
[0018] The display 15 is a display device for displaying, for example, various screens relating to the game played by the user.
[0019] The touch panel 16 is an input device that detects the position where the user's fingertip or the like touches, and is disposed, for example, on top of the front surface of the display 15.
[0020] The display 15 and the touch panel 16 constitute a touch screen display, and the touch screen display can detect (accept) various operations performed by the user on the screen.
[0021] Fig. 3 shows an example of the hardware configuration of the server device 20 shown in Fig. 1. As shown in Fig. 3, the server device 20 includes a nonvolatile memory 21, a CPU 22, a main memory 23, a wireless communication device 24, and the like.
[0022] The nonvolatile memory 21 stores various programs, including, for example, an operating system (OS) and various application programs that run on the server device 20.
[0023] The CPU 22 is a processor for controlling the operation of various components in the server device 20, and executes various programs stored in the nonvolatile memory 21, for example. The CPU 22 may be a single processor or may be composed of multiple processors. The various programs stored in the nonvolatile memory 21 are loaded from the nonvolatile memory 21 to the main memory 23 and executed by the CPU 22, and the programs (application programs) executed by the CPU 22 include a game program 23A for operating as a server device in the game system 1.
[0024] The wireless communication device 24 is a device for performing wireless communication with external devices (for example, a plurality of user terminals 10, etc.).
[0025] The functional configuration of the game system 1 according to this embodiment will be described below. The game system 1 according to this embodiment has a function of providing a game play environment in which a user can play a game, for example, by the user terminal 10 and the server device 20 operating in cooperation with each other. In this embodiment, the game play environment refers to the environment necessary to play a game in a broad sense, and includes various elements related to the game. An example of a game play environment is a game space.
[0026] 4 shows an example of the functional configuration of the user terminal 10. As shown in FIG. 4, the user terminal 10 includes an operation receiving unit 101, a control unit 102, a display processing unit 103, and a storage unit 104.
[0027] 4 are functional units realized by, for example, a CPU 12 (a computer of the user terminal 10) provided in the user terminal 10 executing the above-described game program 13A (i.e., software). This game program 13A may be downloaded to the user terminal 10 via the network 30, or may be distributed by being stored in advance in a computer-readable storage medium.
[0028] 4 is realized by the nonvolatile memory 11 shown in FIG. 2 or another storage device (not shown).
[0029] The operation reception unit 101 receives user operations (instructions) for playing a game in a game play environment provided by the game system 1. When the user terminal 10 is a smartphone as described above, the operations received by the operation reception unit 101 include operations of touching a fingertip to a touch panel 16 (touch screen display) provided in the user terminal 10 (for example, a tap operation, a drag operation, a flick operation, a swipe operation, etc.).
[0030] The control unit 102 interprets the operation received by the operation receiving unit 101 and executes control to progress the game being played in the game play environment.
[0031] The display processing unit 103 executes processing to display the above-described game play environment and screens (images) according to the progress of the game in accordance with the control of the control unit 102. The user can perform operations to play the game while referring to the screens displayed by the display processing unit 103.
[0032] The storage unit 104 stores, for example, game data and user data. In the game system 1, an account is issued for each user who can play the game, and the game data is data (information) common to the accounts and is referenced when the above-described game program 13A is executed. Specifically, the game data includes, for example, data for defining the game play environment and setting data related to the game. Meanwhile, the user data is data related to the user that is managed for each user account. Specifically, the user data stored in the storage unit 104 included in the user terminal 10 (i.e., user data related to the user who uses the user terminal 10) includes, for example, data indicating the user's game progress, various points and items acquired by the user, and the like.
[0033] 5 shows an example of the functional configuration of the server device 20. As shown in FIG.
[0034] The storage unit 201 shown in FIG. 5 is realized by the nonvolatile memory 21 shown in FIG. 3 or another storage device (not shown).
[0035] 5 are functional units realized by, for example, a CPU 22 (a computer of the server device 20) provided in the server device 20 executing the above-described game program 23A (i.e., software). This game program 23A may be downloaded to the server device 20 via the network 30, or may be distributed by being stored in advance in a computer-readable storage medium.
[0036] The storage unit 201 stores game data similar to the game data stored in the storage unit 104 included in the above-described user terminal 10. The storage unit 201 also stores user data for each user (i.e., a user to whom an account has been issued) who has been pre-registered in the game system 1 (server device 20).
[0037] The data management unit 202 manages the game data and user data stored in the storage unit 201. Specifically, the data management unit 202 executes processes such as adding, updating, and deleting game data and user data.
[0038] The game data and user data managed by the data management unit 202 are transmitted from the data management unit 202 (server device 20) to the user terminal 10 and stored in the storage unit 104 included in the user terminal 10. As described above, the game data is common to all users and is therefore transmitted to the user terminals of all users pre-registered in the game system 1, but the user data is transmitted only to the user terminal used by the user corresponding to the user data.
[0039] The control unit 203 controls the processing for realizing the game to be played in the game play environment provided by the game system 1.
[0040] As described above, the game system 1 according to this embodiment provides a game play environment for the user to play a game, and this "provision of a game play environment" is realized by a game program (i.e., a game program 13A executed in the user terminal 10 and a game program 23A executed in the server device 20) that runs on the game system 1. However, the game program according to this embodiment may be a part of the game programs 13A and 23A.
[0041] Furthermore, in the game system 1 according to this embodiment, for example, the server device 20 may have at least some of the functions of the user terminal 10, or the user terminal 10 may have at least some of the functions of the server device 20. Furthermore, the game system 1 may include devices other than the user terminal 10 and the server device 20. That is, the game program according to this embodiment (game programs 13A and 23A) may be executed by the user terminal 10, the server device 20, or another device.
[0042] Here, an overview of the game realized in the game system 1 according to this embodiment will be described. A game realized in the game system 1 according to this embodiment has a form in which one or more characters appear, and at least one of the characters can be moved in accordance with a user's operation. As an example, it is assumed here that the game realized in the game system 1 is an RPG in which the player adventures with various characters appearing in manga, animation (hereinafter simply referred to as animation), games, etc., and challenges various quests that arise in the game in order to complete the quests.
[0043] However, games realized in game system 1 are not limited to a specific genre and may be games of any genre. Games of any genre include, for example, sports games based on sports such as tennis, table tennis, dodgeball, baseball, soccer, and hockey, puzzle games, quiz games, RPGs, quiz RPGs, adventure games, shooting games, simulation games, training games, action games, and location-based games.
[0044] Furthermore, the game system 1 is not limited to a specific play style, and may be a system for executing games of any play style. Games of any play style include, for example, single-play games played by a single user and multi-play games played by multiple users. Multi-play games played by multiple users include, for example, cooperative play games in which multiple users cooperate and competitive games in which multiple users compete against each other.
[0045] 6 is a diagram illustrating an example of a game part included in an RPG provided by the game system 1 according to this embodiment. As shown in FIG. 6, the RPG according to this embodiment includes a main part P1, a quest part P2, and the like.
[0046] The main part P1 is a part where the user performs tasks related to the game progression other than the quest part P2. In the main part P1, for example, the user can set (organize) a party to be used in the quest part P2 in preparation for playing the quest part P2. The party includes, for example, one or more ally characters set by the user as characters to be used. Also, in the main part P1, for example, the user can spin a gacha to obtain characters that can be used in the quest part P2. Furthermore, in the main part P1, the user can, for example, watch videos related to the game scenario (story) that has been unlocked (watched), train characters, use items, view a picture book in which unlocked (acquired) characters and items are registered, manage friends, change game settings, etc.
[0047] As shown in FIG. 6, the quest part P2 includes a story part P21, a battle part P22, and the like. The story part P21 is a part where the game scenario (story) progresses. More specifically, the story part P21 is a part where the story corresponding to the quest attempted by the user progresses. In the story part P21, the user can view video related to the story corresponding to the attempted quest, which video may include still images, video, audio, text, etc. Note that the story progressing in the story part P21 may include, for example, a scene in which the main character, who is the user, converses with a character. In such a conversation scene, the user is presented with multiple options corresponding to the main character's statements, and the story may change (branch) depending on the option selected by the user.
[0048] As described above, the RPG provided by the game system 1 according to this embodiment is a game in which the player adventures with various characters that appear in manga, anime, games, etc., and the user can enjoy an original story unfolding with these characters through story part P21.
[0049] The battle part P22 is a part in which one or more ally characters included in a party set by the user battle (combat) an enemy character. End conditions (victory condition, defeat condition) are set for the battle part P22, and when the end conditions are met, the battle part P22 ends. End conditions include, for example, defeating all enemy characters or defeating a specific enemy character (e.g., a boss character) (victory condition), or all ally characters being annihilated or fleeing (defeat condition), etc.
[0050] In this embodiment, the game part may transition from the main part P1 to the quest part P2, or from the quest part P2 to the main part P1. In addition, in the quest part P2, the game part may transition from the story part P21 to the battle part P22, or from the battle part P22 to the story part P21. In addition, the story part P21 and the battle part P22 may transition alternately, for example, like "story part P21, battle part P22, story part P21, ...".
[0051] The RPG in this embodiment may further include game parts other than the various game parts shown in FIG.
[0052] Meanwhile, a user playing a game may take a picture of a game screen. As an example, the user may take a picture of a game screen showing his / her favorite character (favorite character), a game screen showing his / her favorite scene, or a game screen showing his / her game progress or play history (for example, a game screen showing a list of characters and items, a game screen showing a character's ability values (level or status), a game screen showing the results of a quest challenge, etc.). In this case, the user may take a picture of the game screen using a function for taking screenshots that is included in the user terminal 10, or may take a picture of the game screen using an external application for taking screenshots that is installed in the user terminal 10, or may take a picture of the game screen using a function for taking screenshots that is included in the game (for example, a photo mode).
[0053] Regardless of which of the above functions is used, if a user wants to capture an image focusing on a part of the game screen, the user must tap or pinch to enlarge the game screen, then flick or swipe to adjust the capture area (field of view or angle) so that the part they want to focus on is captured, and then take the screenshot. This series of operations is time-consuming for the user and reduces their interest in the game.
[0054] Therefore, the game system according to this embodiment provides a useful mechanism for improving the convenience of the user when capturing an image of the game screen and for increasing interest in the game. More specifically, it provides a useful mechanism for improving the convenience of the user when capturing an image focusing on a portion of the game screen and for increasing interest in the game.
[0055] An example of the processing procedure of the game system 1 according to this embodiment will be described below with reference to the flowchart in Fig. 7. Here, it is assumed that a user using the user terminal 10 plays an RPG provided by the game system 1 and captures a game screen in the middle of a quest part P2 (story part P21) included in the RPG.
[0056] First, when a user operation to start a specific quest (hereinafter referred to as a quest start operation) is accepted in the main part P1 (for example, the game screen 300 described later), the game system 1, for example, in the user terminal 10 (control unit 102), sends a quest start request to the server device 20 and acquires game data corresponding to the above-mentioned specific quest (step S1).
[0057] The quest start request includes, for example, a user ID for identifying the user using the user terminal 10, a quest ID for identifying the above-mentioned predetermined quest, etc. When the server device 20 receives the above-mentioned quest start request, it transmits game data corresponding to the quest identified by the quest ID included in the received quest start request to the user terminal 10 of the user identified by the user ID included in the received quest start request. The game data corresponding to the above-mentioned predetermined quest is data for progressing the above-mentioned predetermined quest, and includes, for example, video data related to the story in the story part P21, data related to the battle settings in the battle part P22, etc.
[0058] Here, with reference to FIG. 8, a game screen 300 will be described as an example of the game screen in the main part P1. As shown in FIG. 8, the game screen 300 includes a party information display area 301 and a quest information display area 302.
[0059] Information about a party challenging a predetermined quest is displayed in party information display area 301. As an example, party information display area 301 displays a menu (multiple selectable numbers) for selecting a party that will challenge the quest, character icons corresponding to one or more ally characters included in the selected party, and the average levels of the one or more ally characters included in the selected party. Note that information about a party that includes one or more ally characters set by a user as characters to be used is stored in storage unit 104, 201 as user data about the user.
[0060] Information about the quest is displayed in the quest information display area 302. As an example, the quest information display area 302 displays the level (recommended level) recommended as the average level when attempting the quest, the reward that can be obtained when the quest is cleared for the first time, and a departure icon 303 for starting the quest.
[0061] The above-mentioned quest start operation includes a user operation of tapping the departure icon 303 on the game screen 300. Note that the quest start operation can also be said to be a user operation for transitioning from the main part P1 to the quest part P2.
[0062] Returning to the explanation of FIG. The game system 1, for example, in the user terminal 10 (control unit 102), transitions the game part from the main part P1 to the quest part P2 based on the game data acquired in the processing of step S1, and starts the above-mentioned specified quest (step S2).
[0063] In the quest part P2, the game system 1 causes, for example, the user terminal 10 (display processing unit 103) to display on the display 15 of the user terminal 10 a game screen based on the game data acquired by the processing of step S1.
[0064] When a user operation (hereinafter referred to as a mode transition operation) to transition to a photography mode is accepted during a specified quest (for example, the game screen 400 described below), the game system 1, for example, on the user terminal 10 (control unit 102), pauses the progress of the quest and transitions to a photography mode for photographing the game screen (step S3).
[0065] Here, with reference to FIG. 9, a game screen 400 will be described as an example of a game screen in the quest part P2 (story part P21). As shown in FIG. 9, the game screen 400 includes character objects 401a to 401d, a gauge object 402, and a shooting mode icon 403 (third icon).
[0066] In this specification, "object" and "icon" are used to explain different concepts, and "object" is used to refer to an element that, if displayed on the game screen to be photographed (a game screen defined as the subject of photography) or on the game screen displayed as the photography area, will also appear (reflect) in the image obtained when the game screen is photographed, while "icon" is used to refer to an element that, even if displayed on the game screen to be photographed (a game screen defined as the subject of photography) or on the game screen displayed as the photography area, will not appear (reflect) in the image obtained when the game screen is photographed.
[0067] The gauge object 402 is an object that indicates the progress of the quest, and the gauge within the object increases according to the progress of the quest. The shooting mode icon 403 is an icon for switching to a shooting mode for shooting the game screen. The above-mentioned mode switching operation includes a user operation of tapping the shooting mode icon 403 on the game screen 400.
[0068] When the user taps the shooting mode icon 403 on the game screen 400, the game system 1 transitions to shooting mode, with the game screen 400 being the subject of shooting, in which elements (e.g., objects) contained in the game screen 400 that have a specific attribute (second attribute) are hidden.
[0069] An element having a specific attribute (second attribute) is an element that may spoil the appearance of the image obtained by photographing the game screen, and for example, in the game screen 400 shown in Figure 9, this corresponds to the gauge object 402.
[0070] As another example, objects 412 and 413 on a game screen 410 shown in FIG. 10 correspond to elements having the above-mentioned specific attribute (second attribute). The game screen 410 shown in Figure 10 is an example of a game screen in a scene in which the user's protagonist is conversing with a character in quest part P2 (story part P21), and includes a character object 411, multiple option objects 412, a letter object 413, a shooting mode icon 414, an AUTO icon 415, a FAST icon 416, and a SKIP icon 417.
[0071] The choice objects 412 are objects corresponding to the protagonist's statements, and the user can select any of the choice objects 412 as the protagonist's statements. The character objects 413 are objects corresponding to the name of the character corresponding to the character object 411 (in this case, character A) and the statements of that character. The AUTO icon 415 is an icon for automatically playing back video relating to the story in the story part P21. The FAST icon 416 is an icon for playing back video relating to the story in the story part P21 at double speed. The SKIP icon 417 is an icon for skipping video relating to the story in a specified story part P21 and transitioning the game part to the next game part.
[0072] When the user taps the shooting mode icon 414 on the game screen 410, the game system 1 can transition to shooting mode, with the game screen 410 in a state in which the option objects 412 and the character objects 413 are hidden as elements having the above-described specific attribute (second attribute) among the elements included in the game screen 410 as the shooting target. This allows the game screen 410 in a state in which the character object 411 is not hidden by the option objects 412 or the character objects 413 to be the shooting target.
[0073] It should be noted that which elements have a specific attribute (second attribute) (i.e., which elements included in the game screen are hidden) may be set by the user. This setting is particularly useful in the following scenes, for example.
[0074] For example, consider a scene in which a predetermined character uses a specific technique (e.g., a special move) and a game screen is captured, displaying a character object corresponding to the name of the special move and an object corresponding to the effect of the special move. In such a scene, the user can set in advance whether the character object corresponding to the name of the special move and the object corresponding to the effect of the special move have a specific attribute (second attribute). Therefore, the game system 1 can capture a game screen in which only the character object corresponding to the character using the special move is displayed, depending on the user's setting. Alternatively, the game system 1 can capture a game screen in which, in addition to the character object, one or both of the character object corresponding to the name of the special move and the object corresponding to the effect of the special move are displayed. This satisfies the user's desire to capture only the character using the special move and the user's desire to capture the character and the special move together. In other words, by allowing the user to set which elements of the game screen are hidden, it is possible to capture a game screen that suits the user's preferences. The setting regarding which element has a specific attribute (second attribute) is stored in the storage unit 104, 201 as user data.
[0075] Returning to the explanation of FIG. When a user operation to select a specific character icon is accepted in the shooting mode (for example, the game screen 500 described later), the game system 1 displays a game screen focused on the character object corresponding to the specific character icon, for example, on the user terminal 10 (display processing unit 103) (step S4).
[0076] Here, with reference to FIG. 11, a game screen 500 will be described as an example of a game screen in the photography mode. As shown in FIG. 11, the game screen 500 includes character objects 401a to 401d included in the game screen 400 to be photographed, a cursor icon 501, a focus icon 502, a photograph icon 503 (second icon), and a back icon 504.
[0077] The cursor icon 501 is an icon placed in the center of the game screen 500 displayed as a shooting area. The user can adjust the shooting area (field angle or angle) by moving the cursor icon 501 up, down, left, or right using a flick or swipe operation. The user can also enlarge and display a portion of the game screen 500 using a tap or pinch operation.
[0078] The focus icon 502 includes icons corresponding to elements having a specific attribute (first attribute) among elements included in the game screen 400 to be photographed. An element having a specific attribute (first attribute) is, for example, a character object, and the focus icon 502 in Fig. 11 includes character icons 502a-502d (first icons) corresponding to each of the character objects 401a-401d included in the game screen 400 to be photographed. Note that, although the case where the focus icon 502 includes four character icons 502a-502d is shown here, the number of character icons included in the focus icon changes depending on the number of character objects included in the game screen to be photographed.
[0079] When a predetermined character icon included in the focus icon 502 is selected (tapped) by the user on the game screen 500, the game system 1 displays a game screen in which the focus is on the character object corresponding to the predetermined character icon.
[0080] For example, when character icon 502a is selected by the user, game system 1 displays game screen 500A in which the focus is on character object 401a corresponding to character icon 502a, as shown in Fig. 12. As another example, when character icon 502b is selected by the user, game system 1 displays game screen 500B in which the focus is on character object 401b corresponding to character icon 502b, as shown in Fig. 13. This improves the user's convenience when capturing an image of game screen 500, and can increase the user's interest in the game.
[0081] In this specification, "focus" refers to enlarging and displaying a predetermined object at a predetermined magnification while a cursor icon is positioned on the object.
[0082] 12 and 13 show the case where cursor icon 501 is aligned with the "face" of the character object corresponding to the character icon selected by the user, but this is not limiting, and cursor icon 501 may be aligned with, for example, a predetermined part (e.g., hand, foot, eye, mouth, chest, abdomen, etc.) other than the "face" of the character object corresponding to the character icon selected by the user. Note that the user may be able to set which part of the character object cursor icon 501 is aligned with. This can further improve the convenience for the user when capturing a game screen. Note that the setting regarding which part of the character object the cursor icon is aligned with is stored in storage unit 104, 201 as user data.
[0083] The photographing icon 503 is an icon for photographing the game screen 500 displayed as a photographing area. The return icon 504 is an icon for ending the photographing mode and resuming the progress of a paused quest (i.e., an icon for returning to the game screen 400 in FIG. 9).
[0084] Returning to the explanation of FIG. In the photographing mode (for example, the game screen 500), when a user operation to photograph the game screen (for example, a user operation of tapping the photographing icon 503) is accepted, the game system 1 takes a screenshot (image) capturing the game screen, for example, in the user terminal 10 (control unit 102) (step S5), and ends the series of processes here. The photographed screenshot will be described later together with the explanation of the game screen 600.
[0085] In the above-described Figure 7, it is assumed that the mode is switched to shooting mode in the middle of the story part P21 and the game screen is photographed, but the timing of the switch to shooting mode is not limited to this. For example, the mode may be switched to shooting mode in the middle of the battle part P22, or in the main part P1.
[0086] 7, it is assumed that the processing of steps S1 to S5 is mainly performed by the user terminal 10 (control unit 102, display processing unit 103), but at least a part of the processing of steps S1 to S5 may be performed on the server device 20 side (for example, the control unit 203, etc.). In other words, the processing shown in FIG. 7 may be processing that is executed by at least the entire game system 1.
[0087] Here, with reference to FIG. 14, a game screen 600 will be described as an example of a game screen that is displayed when a screenshot is taken. As shown in FIG. 14, the game screen 600 includes a preview display area 601, a retake icon 602, a save icon 603, and an SNS icon 604.
[0088] The preview display area 601 displays an image in a state where the screenshot taken by the processing of step S5 described above has been processed. More specifically, the preview display area 601 displays an image in a state where at least the name of the game realized by the game system 1, the name of the character corresponding to the character object included in the screenshot, and the name of the voice actor who provides the voice (CV: Character Voice) of the character have been inserted into the screenshot taken by the processing of step S5 described above. However, information about characters corresponding to character objects that hardly show highly distinctive parts (e.g., faces, etc.) does not need to be inserted by the processing described above. In other words, it is desirable that information about characters corresponding to character objects that show highly distinctive parts be inserted by the processing described above.
[0089] As mentioned above, the RPG realized by the game system 1 in this embodiment is a game in which it is possible to go on adventures with various characters that appear in manga, anime, games, etc., so if the screenshot taken by the processing of step S5 mentioned above includes a character object corresponding to a character that appears in a manga, anime, game, etc., it is desirable to further insert information related to the so-called C (copyright) mark, such as the name of the work that is the source of the character, the name of the author, the name of the company that manages the work, in addition to the name of the game, the name of the character, and the name of the voice actor mentioned above.
[0090] The information about the character name and voice actor name, and the information about the C mark, which are used in the above-mentioned processing, may be included in the game data acquired by the processing in step S1, for example.
[0091] The retake icon 602 is an icon for taking a new photograph of the game screen (that is, an icon for returning to the game screen 500 in FIG. 11).
[0092] A save icon 603 is an icon for saving the image displayed in the preview display area 601 in the storage unit 104 .
[0093] The SNS icon 604 is an icon for posting (transmitting) the image displayed in the preview display area 601 to an SNS (Social Network Service). By selecting a specific SNS icon, the user can post the image to the SNS (external application) corresponding to the specific SNS icon.
[0094] In the above-described embodiment, the focus icon displayed in the shooting mode includes a character icon corresponding to a character object included in the game screen to be shot. However, this is not limited to this. The focus icon may include, as an icon corresponding to an element having a specific attribute (first attribute), an icon corresponding to an object other than the character object included in the game screen to be shot (e.g., an object corresponding to the "sword" wielded by the character corresponding to character object 401a in game screen 400, an object corresponding to a painting hanging on the wall in game screen 400, etc.). In other words, the focus icon may include an icon corresponding to the character object's equipment (e.g., weapons, armor, accessories, clothing, etc.), an icon corresponding to objects that decorate or form the space in which the character object exists (e.g., ornaments, furniture, trees, rocks, buildings, vehicles, animals, monsters, and other components that form the character's background), and an icon corresponding to the character's background. Note that when an icon corresponding to the character's background is selected, the character object may be hidden and only the background may be photographed. This makes it possible to focus on objects other than the character object, thereby satisfying a wide variety of user needs.
[0095] In addition, in the present embodiment, when a predetermined character icon included in the focus icon displayed in the shooting mode is selected, the game system 1 displays a game screen focused on the character object corresponding to the predetermined character icon. However, for example, the game system 1 may display a first-person perspective game screen of the character object corresponding to the predetermined character icon. In this case, when a predetermined character icon included in the focus icon is selected by a user, the game system 1 may display a first-person perspective game screen of the character object corresponding to the predetermined character icon, rotate the first-person perspective of the character object from a predetermined position, and stop the rotation at the position tapped by the user. Note that the starting point of the rotation may be set by the user. For example, the user may set the starting point of the rotation to a position where other character objects are visible, thereby enabling the first-person perspective game screen from a position where other character objects are visible to be displayed first when displaying the first-person perspective game screen of the character object.
[0096] Furthermore, in this embodiment, when the game system 1 transitions to the shooting mode, the game system 1 takes as the subject of shooting the game screen in a state in which elements having a specific attribute (second attribute) are hidden; however, when the game system 1 transitions to the shooting mode, the game system 1 may take as the subject of shooting the game screen in a state in which elements having a specific attribute, such as a frame that decorates the game screen, have been added.
[0097] As described above, the game system 1 according to this embodiment displays a first icon (character icon) corresponding to an object (character object) included in a predetermined display area (game screen 400) to be photographed in the predetermined display area (game screen 500), and when a first icon is selected, the object corresponding to the first icon in the predetermined display area is enlarged and displayed.
[0098] This improves the convenience for the user when taking pictures of the game screen, and makes the game more interesting.
[0099] The present invention is not limited to the above-described embodiments, and the components can be modified and embodied in practice without departing from the spirit of the invention. Furthermore, various inventions can be created by appropriately combining multiple components disclosed in the above-described embodiments. For example, some components may be omitted from all the components shown in the embodiments. Furthermore, components from different embodiments may be appropriately combined.
[0100] "Addendum" Some of the features of the present invention are summarized below. "assignment" For example, the object is to improve the convenience for users when photographing game screens and to increase interest in the game. "Solution" (1) Computer, displaying, in the predetermined display area, a first icon corresponding to an object included in the predetermined display area to be photographed; a display processing means for enlarging and displaying an object corresponding to a first icon within a predetermined display area when the first icon is selected; A program that functions as a (2) The display processing means When a first icon is selected, an object corresponding to the first icon is enlarged and displayed; and an object is enlarged and displayed in response to a user's operation on a predetermined display area. (1) The program described in (1). (3) The display processing means displaying, in the predetermined display area, a first icon corresponding to an object having a first attribute among objects included in the predetermined display area; (1) The program described in (1). (4) The object having the first attribute is a character object. (3) The program described in (3). (5) The display processing means When a first icon corresponding to a character object is selected, a predetermined portion of the character object corresponding to the first icon is enlarged and displayed within a predetermined display area. (4) The program described in (4). (6) the number of the first icons varies depending on the number of objects having the first attribute; (3) The program described in (3). (7) The image corresponding to the predetermined display area is captured in response to a user's operation on the second icon. (1) The program described in (1). (8) the image includes information for identifying an object depicted in the image; (7) The program described in (7). (9) The display processing means When the image is taken, an icon corresponding to an external application to which the image can be posted is displayed in a predetermined display area. (7) The program described in (7). (10) The display processing means In response to an operation of the third icon by the user, a predetermined display area in which objects having the second attribute are hidden among objects included in the predetermined display area is set as an image capturing target. (1) The program described in (1). The solution constituted by the above program may be appropriately applied to the fields of devices, systems, methods, and media. "effect" According to the configurations (1) to (10), for example, a first icon corresponding to an object included in a predetermined display area to be photographed is displayed in the predetermined display area, and when the first icon is selected, the object corresponding to the first icon in the predetermined display area is enlarged, thereby improving the convenience for the user when photographing the game screen and increasing the interest in the game. According to the configuration (3), for example, by displaying in a predetermined display area a first icon corresponding to an object having a first attribute among the objects contained in the predetermined display area, it is possible to satisfy the needs of a wide variety of users. According to the configuration (5), for example, when a first icon corresponding to a character object is selected, a predetermined part of the character object corresponding to the first icon within a predetermined display area is enlarged and displayed, thereby achieving the effect of further improving the convenience for the user when photographing the game screen. According to the configuration (10), for example, in response to the user's operation of the third icon, by photographing a predetermined display area in which an object having the second attribute is hidden among the objects contained within the predetermined display area, it is possible to achieve the effect of photographing a game screen in which the predetermined object is not hidden by the object having the second attribute. [Explanation of symbols]
[0101] 1...game system, 10...user terminal, 11...non-volatile memory, 12...CPU, 13...main memory, 13A...game program, 14...wireless communication device, 15...display, 16...touch panel, 20...server device, 21...non-volatile memory, 22...CPU, 23...main memory, 23A...game program, 24...wireless communication device, 101...operation reception unit, 102...control unit, 103...display processing unit, 104...storage unit, 201...storage unit, 202...data management unit, 203...control unit.
Claims
1. Computer, a display control means for displaying a game object and a first icon and a second icon as icons operable by a user on a game screen; an image capturing means for capturing an image of the game screen on which the game object is displayed as a game image; functioning as a processing means for executing a predetermined processing on the game image; The display control means When the game screen is photographed, the game image can be displayed as a preview image; When the first icon is operated, a display area of a game object on the game screen can be switched; When the second icon is operated, an external application capable of posting the displayed preview image can be launched; The processing means includes: The game program executes an additional process of adding a copyright notice to the preview image when the game screen is photographed.
2. The display control means As the icon, a third icon that is displayed when the preview image is displayed can be displayed, When the third icon is operated, the display of the preview image being displayed is stopped, and the game screen is made ready to be photographed again. The game program according to claim 1 .
3. The processing means includes: When the game screen is photographed, if the game object includes a character object, an additional process is executed to add an indication of the character object to the preview image.
3. The game program according to claim 1 or 2.
Citation Information
Patent Citations
JP219584A