Information processing device, game program, and game processing method

The game processing method constrains object movements and displays guide images to address the challenge of understanding allied player positions and directions in group battle games, improving multiplayer coordination.

JP2025169993APending Publication Date: 2025-11-14MIXI INC
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Patent Information

Application Number
JP2025140694
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-26
Publication Date
2025-11-14

AI Technical Summary

Technical Problem

In conventional group battle type games, players cannot directly confirm the position or direction of movement of allied player objects outside their display range, leading to unexpected restrictions and difficulty in coordinated gameplay.

Method used

A game processing method that constrains the relative movement of player objects based on distance, accepts directional operations, and displays operation guide images on terminal devices to facilitate understanding of other players' movements.

Benefits of technology

Enhances player understanding of other players' operations in multiplayer games, allowing for synchronized actions and easier coordination despite off-screen objects.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 2025169993000001_ABST
Patent Text Reader

Abstract

To provide a technology to cause contents of operations by other players to be grasped easily in a game in which a plurality of players play a game simultaneously.SOLUTION: An information processing device for executing game processing for causing a plurality of players to play a game by arranging objects operated by the respective players in a field of the game restricts the movement of the other object by a relative position of one object with respect to the other object according to an interval between the first object and the second object; receives a movement operation for moving the first object after receiving a directional operation to determine a movement direction of the first object from a first terminal device in a period in which the first object and the second object are moved respectively; and causes a second terminal device that a second player uses to display an operation assistance image including the movement direction of the first object from the time when the directional operation for the first object is received to the time when the movement operation is received.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to an information processing device, a game program, and a game processing method. [Background technology]

[0002] In recent years, communication devices with touch panel displays such as smartphones have become widespread, and each user has their own communication device. In this context, services that provide users with community-based services over the Internet, namely, social networking services (hereinafter referred to as "SNS"), have become well known. Online games (social games) are one type of SNS that are provided to users.

[0003] Furthermore, there is a conventional technology relating to a group battle type game in which characters selected by each player form groups and battle each other (see, for example, Patent Document 1). In this conventional technology, a first player object and a second player object form a first group, and a third player object and a fourth player object form a second group. Player objects belonging to the same group are connected by a connection object. In other words, player objects that are allies are connected to each other by a connection object. The connection object allows the user to easily understand which player objects are allies and which player objects are enemies. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-000221 Summary of the Invention [Problem to be solved by the invention]

[0005] In the above-mentioned conventional technology, the movement of each player object is restricted by the connected object to which it is connected, and therefore the action of one player object in the same group affects the movement of the other player object via the connected object.

[0006] Here, if a second player object that is an ally object of the first player object is not included in the display range, the player of the first player object cannot directly confirm the position of the second player object. However, because a first connection object that connects the first player object and the second player object is displayed, even if the second player object is not included in the display range, the player of the first player object can indirectly grasp the general position of the second player object by checking the direction in which the connection object extends.

[0007] However, even if the player of the first player object can indirectly grasp the position of the second player object that is outside the display range, he or she cannot grasp the direction of movement of the second player object. Therefore, when the second player object moves in any direction, the player of the first player object cannot grasp the direction of movement and is subject to unexpected restrictions on the first player object, making it impossible to play as desired.

[0008] Therefore, one aspect of the present invention provides a technique that makes it easier for a player to understand the operations of other players in a game played simultaneously by multiple players. [Means for solving the problem]

[0009] According to one aspect of the present invention, a game program causes a processor that performs game processing for placing objects operated by each of a plurality of players on a field in a game and for the game to be played to execute: an action control process in which a relative position of one object with respect to another object operated by a first player is constrained to move depending on the distance between the first object operated by a first player and the second object operated by a second player on the field; an operation acceptance process in which, during a period in which the first object and the second object are moved by operations by the first player and the second player, a movement operation for moving the first object is accepted from a first terminal device used by the first player, after accepting a directional operation that determines the movement direction of the first object; and a display control process in which, during the period from when the directional operation for the first object is accepted to when the movement operation is accepted, an operation guide image including the movement direction of the first object is displayed on a second terminal device used by the second player. [Effects of the Invention]

[0010] According to one aspect of the present invention, in a game in which multiple players are playing simultaneously, it is possible to make it easier for players to understand the operations of other players. [Brief explanation of the drawings]

[0011] [Figure 1] FIG. 1 is a diagram illustrating an example of an information processing apparatus according to an embodiment of the present invention. [Figure 2] FIG. 1 is a diagram illustrating an example of a network configuration of a game system according to an embodiment of the present invention. [Figure 3] FIG. 2 is a diagram showing an example of a game screen according to the present embodiment. [Figure 4] 10A and 10B are diagrams illustrating an example in which, when one player character of the same group falls off a cliff, the other player character pulls the player character up and returns to the field area in this embodiment. [Figure 5] FIG. 2 is a diagram showing an example of functional blocks of a game system 11 according to the present embodiment. [Figure 6] FIG. 10 is a diagram showing a first example of an image for guiding operation details of other players in this embodiment. [Figure 7] FIG. 10 is a diagram showing a second example of the other player operation content guide image in this embodiment. [Figure 8] 10A and 10B are diagrams showing examples of a frame-out player character guide image in this embodiment. [Figure 9] 10A and 10B are diagrams showing examples of timing notification images in the present embodiment. [Figure 10] 10A and 10B are diagrams illustrating an example of a connection object movement direction guide image in the present embodiment. [Figure 11] FIG. 2 is a sequence diagram of the game system according to the present embodiment. [Figure 12] 10 is an example of a flowchart of processing associated with an input operation of a terminal device used by a first player in this embodiment. [Figure 13] 10 is a flowchart of processing of the terminal device used by the second player in this embodiment. [Figure 14] 10 is a flowchart of a display process of a frame-out player character guide image in this embodiment. [Figure 15] FIG. 2 is a block diagram illustrating an example of the configuration of a hardware environment of a computer that executes a program according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0012] 1 is a diagram showing an example of an information processing device in this embodiment. The information processing device 1 performs game processing in which objects operated by multiple players are placed on a game field and played. Examples of the information processing device 1 include a processor of a terminal device 12 and a processor of a server 15, which will be described later. The information processing device 1 includes an operation control unit 2, an operation reception unit 3, and a display control unit 4.

[0013] The movement control unit 2 restricts the movement of a first object operated by a first player and a second object operated by a second player relative to the other object, depending on the distance between the first object and the second object on the field. Here, the object is, for example, a player character object. Restricting movement means, for example, controlling the first object so that it cannot be more than a predetermined distance away from the second object, and the second object so that it cannot be more than a predetermined distance away from the first object. However, one object can approach the other object as long as it is within the predetermined distance. An example of the movement control unit 2 is the movement control unit 35, which will be described later.

[0014] The operation reception unit 3 receives a directional operation from a first terminal device used by the first player to determine the direction of movement of the first object during a period in which the first object and the second object are moved by operations by the first player and the second player, respectively, and then receives a movement operation to move the first object. The period in which the first object and the second object are moved by operations by the first player and the second player does not refer to, for example, the operation time during each player's turn in a turn-based game, but rather refers to a period in which multiple players can simultaneously move the objects they control. The first terminal device may be, for example, a mobile phone, a smartphone, a tablet device, a portable electronic terminal, a controller for a stationary game console, a portable game console, or the like. The directional operation to determine the direction of movement of the first object from the first terminal device used by the first player refers to, for example, a direction determined by a slide operation or swipe operation from the position of the initial touch on a touch panel display, e.g., the direction of the slide operation or swipe operation. The movement operation for moving the first object after accepting the direction operation is, for example, a touch operation in which a slide operation or a swipe operation is performed from the initially touched position and the slide operation or the swipe operation is confirmed, such as an operation of releasing a finger from the touch panel display (touch-off). An example of the operation accepting unit 3 is the operation accepting unit 33.

[0015] The display control unit 4 controls the display of operation guide images, including the movement direction of the first object, on the second terminal device used by the second player, from the time a directional operation for the first object is received until the time a movement operation is received. The operation guide images are images displayed for the purpose of assisting and supporting the player's operation, and include other player operation content guide images, frame-out player character guide images, timing notification images, and connecting object movement direction guide images, which will be described later. The first terminal device may be, for example, a mobile phone, a smartphone, a tablet device, a portable electronic terminal, a controller for a stationary game console, a portable game console, etc. An example of the display control unit 4 is the display control unit 36.

[0016] This configuration makes it easier for a player to understand the operations of other players in a game played simultaneously by multiple players. That is, the operations of a first player are displayed on the screen of a terminal device used by a second player, making it easier for the second player to understand the operations of the first player.

[0017] The display control unit 4 calculates the movement direction of the first object based on the first touch position, which is first touched by the first player's touch operation on the operation display unit of the first terminal device, and the second touch position, which is touched thereafter. Then, when the display control unit 4 receives a movement operation while touching the second touch position, it determines the movement direction and moves the first object in the determined movement direction. Furthermore, the display control unit 4 displays a connection object connecting the first object and the second object, and controls the display mode of the connection object based on the relative position of the first object with respect to the second object. An example of a connection object is the connection object 22 described below. The display mode may be controlled, for example, so that the closer the relative position of the first object is to the second object, the thicker the connection object becomes, and the farther the relative positions are, the thinner the connection object becomes. The display mode may also be controlled, for example, so that the closer the relative position of the first object is to the second object, the looser the connection object becomes, and the farther the relative positions are, the tighter the connection object becomes.

[0018] By configuring in this manner, the movement direction of the first player can be detected and reflected in the movement of the first object, and the state of the connected object according to the distance between the first object and the second object can be easily recognized.

[0019] When the display control unit 4 receives a touch operation from the first touch position continuously for a certain period of time, the display control unit 4 controls the second terminal device to display an operation guide image including the moving direction of the first object. By configuring in this way, when the first player performs a slide operation or a swipe operation on the touch panel display instead of a flick operation of flicking a fingertip on the touch panel display, the display control unit 4 can display the operation guide image on the second terminal device.

[0020] The display control unit 4 may cause the second terminal device to display an operation guide image including the first touch position and the movement direction corresponding to the second touch position, based on the time since the second touch position is determined. By configuring in this way, the operation guide image can be displayed on the second terminal device after the second touch position, i.e., the operation direction, is determined by determining the touch operation of the first player.

[0021] The display control unit 4 may calculate the moving speed of the first object according to the distance between the first touch position and the second touch position, and display an operation guide image including the calculated moving speed and moving direction on the second terminal device. With this configuration, an operation guide image including not only the moving direction but also the moving speed is displayed on the second terminal device, so that the second player can see the operation guide image and understand not only the moving direction but also the moving speed of the first object.

[0022] When the first object is located outside the angle of view of the screen displayed on the second terminal device, the display control unit 4 can change the display mode of the operation guide image from that when the first object is located within the screen. When the first object is located outside the angle of view of the screen displayed on the second terminal device and it is determined that the moving speed or direction of the second object based on a directional operation by the second player has a predetermined relationship, the display control unit 4 can further change the display mode to another one. The predetermined relationship includes, for example, a state in which the moving speeds and moving directions of the first object and the second object match each other (e.g., a state in which the moving speeds and moving directions are equal, a state in which the moving speeds and moving directions are approximately equal within a predetermined error range, etc.). More specifically, for example, a combo technique between the first object and the second object may be performed by performing an operation to match the moving speeds or moving directions of the first object and the second object.

[0023] With this configuration, even when the first player's object is off-screen, the second player can understand the direction and speed of movement of the first player's object from the operation guide image. Furthermore, even when one player's object is off-screen, by performing a predetermined operation in accordance with the direction and speed of movement of the first object and the second object, a combo technique between the first object and the second object may be used.

[0024] When the time since the second touch position was determined reaches or exceeds a predetermined threshold, the display control unit 4 synchronously displays a timing notification image, which notifies a predetermined timing, as an operation guide image on the first terminal device and the second terminal device. By configuring in this way, the first player and the second player can synchronize their operation timings with each other by relying on the timing notification image.

[0025] The display control unit 4 may cause the second terminal device to display an operation guide image including the movement direction of the first object when it is determined that the movement of the second object will be restricted due to the movement of the first object caused by the movement operation of the first player after the directional operation is being input to the first object by the first player. With this configuration, when the movement of the first object causes a movement restriction on the second object, the movement direction can be displayed. Therefore, when the movement of the first object does not cause a movement restriction on the second object, the operation guide image is not displayed, and the player does not need to know unnecessary information.

[0026] The display control unit 4 causes the first terminal device and the second terminal device to respectively display, while a directional operation toward the first object and a directional operation toward the second object are being input, the movement direction of the connection object based on the input directional operation. With this configuration, it is possible to grasp the movement of the connection object, and therefore, to grasp at a glance the restriction on movement due to the constraint.

[0027] 2 is a diagram showing an example of the network configuration of a game system in this embodiment. The game system 11 includes one or more terminal devices 12, a server device (hereinafter referred to as a "server") 15, and a communication network 16. The terminal devices 12 and the server 15 are connected to each other via the communication network 16 so that they can communicate with each other.

[0028] The terminal device 12 is a portable electronic terminal device with a communication function that can be connected to a communication network, such as a smartphone, tablet device, or mobile phone carried by a player. The terminal device 12 has an operation display unit 13, a microphone for inputting sound, a speaker for outputting sound, etc. The operation display unit 13 is a device that allows input operations to be made to a screen 14 and displays images on the screen 14, such as a touch panel display. The terminal device 12 may also be a so-called personal computer.

[0029] The terminal device 12 can download and install a game application program purchased from an application program sales site on the Internet. This allows a player to play the game of that application program by performing input operations on the operation display unit 13 of the terminal device 12. In this embodiment, it is assumed that a game application program for a group battle format game in which each player forms a group with characters selected by the players and battles each other is installed in the terminal device 12. This game application program is referred to as the program according to this embodiment. do.

[0030] In the following, the terminal device 12 used by the first player will be referred to as the terminal device 12a, and the operation display unit 13 and screen 14 of the terminal device 12a will be referred to as the operation display unit 13a and screen 14a, respectively. Also, the terminal device 12 used by the second player will be referred to as the terminal device 12b, and the operation display unit 13 and screen 14 of the terminal device 12b will be referred to as the operation display unit 13b and screen 14b, respectively.

[0031] The server 15 is an information processing device that manages the application program according to this embodiment installed in the terminal device 12. For example, the server 15 manages information about players who use the game application program (e.g., play content, status information of the playing character, point information, etc.) and manages information about billing. The server 15 may be a server system made up of one or more physical information processing devices, or may be a virtual server system made up of one or more virtual server devices.

[0032] Fig. 3 is a diagram showing an example of a game screen in this embodiment. Fig. 3 shows an outline of the game screen displayed on the screen 14 of the operation display unit 13 when a player plays the game in this embodiment. Fig. 3(A) shows the state of the game screen before a pull operation, and Fig. 3(B) shows the state of the game screen after the pull operation. The pull operation will be described later.

[0033] The game space is mainly composed of a field area 23 and an off-field area 25. The field area 23 is, in principle, an area in which a character object (hereinafter referred to as a "player character") controlled by a player can move. However, the character object controlled by the player cannot move into an area in which objects that could become obstacles, etc. are placed. The off-field area 25 is an area in which the character object cannot move. The field area 23 and the off-field area 25 are separated by a cliff 24.

[0034] A character object 21a operated by a first player (referred to as the "first player character") and a character object 21b operated by a second player (referred to as the "second player character") are placed on the field area 23. A character object 21c operated by a third player (referred to as the "third player character") and a character object 21d operated by a fourth player (referred to as the "fourth player character") are placed on the field area 23.

[0035] The first player character 21a and the second player character 21b are connected by a connection object 22-1. The third player character 21c and the fourth player character 21d are connected by a connection object 22-2. The connection objects 22 (22-1, 22-2) are, for example, objects having a string-like appearance. The connection object 22 allows the player to easily grasp the player objects included in the same group, i.e., which player objects are allies and which player objects are opponents (enemies). The player characters in the opponent group are hereinafter referred to as "enemy player characters."

[0036] In this embodiment, the movement of each player object 21 is restricted by the connection object 22 connected to it. Specifically, the actions of two player objects connected by a connection object 22 are controlled so that they are less likely to move to positions farther away from each other. In other words, in this embodiment, the movement of each player object 21 belonging to the same group is restricted by the connection object 22 so that they are positioned close to each other.

[0037] Here, an operation when the first player operates the operation display unit 13a of the terminal device 12a to move the first player character 21a will be described with reference to Fig. 3. The first player character 21a can be moved depending on the state of contact of the first player's finger with the screen 14a of the operation display unit 13a (hereinafter also referred to as "touch operation").

[0038] When the first player moves the first player character 21a, the first player touches the screen 14 with his / her finger and moves the finger on the screen 14a. For example, as shown in FIG. 3(A), the first player performs an operation of sliding his / her finger from the initial touch position 26 to the movement position 27 (hereinafter referred to as a "slide operation" or "swipe operation"), and then removes his / her finger from the screen 14a (touch-off). Then, the first player character 21a moves in the opposite direction to the sliding direction, as if being shot out and ejected at an acceleration corresponding to the sliding distance, like an arrow being deflected from a bow (see FIG. 3(B)). At this time, in FIG. 3(B), the second player character 21b, which is connected to the first player character 21a via the connection object 22, is also dragged along by the movement of the first player character 21a.

[0039] As a result, the fourth player character 21d, which is on the movement path of the first player character 21a, is hit by the first player character 21a and thrown off the screen 14a. At this time, in Fig. 3(B), the third player character 21c, which is connected to the fourth player character 21d via the connection object 22-2, is also being dragged along by the movement of the fourth player character 21d.

[0040] In this embodiment, an operation in which the player touches the screen 14 of the operation display unit 13 with his / her finger, slides the touching finger a predetermined amount, and then releases the finger from the screen 14 is hereinafter referred to as a "pull operation."

[0041] In this way, players in the same group can use a pulling operation to make their own player character collide with an enemy player character and knock it away, thereby allowing the player to attack the enemy player character.

[0042] Here, each player character has parameters such as attack power, defense power, and stamina. The attack power parameter indicates the ability to knock back enemy player characters, and the larger the value, the higher the ability to knock back enemy player characters. The defense power parameter indicates the ability to defend against attacks from enemy player characters, and the larger the value, the higher the ability to defend against attacks from enemy player characters. Stamina indicates the ability to withstand attacks from player characters in the opponent group, and the larger the value, the less likely a player is to be knocked back by attacks from enemy player characters. However, the stamina parameter decreases with each attack from an enemy player character, making it easier for a player character to be blown back when attacked by an enemy player character.

[0043] Furthermore, a pull operation may be performed to cause the player's own player character to collide with an ally player character. In this case, a combination technique between the two player characters may be activated, and the combination technique may be used to attack an enemy player character. As an example of a combination technique between player characters, one player character may act as a central axis and swing the other player character around via a connecting object.

[0044] Furthermore, a pulling operation may be used to make a player character jump or jump over a gap. For example, when a first player character 21a connected by a connection object 22 is made to jump by a pulling operation, a second player character 21b connected by the connection object 22 may also be pulled and made to jump. In this case, the first player character 21a may pull the second player character 21b up onto a step. Also, for example, suppose that the first player character 21a has the ability to jump over a gap, but the second player character 21b does not. In this case, when the first player character 21a jumps over a gap by a pulling operation, the second player character 21b connected by the connection object 22 may also jump over the gap.

[0045] Furthermore, when a player taps the operation display unit 13 as an operation for his / her own player character, the brakes can be applied. Therefore, when the second player does not perform a movement operation for the second player character but the first player inputs a tap or directional operation for the first player character, the result of the movement operation for the first player character may be different from when not performing such an operation. For example, when the second player does not perform a movement operation for the second player character and the first player inputs a tap or directional operation for the first player character, the second player character may spin around the first player character as a fulcrum.

[0046] The connection object 22 may be displayed in, for example, a string-like, vine-like, rubber-like, spring-like, chain-like, or rod-like form, but is not limited to these, and may be displayed in any form that connects multiple player characters.

[0047] The connection object 22 may also have object properties corresponding to its display mode. For example, if the connection object 22 has a string-like, vine-like, rubber-like, or spring-like display mode, the display mode may be controlled so that the closer the player characters are to each other, the thicker the connection object becomes, and the farther the player characters are from each other, the thinner the connection object becomes. For example, the display mode of the connection object 22 may be controlled so that the closer the player characters are to each other, the looser the connection object becomes, and the farther the player characters are from each other, the tighter the connection object becomes. For example, if the connection object 22 has a rubber-like or spring-like display mode, the connection object 22 may be displayed in a manner that allows it to stretch within a certain distance between the player characters.

[0048] The connection object 22 may also be cut. For example, the connection object may be provided with a durability parameter, and as the connection object is damaged, the durability parameter decreases, and when the durability parameter reaches 0, the connection object 22 is cut. Alternatively, the connection object 22 may be cut by holding an item object such as scissors or a sword.

[0049] Players in the same group may also cooperate to, for example, entangle or wrap an enemy player character with a connection object 22. Players in the same group may also cooperate to, for example, pull and flick the center of a rubber-like connection object that is loose between player characters, to attack (slingshot) the enemy player character.

[0050] 3(A), the initial touch position 26, the movement position 27, and the dashed line connecting these two points are shown for the sake of convenience, but in the actual game, these are not displayed on the screen 14. Also, in FIG. 3(B), the first player character 21a before movement, the second player character 21b before movement, and the connecting object 22 before movement are shown by dashed lines, but in the actual game, these are not displayed on the screen 14.

[0051] 3, there is a lobby screen (not shown). On the lobby screen, for example, the player may be able to select equipment for the first player character, check the equipment and status, invite other player characters such as a second player character to be an ally, organize members to form a group, select an opponent group, select a battle stage, etc. Organizing members to form a group includes joining a group, leaving a group, etc.

[0052] Furthermore, in the game according to this embodiment, a condition for clearing the game may be, for example, to knock all members of the opponent's group into the off-field area 25. If a condition for clearing the game is to knock all members of the opponent's group into the off-field area 25, the reason for this is as follows. That is, even if the player characters of some members of the group are knocked into the off-field area 25, there is a possibility that the knocked-out members will be revived if they are pulled up from the cliff 24 by the player characters of members who are on the field area 23. This will be explained using FIG. 4.

[0053] The conditions for clearing the game are not limited to this, and may be, for example, obtaining a specified item object, earning a specified score, or finding the door to the next stage.

[0054] 4A and 4B are diagrams illustrating an example in which one player character of the same group falls off a cliff and is pulled up by the other player character to return to the field area in this embodiment. Fig. 4A shows the state of the game screen before the pull operation, and Fig. 4B shows the state of the game screen after the pull operation. The pull operation will be described later.

[0055] In FIG. 4(A), the second player character 21b is in a state where it is about to fall off a cliff 24, and the first player character 21a supports the second player character 21b via the connection object 22 to prevent the second player character 21b from falling.

[0056] At this time, as shown in Figure 4(A), the first player performs a slide operation from the initial touch position 26 to the movement position 27, and then touches off. Then, like a bow and arrow being deflected, the first player character 21a moves in the opposite direction to the sliding direction, accelerating at an acceleration corresponding to the sliding distance, as if being ejected. As a result, as shown in Figure 4(B), the second player character 21b, which is connected to the first player character 21a via the connection object 22, is pulled up from the cliff 24 and can return to the field area 23.

[0057] In this way, even if one of the player characters connected by the connection object 22 falls off the cliff 24, the other connection object 22 can pull up the player character and return him to the field area 23. Therefore, if the condition for clearing the game is to knock all members of the opponent's group into the off-field area 25, it is required that all members of the opponent's group be knocked into the off-field area 25.

[0058] FIG. 5 is a diagram showing an example of functional blocks of the game system 11 in this embodiment. The terminal devices 12 (12a, 12b) include an operation display unit 13 (13a, 13b), a communication unit 31 (31a, 31b), a control unit 32 (32a, 32b), and a storage unit 37 (37a, 37b). In the following, the terminal device 12 used by the first player, its components, functions, player characters, etc. will be described with the suffix a. The terminal device 12 used by the second player, its components, functions, player characters, etc. will be described with the suffix b. However, the suffixes a and b will not be used in the description shared between the terminal devices 12 (12a, 12b).

[0059] The operation display unit 13 is a touch panel display that can display and accept inputs through input operations by the player. Note that, although a touch panel display is used as an example in this embodiment, the present invention is not limited to this, and the input unit and the display unit may be independent of each other.

[0060] The communication unit 31 is an interface that enables communication with devices connected to the communication network 16. Here, the communication unit 31 communicates with the server 15 via the communication network 16.

[0061] The control unit 32 is a computing device (processor) that controls the overall operation of the terminal device 12. The control unit 32 executes a program according to this embodiment to function as an operation reception unit 33 (33a, 33b), a transmission / reception control unit 34 (34a, 34b), an operation control unit 35 (35a, 35b), and a display control unit 46 (36a, 36b).

[0062] The operation acceptance unit 33 accepts operations input to the operation display unit 13. For example, the operation acceptance unit 33 identifies the position where the player touches the screen 14 as the initial touch position 26, and identifies the position where the player slides the finger from the initial touch position 26 as the movement position 27. In other words, the operation acceptance unit 33 can identify a pull operation.

[0063] In addition, when the input is made using a game console controller in which the directional keys and the enter key are separated, the operation receiving unit 33 may, for example, identify the direction based on the directional key pressed by the player, and may identify the completion of the operation instruction by pressing the enter key.

[0064] The transmission / reception control units 34 (34a, 34b) acquire necessary information transmitted from each terminal device 12 (12a, 12b, ...) that shares the game space realized by the program 38 (38a, 38b) in this embodiment, and transmit necessary information to each terminal device 12 (12a, 12b, ...). Here, the terminal device 12 transmits and receives information not only with the terminal device 12b operated by a friendly player (e.g., the second player), but also with the terminal devices 12c and 12d operated by players in the opponent group (e.g., the third and fourth players).

[0065] More specifically, the transmission and reception control units 34 (34a, 34b) perform the following processing during a period in which the first player character 21a and the second player character 21b are moved by operations by the first player and the second player, respectively. That is, the transmission and reception control units 34 (34a, 34b) accept a direction operation that determines the movement direction of the first object from the first terminal device used by the first player, and then accept a movement operation that moves the first object. Here, the period in which the first player character 21a and the second player character 21b are moved by operations by the first player and the second player, respectively, does not refer to, for example, the operation time during each player's turn in a turn-based game, but rather refers to a period in which multiple players can simultaneously operate the objects they operate.

[0066] The action control unit 35 (35a, 35b) controls the relative position of one object to the other object in accordance with the distance between the first player character 21a and the second player character on the field area 23 so as to restrict the movement of the other object.

[0067] The display control units 36 (36a, 36b) control the display state of the screen 14. For example, the display control unit 36 ​​displays on the screen 14 images necessary for the players to play the game, such as the field area 23, the off-field area 25, the cliff 24, the first player character 21a, the second player character 21b, the third player character 21c, the fourth player character 21d, and the connecting object 22. The display control unit 36 ​​also issues instructions for display control not only on the display of the screen 14 of the terminal device including the display control unit 36, but also on the display of the screens of other terminal devices.

[0068] Furthermore, the display control unit 36a causes the terminal device 12b used by the second player to display an operation guide image indicating the movement direction of the first player character 21a during the period from when a directional operation for the first player character 21a is accepted until when a movement operation is accepted. The display control unit 36b causes the terminal device 12a used by the first player to display an operation guide image indicating the movement direction of the second player character 21b during the period from when a directional operation for the second player character 21b is accepted until when a movement operation is accepted.

[0069] An operation guide image is an image displayed for the purpose of assisting and supporting a player's operation. An operation guide image includes, for example, an other player's operation guide image, which will be described later. An other player's operation guide image is an image such as an arrow, a figure, or a letter that indicates the operation of the first player on the screen used by the other players in the group, so that the operation of the first player can be easily understood.

[0070] The operation guide image also includes, for example, a frame-out player character guide image, which will be described later. The frame-out player character guide image is an image that is displayed on the edge of the screen 14 in the direction of the out-of-frame player character, so that one player can grasp the direction of another player character that is outside the angle of view (out-of-frame) of the screen used by the other player.

[0071] The operation guide images also include, for example, timing notification images, which will be described later. The timing notification images are operation guide images for players in a group to perform operations in coordination with each other. The operation guide images also include, for example, connecting object movement direction guide images, which will be described later. The connecting object movement direction guide images are images that indicate the movement direction of a connecting object.

[0072] The storage unit 37 (37a, 37b) stores the installed program 38 (38a, 38b) according to this embodiment, game element data 39 (39a, 39b), and various other data. In this embodiment, the storage unit 37 stores, as an example, background data, object data, operation guide image data, item data, effect data, sound data, and the like. Here, the data includes not only status information and character data, but also graphical data.

[0073] The background data includes, for example, data relating to the field area 23, cliffs 24, off-field areas, and the field area 23. The object data includes object data of player character objects, connection objects, other objects, and the like.

[0074] The operation assistance image data includes various data that assists and supports the player's operations during the game, such as other player operation content guidance image data, frame-out player character guidance image data, and timing notification image data.

[0075] The item data includes data related to item objects stored in treasure chests and the like placed in the field area 23. When a player character acquires an item during the game, the player character's attack power, defense power, stamina, or certain status parameters are increased temporarily or permanently. Items include, for example, objects such as swords, guns, bows, and magic wands, recovery items that restore stamina parameters, and parameter-boosting items that temporarily or permanently increase attack power, defense power, etc.

[0076] It should be noted that when the player character obtains a treasure chest during the game or uses an obtained treasure chest, a random effect may be imparted. For example, when the player character obtains a treasure chest and throws it at an ally, an effect equivalent to a combination technique may be activated, or a predetermined status parameter (for example, a parameter such as attack power, defense power, or stamina) may be increased.

[0077] The effect data is data relating to, for example, effect images relating to attacks when knocking away enemy player objects, combination techniques, etc. The sound data is data relating to music played during game play and sound effects used in various scenes.

[0078] The server 15 includes a communication unit 41, a control unit 42, and a storage unit 43. The communication unit 41 is an interface that enables communication with devices connected to the communication network 16. Here, the communication unit 41 communicates with each terminal device 12 via the communication network 16.

[0079] The control unit 42 controls the overall operation of the server 15, executes processing in response to requests from the terminal device 12, returns execution results to the terminal device 12, relays transmission information to other terminal devices, etc. For example, the control unit 42 authenticates players who play the game, shares screen information used among players when multiple people are playing, manages the content of play on the terminal device 12, manages billing, etc.

[0080] The storage unit 43 stores a user management database, a billing management database, an application program interface (API), etc. The user management database is a database related to players who have installed the game. The billing management database is a database that manages processing related to billing within the Sugoroku game. The API is an application program interface used by the program according to this embodiment installed in the terminal device 12.

[0081] Next, the function of the display control unit 36 ​​will be described in detail. The display control unit 36 ​​not only displays the game's world view, setting, background, objects, items, effects, etc. in the game on the screen 14, but also can provide auxiliary displays to support input operations by the player. This will be described with reference to Figs. 6 to 9.

[0082] 6A and 6B are diagrams showing a first example of an image for guiding other players' operations in this embodiment. FIG. 6A shows an input operation by a first player to the operation display unit 13a, and FIG. 6B shows an example of a display on the screen 14b viewed by a second player. In the drawings from FIG. 6 onward, the screens 14a and 14b display the same game space, but are controlled by the display control unit 36 ​​of each terminal device 12 so that the player characters operated by each player are the main focus of the display on each screen.

[0083] As shown in FIG. 6(A), in order to move the first player character 21a, the first player performs a sliding operation on the operation display unit 13a of the terminal device 12a that the first player uses from the initial touch position 26 to the moving position 27, and then performs a pulling operation to touch off.

[0084] On the other hand, on the screen 14b used by a second player in the same group as the first player, as shown in Fig. 6(B), an arrow-shaped other player operation content guide image 61 is displayed at a position associated with the position of the first player character 21a as the first player performs a sliding operation from the initial touch position 26 to the movement position 27. The direction of the other player operation content guide image 61 is opposite to the direction of the pulling operation, i.e., the same direction as the movement direction of the first player character 21a that is popped out by the pulling operation.

[0085] Here, the other player operation content guide image 61 may be displayed in accordance with the operation of the first player, gradually extending in response to the first player's sliding operation from the initial touch position 26 to the moving position 27, and disappearing when the first player touches off.

[0086] Furthermore, the other player operation content guide image 61 may display an operation guide image including movement directions corresponding to the first touch position and the second touch position on the second terminal device based on the time since the next touch position (for example, the sliding position) of the initial touch position is determined. For example, if the slide is made at a speed equal to or slower than the position detection speed or response speed of the operation display unit 13, the touch position can be detected. In this case, the next touch position of the initial touch position may be determined immediately after the detection of the touch position. Also, for example, the next touch position of the initial touch position may be determined when the slide reaches a position where the slide is completely displaced from the touch area (the area where the finger is in contact) touched at the initial touch position. The time from when the next touch position after the initial touch position is determined may be, for example, immediately (almost 0 seconds), 0.1 seconds, 0.5 seconds, or 1 second. The second touch position may be, for example, any position from the initial touch position while the touch operation continues by sliding until touch-off, or may be the next touch position touched within a predetermined time from the initial touch position if touches are not made consecutively.

[0087] Additionally, together with the other player operation content guide image 61, the movement speed and acceleration of the first player character 21a, which change in response to the slide operation, may be displayed near the other player operation content guide image 61.

[0088] The other player operation guide image 61 may also be displayed when the movement of the first player character 21a or the second player character 21b is restricted by the connection object 22 based on their relative positions. For example, when the connection object 22 is loose, it is not affected by acting forces such as tension or elasticity of the connection object, so the other player operation guide image 61 may not be displayed, but may be displayed when the connection object is in a taut state. Also, for example, when a touch-off is performed at the current movement position 27 obtained by a sliding operation from the initial touch position 26, the other player operation guide image 61 may be displayed when the player character moves to a state where the connection object is taut.

[0089] 7A and 7B show a second example of the other player operation guide image in this embodiment. Fig. 7A shows an input operation by the first player to the operation display unit 13a, and Fig. 7B shows an example of the display on the screen 14b viewed by the second player.

[0090] 7(A), in order to move the first player character 21a, the first player performs a sliding operation on the operation display unit 13a of the terminal device 12a that the first player uses from the initial touch position 26 to the destination position 27, and then performs a pulling operation to touch off. Then, on the screen 14a, a player's own operation content guide image 62a is displayed in a stretchable manner, with the first player character 21a at the center, in accordance with the sliding operation from the initial touch position 26 to the destination position 27. The player's own operation content guide image 62a being displayed in a stretchable manner means that the longer the sliding operation distance is, the longer the player's own operation content guide image 62a is displayed accordingly, and if the player again shortens the sliding operation distance without touching off, the player's own operation content guide image 62a is displayed in a shortened manner accordingly.

[0091] 7(B), on the screen 14b used by a second player in the same group as the first player, an other player operation guide image 62b is displayed in a manner that can expand and contract around the first player character 21a in accordance with the first player's slide operation from the initial touch position 26 to the movement position 27. Since the other player operation guide image 62b is synchronized with the player's own player operation guide image 62a, the form of the other player operation guide image 62b also changes in accordance with the change in form of the player's own player operation guide image 62a due to the slide operation by the first player.

[0092] 7B, the first player's operation guide image 62a gradually extends as the first player performs a slide operation from the initial touch position 26 to the movement position 27, and the other player's operation guide image 62b also gradually extends accordingly. When the first player performs a touch-off, the first player's character 21a moves in the direction of the first player's operation guide image 62a as if being projected, and moves in the direction of the movement, and the display of the first player's operation guide image 62a disappears. Accordingly, in FIG. 7B, the first player's character 21a also moves in the direction of the other player's operation guide image 62b as if being projected, and the display of the other player's operation guide image 62b disappears.

[0093] It should be noted that, together with the other player operation content guide image 62b, the movement speed and acceleration of the first player character 21a, which change in response to the slide operation, may be displayed near the other player operation content guide image 62b.

[0094] 8A and 8B show examples of a frame-out player character guide image in this embodiment. Fig. 8A shows an input operation to the operation display unit 13a by the first player, and Fig. 8B shows an example of a display on the screen 14b viewed by the second player.

[0095] In FIG. 8, for example, it is assumed that a player character in the same group is attacked by an enemy player character, and is knocked off the screen 14 used by one of the players, going out of the frame.

[0096] 8(A), the second player character 21b is framed out of the viewing angle of the screen 14a, and the real image (real image) of the second player character 21b is not visible. Instead of the real image, a virtual image (framed-out player character guide image) 21b' of the second player character 21b is displayed at the edge of the screen 14a in the direction of the second player character 21b.

[0097] 8(B), the first player character 21a is framed out of the viewing angle of the screen 14b, and the real image (real image) of the first player character 21a is not visible. Instead of the real image, a virtual image (framed-out player character guide image) 21a' of the first player character 21a is displayed at the edge of the screen 14b in the direction of the first player character 21a.

[0098] In FIG. 8(A), in order to move the first player character 21a, the first player performs a sliding operation on the operation display unit 13a of the terminal device 12a that the first player uses, from the initial touch position 26 to the moving position 27, and then performs a pulling operation to touch off.

[0099] 8(B), on the screen 14b used by the second player, an other player operation content guide image 64b is displayed in response to the first player's sliding operation from the initial touch position 26 to the movement position 27. The direction of the other player operation content guide image 64b is opposite to the direction of the pulling operation, i.e., the same direction as the movement direction of the first player character 21a that is popped out by the pulling operation.

[0100] The frame-out player character guide images 21a', 21b' may be displayed in a lighter color than the real image, or may be displayed semi-transparently, or may be displayed in a flashing manner. Furthermore, the frame-out player character guide images 21a', 21b' may not have the same shape as the real image, but may be other player operation content guide images or other graphic images in a form different from the real image. Furthermore, the movement speed, acceleration, and position information of the corresponding player character may be displayed near the frame-out player character guide images 21a', 21b'. Furthermore, even when one player character is off-screen in this manner, a combination technique between the first player character and the second player character may be used by adjusting the moving speed and direction of the first player character and the second player character. For example, even when one player character is off-screen, a combination technique between the first player character and the second player character may be used by adjusting the moving speed and direction of the first player character and the second player character.

[0101] Figure 9 shows an example of a timing notification image in this embodiment. Figure 9(A) shows an example of an input operation made by a first player to the operation display unit 13a, and Figure 9(B) shows an example of a display on the screen 14b seen by a second player at the same timing as Figure 9(A). Figure 9(D) shows an example of an input operation made by a second player to the operation display unit 13b at the timing next to Figure 9(A) and Figure 9(B), and Figure 9(C) shows an example of a display on the screen 14a seen by the first player at the same timing as Figure 9(D).

[0102] In FIGS. 9(A) to 9(D), a gauge 71 (71a, 71b) is displayed above the screen 14 (14a, 14b). The gauge 71 (71a, 71b) is a timing notification image for players in a group to synchronize their operations. The meters of the gauges 71 (71a, 71b) expand and contract within the gauges at regular intervals on the screens 14a and 14b at the same timing. Here, it is assumed that the players synchronize their operations when the meters of the gauges 71 (71a, 71b) reach their highest point.

[0103] For example, in FIG. 9(A), the first player performs a sliding operation from the initial touch position 26a to the moving position 27a when the gauge 71a reaches its highest point, and then performs a pulling operation to touch off.

[0104] 9(B), on the screen 14b used by the second player, an other player operation content guide image 72 is displayed in synchronization with the first player performing a slide operation from the initial touch position 26a to the movement position 27a. The direction of the other player operation content guide image 72 is opposite to the direction of the pull operation, i.e., the same direction as the movement direction of the first player character 21a that is popped out by the pull operation.

[0105] Then, as shown in FIG. 9(D), the second player performs a sliding operation from the initial touch position 26b to the movement position 27b when the gauge 71b reaches its highest point, and then performs a pulling operation to touch off.

[0106] 9(C), on the screen 14a used by the first player, an other player operation content guide image 73 is displayed in synchronization with the second player performing a slide operation from the initial touch position 26b to the movement position 27b. The direction of the other player operation content guide image 73 is opposite to the direction of the pull operation, i.e., the same direction as the movement direction of the second player character 21b that is popped out by the pull operation.

[0107] In this way, the first and second players can rely on the timing notification images to alternately perform pulling operations in time with each other, like a three-legged race, to move their respective player characters. As a result, the first and second players can gain an advantage in the game. For example, the first and second players may be able to move their respective player characters faster than usual, or their offensive or defensive power may increase. Furthermore, for example, a combination technique may be activated by alternately performing pulling operations in time with each other for a certain period of time.

[0108] The display form of the timing notification image is not limited to a gauge, but may be a display form such as a metronome (pendulum), an image that notifies by counting down until the timing to align, or one that notifies by light, sound, or vibration.

[0109] 10A and 10B are diagrams showing examples of a connecting object movement direction guide image in this embodiment, in which Fig. 10A shows an input operation to the operation display unit 13a by the first player, and Fig. 10B shows an example of a display on the screen 14b viewed by the second player.

[0110] As shown in FIG. 10(A), in order to move the first player character 21a, the first player performs a sliding operation on the operation display unit 13a of the terminal device 12a that the first player uses from the initial touch position 26a to the moving position 27a, and then performs a pulling operation to touch off.

[0111] 10(B), on the screen 14b used by a second player in the same group as the first player, an arrow-shaped other player operation content guide image 61a is displayed at a position associated with the position of the first player character 21a as the first player performs a sliding operation from the initial touch position 26a to the movement position 27a. The direction of the other player operation content guide image 61a is opposite to the direction of the pulling operation, i.e., the same direction as the movement direction of the first player character 21a that is popped out by the pulling operation.

[0112] Also, while the first player is performing a pulling operation as described in FIG. 10(A), the second player performs a sliding operation on the operation display unit 13b of the terminal device 12b that the second player is using, from the initial touch position 26b to the moving position 27b, and then performs a pulling operation to touch off, in order to move the second player character 21b, as shown in FIG. 10(B).

[0113] 10(A), on the screen 14a used by the first player in the same group as the second player, an arrow-shaped other player operation content guide image 61b is displayed at a position associated with the position of the second player character 21b as the second player performs a sliding operation from the initial touch position 26b to the movement position 27b. The direction of the other player operation content guide image 61b is opposite to the direction of the pulling operation, i.e., the same direction as the movement direction of the second player character 21b that is popped out by the pulling operation.

[0114] In this way, while a directional operation is being input to the first player character 21a and a directional operation is being input to the second player character 21b, the movement direction of the connection object 22 based on the input directional operation is displayed on the screen 14a and the screen 14b, respectively, by an arrow (connection object movement direction guide image) 75.

[0115] 10(C), the connecting object movement direction guide image 75 is generated by a composite vector of the vector (other player operation content guide image 61a) and the vector (other player operation content guide image 61b). The connecting object movement direction guide image 75 is displayed at a position associated with the position of the connecting object 22.

[0116] By displaying the connection object movement direction guide image 75, the movement of the connection object 22 can be grasped, and therefore the restriction on movement due to the constraint can be grasped at a glance.

[0117] Fig. 11 is a sequence diagram of the game system in this embodiment. In Fig. 11, the movement control unit 35 controls the relative position of one object with respect to the other object in accordance with the distance between the first player character 21a and the second player character on the field area 23 so as to restrict the movement of the other object. Also, in this embodiment, multiple players can simultaneously move the objects they control.

[0118] The first player performs a slide operation on the operation display unit 13a of the terminal device 12a to move his / her first player character 21a on the screen 14a (S1). The slide operation here is an operation performed by the first player on the operation display unit 13a, moving from the initial touch position 26 to the moving position 27 and then touching off.

[0119] In the terminal device 12a, the operation reception unit 33a performs an operation reception process (S2). In S2, the operation reception unit 33a receives information (input operation information) related to the input operation detected by the operation display unit 13a.

[0120] Next, the movement control unit 35a performs a movement control process based on the input operation information (S3). In S3, the movement control unit 35a analyzes the received input operation information until touch-off is detected by the operation receiving unit 33a, and identifies movement information of the first player character 21a based on the analysis result. The movement information includes a movement direction, a movement speed, an acceleration, a movement position, etc. The identified movement information here is called specific movement information. In short, the specific movement information is information detected during a slide operation from the initial touch position to the movement position, and does not include information detected by an operation at the time of touch-off.

[0121] The display control unit 36a performs a display control process based on the analysis result by the operation control unit 35a (S4). In S4, the display control unit 36a determines whether or not the finger of the first player has touched off the screen 14a, i.e., based on the analysis result, whether to output the analyzed information to the screen 14a, the screen 14b, or both.

[0122] If the finger of the first player has not touched off the screen 14a, that is, if it is determined that the analyzed information is specific movement information, the display control unit 36a assigns display instruction information to the specific movement information.

[0123] The transmission / reception control unit 34a transmits the specific movement information (including the display instruction information) for the first player character 21a to the server 15 in order to send it to the terminal device 12b (S5).

[0124] The server 15 acquires the specific movement information of the first player character 21a received from the terminal device 12a and transmits it to the terminal device 12b (S6).

[0125] In the terminal device 12b, the transmission / reception control unit 34b performs the transmission / reception control function (S7). In S7, the transmission / reception control unit 34b acquires specific movement information regarding the movement information of the first player character 21a transmitted from the terminal device 12a via the server 15.

[0126] The display control unit 36b then performs a display control process based on the display instruction information included in the specific movement information (S8). In S9, upon acquiring the display instruction information, the display control unit 36b generates an operation guide image for the movement of the first player character 21a based on the specific movement information for the first player character 21a, and displays the image on the screen 14b (S9).

[0127] The input operation and processing of S1 to S9 are repeated while the slide operation continues or until touch-off occurs.

[0128] Thereafter, it is assumed that the first player performs a slide operation on the operation display unit 13a from the initial touch position 26 to the movement position 27, and then performs a touch-off (S11).

[0129] In the terminal device 12a, the operation reception unit 33a performs an operation reception process (S12). In S12, the operation reception unit 33a receives information (input operation information) related to the input operation detected by the operation display unit 13a.

[0130] Next, the movement control unit 35a performs a movement control process based on the input operation information (S13). In S13, when a touch-off is detected by the operation receiving unit 33a, the movement control unit 35a analyzes the received input operation information and determines the movement information of the first player character 21a based on the analysis result. The movement information includes a movement direction, a movement speed, an acceleration, a movement position, etc. The movement control unit 35a also calculates constraint information that the player character is subject to when moving based on the connected object. The movement control unit 35a corrects the movement information of the first player character 21a based on the calculated constraint information. Here, the corrected movement information of the first player character 21a is referred to as determined movement information of the first player character 21a.

[0131] Additionally, the movement control unit 35a calculates movement information for the second player character 21b based on the force acting on the connection object 22 affected by the confirmed movement information for the first player character 21a, etc. Here, this calculated movement information for the second player character 21b is referred to as confirmed movement information for the second player character 21b.

[0132] Next, the display control unit 36a performs a display control process (S14). In S14, the display control unit 36a generates images of the first player character 21a and the second player character 21b during and after their movements based on the confirmed movement information for the first player character 21a and the confirmed movement information for the second player character 21b, and displays them on the screen 14a (S15). Furthermore, the display control unit 36a assigns display instruction information to each of the confirmed movement information for the first player character 21a and the confirmed movement information for the second player character 21b.

[0133] The transmission / reception control unit 34a transmits the finalized movement information (including the display instruction information) for the first player character 21a and the finalized movement information (including the display instruction information) for the second player character 21b to the terminal device 12b (S16).

[0134] The server 15 acquires the final movement information for the first player character 21a and the final movement information for the second player character 21b received from the terminal device 12a (S6), and transmits the information to the terminal device 12b (S17).

[0135] In the terminal device 12b, the transmission / reception control unit 34b performs the transmission / reception control function (S18). In S8, the final movement information for the first player character 21a and the final movement information for the second player character 21b transmitted from the terminal device 12a via the server 15 are acquired.

[0136] The display control unit 36b then performs a display control process based on the display instruction information assigned to the confirmed movement information for the first player character 21a and the confirmed movement information for the second player character 21b (S19). In S19, the display control unit 36b generates images of the first player character 21a and the second player character 21b during and after their movements based on the confirmed movement information for the first player character 21a and the confirmed movement information for the second player character 21b, and displays them on the screen 14b (S20).

[0137] 12 is a flowchart of processing associated with an input operation of the terminal device used by the first player in this embodiment. The control unit 32a reads a program according to this embodiment from the storage unit 37, executes the program, and functions as an operation acceptance unit 33a, a transmission / reception control unit 34a, an operation control unit 35a, and a display control unit 36a. The operation acceptance unit 33a, the transmission / reception control unit 34a, the operation control unit 35a, and the display control unit 36a execute the flow of FIG.

[0138] The operation receiving unit 33a determines whether or not the first player has touched the screen 14a based on an input operation from the operation display unit 13a (S31). In S31, a waiting state is entered until the first player touches the screen 14a (NO in S31).

[0139] When it is determined that the first player has touched the screen 14a (YES in S31), the operation receiving unit 33a identifies the initial touch position 26 and the movement position 27 from the input operation information detected by the operation display unit 13a (S32).

[0140] The movement control unit 35a analyzes the identified initial touch position 26 and movement position 27, and identifies movement information (including movement direction, movement speed, acceleration, movement position, etc.) of the first player character 21a based on the analysis results (S33). Here, the identified movement information is referred to as specific movement information. Note that the specific movement information may include the sliding direction and distance (slide operation vector) from the initial touch position 26 to the movement position 27, or may include the reverse direction and distance of this sliding direction (reverse slide operation vector). Furthermore, the specific movement information may include the movement position vector, movement speed vector, and acceleration vector of the player character. Here, the slide operation vector, reverse slide operation vector, movement position vector, movement speed vector, and acceleration vector are collectively referred to as movement-related vectors.

[0141] In S33, when a directional operation is input to the first player character 21a on the screen 14a and a directional operation is input to the second player character 21b on the screen 14b, the specific movement information may include information on a resultant vector of the movement-related vector of the first player character 21a and the movement-related vector of the second player character 21b. Specifically, the resultant vector is the sum of slide operation vectors, the sum of reverse slide operation vectors, the sum of movement position vectors, the sum of movement velocity vectors, or the sum of acceleration vectors.

[0142] The operation receiving unit 33a determines whether or not the finger of the first player has touched off the screen 14a (S34). If it is determined that the finger of the first player has not touched off the screen 14a (NO in S34), the display control unit 36a assigns display instruction information to the specific movement information.

[0143] The transmission / reception control unit 34a transmits the specific movement information (including the display instruction information) for the first player character 21a to the terminal device 12b via the server 15 (S35). After that, the process returns to S32, and the initial touch position 26 and the movement position 27 are identified from the input operation information detected by the operation display unit 13a. The processes of S32 to S35 are repeated while the slide operation continues or until touch-off occurs.

[0144] When the first player's finger touches off the screen 14a (YES in S34), the action control unit 35a analyzes the connection object and calculates information (constraint information) regarding the constraints imposed on the player character when it moves based on the analysis results (S36).

[0145] The movement control unit 35a corrects the movement information of the first player character 21a based on the calculated constraint information (S37). Here, the movement information for the first player character 21a after this correction is referred to as final movement information for the first player character 21a.

[0146] Additionally, the movement control unit 35a calculates the magnitude and direction of the force acting on the connection object 22 affected by the confirmed movement information for the first player character 21a (S38).

[0147] The movement control unit 35a calculates movement information of the second player character 21b based on the calculated magnitude and direction of the force acting on the connection object 22 (S39). Here, this calculated movement information for the second player character 21b is referred to as confirmed movement information for the second player character 21b.

[0148] Next, the display control unit 36a arranges images of the first player character 21a and the second player character 21b during and after their movements and images of the connected object within the game space based on the confirmed movement information for the first player character 21a and the confirmed movement information for the second player character 21b, and displays them on the screen 14a (S40). Furthermore, the display control unit 36a assigns display instruction information to each of the confirmed movement information for the first player character 21a and the confirmed movement information for the second player character 21b.

[0149] The transmission / reception control unit 34a transmits the finalized movement information (including the display instruction information) for the first player character 21a and the finalized movement information (including the display instruction information) for the second player character 21b to the terminal device 12b (S41).

[0150] 12 illustrates an example in which specific movement information based on a slide operation of a first player is transmitted to a second terminal device in response to the slide operation, but this is not limiting. For example, if a touch-off occurs at a point during a slide operation by another first player, the specific movement information may be transmitted to the second terminal device if the movement is affected by a restriction imposed by a connected object.

[0151] Specifically, if the process proceeds to NO in S34 and before the process of S35, the movement control unit 35a analyzes the connection object and calculates information (constraint information) regarding constraints imposed on the player character when moving based on the analysis result. Based on the calculation result, the movement control unit 35a determines whether the first player character 21a is restricted by the connection object 22. For example, if the distance between the first player character 21a and the second player character 21b is within a predetermined range, the connection object is considered loose. In this case, the first player character 21a and the second player character 21b are not restricted in movement. If the distance between the first player character 21a and the second player character 21b exceeds the predetermined range, the first player character 21a and the second player character 21b are restricted in movement due to the influence of acting forces such as tension and elasticity set in the connection object. If the movement control unit 35a determines that the first player character 21a is restricted by the connection object 22, the display control unit 36a assigns display instruction information to the specific movement information. The transmission / reception control unit 34a transmits the specific movement information (including the display instruction information) for the first player character 21a to the terminal device 12b via the server 15 (S35). After the processing of S35, or when the action control unit 35a determines that the first player character 21a is not restricted by the connection object 22, the process returns to S32.

[0152] 13 is a flowchart of processing of the terminal device used by the second player in this embodiment. The control unit 31b reads out a program according to this embodiment from the storage unit 37b, executes the program, and functions as an operation acceptance unit 33b, a transmission / reception control unit 34b, an operation control unit 35b, and a display control unit 36b. The transmission / reception control unit 34b, the operation control unit 35b, and the display control unit 36b execute the flow of FIG.

[0153] The transmission / reception control unit 34b acquires information transmitted from another terminal device 12 (here, the terminal device 12a) (S51). The operation control unit 35a determines whether the information transmitted from the terminal device 12a is specific movement information (S52).

[0154] If it is determined that the information transmitted from the terminal device 12a is specific movement information (YES in S52), the display control unit 36b generates an operation guide image based on the display instruction information of the specific movement information of the first player character, and displays it on the screen 14b (S53). As a result, for example, an operation guide image for other players and an operation guide image for the connecting object movement direction are displayed on the screen 14b as the operation guide image.

[0155] If the information transmitted from the terminal device 12a is not specific movement information (NO in S52) but is determined to be confirmed movement information (YES in S54), the display control unit 36b performs the following process. That is, the display control unit 36b arranges images of the first player character 21a and the second player character 21b during and after their movements and images of the connecting object within the game space based on display instruction information for confirmed movement information for the first player character and display instruction information for confirmed movement information for the second player character, and displays them on the screen 14b (S55). If the information transmitted from the terminal device 12a is neither specific movement information nor confirmed movement information (NO in S54), this flow ends.

[0156] The timing notification image may be displayed constantly or at a predetermined timing (for example, when a metronome-like item is acquired).

[0157] 14 is a flowchart of the display process of the frame-out player character guide image in this embodiment. FIG. 14 is a flowchart of the display process of the frame-out player character guide image explained in FIG. 8. The transmission / reception control unit 34a acquires movement information about another player character (here, the second player character 21b) from another terminal device (here, the terminal device 12b) (S61). The movement information includes specific movement information, confirmed movement information, and other movement information.

[0158] The movement control unit 35a identifies the position of the first player character in the game space based on the position information of the first player character in the game space managed by the terminal device 12a. The movement control unit 35a also identifies the position of the second player character 21b in the game space based on the acquired movement information about the second player character 21b (S62).

[0159] The action control unit 35a determines whether the second player character 21b fits within the angle of view for the first player character 21a (frame-in) based on the identified position information of the first player character 21a and the second player character 21b. If it is determined that the second player character 21b fits within the angle of view for the first player character 21a (YES in S63), the process returns to S61.

[0160] If it is determined that the second player character 21b does not fit within the angle of view for the first player character 21a (frame-out), (NO in S63), the display control unit 36a performs the following process. That is, the display control unit 36a calculates the relative position (direction) of the second player character 21b with respect to the first player character 21a, based on the position information of the first player character 21a and the position information of the second player character 21b. The display control unit 36a displays a frame-out player character guide image at the edge of the screen 14a, in the direction in which the second player character 21b is located (S64).

[0161] This flow is repeated until the game ends (NO in S65), and when the game ends, this flow also ends (YES in S65).

[0162] For example, the processes of S61 to S64 may be added after S33 in Fig. 12 and after S53 in Fig. 13. In this way, the frame-out player character guide image may be displayed only while the operation guide image is being displayed. Also, the timing notification image may be displayed constantly or at a predetermined timing (for example, when a metronome-like item is obtained).

[0163] 15 is an example of a configuration block diagram of a hardware environment of a computer that executes a program in this embodiment. A computer 81 functions as the terminal device 12 or the server 15. The computer 81 is composed of a CPU 82, a ROM 83, a RAM 84, a storage device 85, an input I / F 86, an output I / F 87, a communication I / F 88, a reading device 89, and a bus 90.

[0164] Here, CPU refers to a central processing unit. ROM refers to a read-only memory. RAM refers to a random access memory. I / F refers to an interface. A CPU 82, a ROM 83, a RAM 84, a storage device 85, an input I / F 86, an output I / F 87, a communication I / F 88, and, if necessary, a reading device 89 are connected to a bus 90.

[0165] The CPU 82 reads out the program according to this embodiment from the storage device 85 and executes the program as the operation reception unit 33a, the transmission / reception control unit 34a, the operation control unit 35a, and the display control unit 36a. The ROM 83 is a read-only memory. The RAM 84 is a memory for temporary storage.

[0166] The storage device 85 is a device that stores large amounts of information. Various types of storage devices can be used as the storage device 85, such as a hard disk, a solid state drive (SSD), or a flash memory card. The storage device 85 stores programs and various data according to the embodiment of the present invention.

[0167] The input I / F 86 can be connected to input devices such as a keyboard, a mouse, an electronic camera, a web camera, a microphone, a scanner, a sensor, a tablet, a touch panel display, an information reading device, etc. The output I / F 87 can be connected to output devices such as a display, a touch panel display, a projector, a printer, a speaker, etc.

[0168] The communication I / F 88 is an interface such as a port for connecting to a communication network and communicating with other devices. The communication network may be the Internet, a local area network (LAN), a wide area network (WAN), a dedicated line, a wired line, a wireless line, etc. The reading device 89 is a device for reading portable recording media.

[0169] The program for realizing the processes described in the above embodiments may be stored in, for example, the storage device 85 from a program provider via a communication network and the communication I / F 88. The program for realizing the processes described in the above embodiments may also be stored in a commercially available portable storage medium. In this case, the portable storage medium may be set in the reading device 89, and the program may be read and executed by the CPU 82. Various types of storage media can be used as the portable storage medium, such as a CD-ROM, a flexible disk, an optical disk, a magneto-optical disk, an IC card, a USB memory device, or a semiconductor memory card. The program stored in such a storage medium is read by the reading device 89.

[0170] The program may be installed on a stand-alone computer, or may be installed by a cloud computer and provide only its functions to the player. In the present embodiment, an application program capable of communicating with the server 15 is installed on the terminal device 12 to control the game system of the present embodiment, but this is not limiting. For example, a web browser installed on the terminal device 12 may be used to access the server 15 and use the game system of the present embodiment operated on the server side.

[0171] In addition, in this embodiment, the case where the number of member players in the group is two has been described, but the present invention is not limited to this, and the number of member players in the group may be, for example, three or more. In this case, when the first player is operating the second character player by a touch operation, the operation guide image displayed by the touch operation is displayed on the screen of the terminal device operated by the other member players of the group.

[0172] Furthermore, when a player character operated by another player in the group frames out of the screen of the terminal device operated by the first player, a framed-out player character guide image corresponding to that player character is displayed at the edge of the screen in the direction of the framed-out player character. This allows a group of three or more people to play a game, and even if one or more other player characters frame out of the screen of the first player, the direction of the framed-out player character can be ascertained.

[0173] The timing notification image is also displayed in common on the screens of the terminal devices operated by the players in the group, allowing three or more people to operate the player characters in unison.

[0174] Furthermore, even in a multiplayer game in which multiple players form a group, each player character may let go of the connection object 22 and be able to move independently. For example, in a multiplayer game in which a three-player group is formed, a third player character may join the connection object 22 connecting the first player character and the second player character, and the third player character may be further connected to the connection object 22. Furthermore, in a multiplayer game in which a four-player group is formed, a third player character or a fourth player character may join the connection object 22 connecting the first player character and the second player character, and the third player character or the fourth player character may be further connected to one connection object 22. In this way, three or four player characters may be attached to one connection object 22. Furthermore, for example, one player character may be detached from a connection object 22 to which three or four player characters are connected.

[0175] Furthermore, other player characters in the group may be non-player characters (NPCs). Even in this case, movement information of the NPC is similarly displayed as an operation guide image on the screens of the terminal devices operated by the players in the group. Furthermore, when an NPC in the group frames out of the screen of the terminal device operated by the first player, a framed-out player character guide image corresponding to the NPC is displayed at the edge of the screen in the direction of the framed-out NPC. Even when an NPC is present in the group, a timing notification image is commonly displayed on the screens of the terminal devices operated by the players in the group, so that the timing of operations can be synchronized with that of the NPC.

[0176] This aspect has been described above based on embodiments and modifications. However, the above-described embodiments are intended to facilitate understanding of this aspect and are not intended to limit this aspect. This aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are included in this aspect. Furthermore, if a technical feature is not described as essential in this specification, it may be deleted as appropriate.

[0177] In addition to the above embodiment, the following is further noted. (Appendix 1) a processor for performing game processing in which objects operated by a plurality of players are placed on a field in a game and played; an action control process in which a relative position of one object operated by a first player to another object is constrained in movement according to a distance between the first object operated by a first player and a second object operated by a second player on the field; an operation acceptance process for accepting a direction operation for determining a direction of movement of the first object from a first terminal device used by the first player and then accepting a movement operation for moving the first object, during a period in which the first object and the second object are moved by operations by the first player and the second player, respectively; a display control process for displaying, on a second terminal device used by the second player, an operation guide image including a moving direction of the first object, during a period from when the direction operation for the first object is accepted to when the movement operation is accepted; A game program that executes the above. By configuring in this way, in a game in which multiple players are playing simultaneously, it becomes easier to understand the operations of other players. (Appendix 2) The display control process includes: calculating a movement direction of the first object based on a first touch position touched first by a touch operation by the first player on an operation display unit of the first terminal device and a second touch position touched thereafter, determining a movement direction when a movement operation is received while the first player is touching the second touch position, and moving the first object in the determined movement direction; a connecting object that connects the first object and the second object is displayed, and a display mode of the connecting object is controlled based on a relative position of the first object with respect to the second object; 1. A game program as described in Appendix 1. By configuring in this manner, the movement direction of the first player can be detected and reflected in the movement of the first object, and the state of the connected object according to the distance between the first object and the second object can be easily recognized. (Appendix 3) The display control process causes the second terminal device to display the operation guide image including a moving direction of the first object when a touch operation is continuously received from the first touch position for a certain period of time. The game program described in Appendix 2. With this configuration, when the first player performs a slide operation or a swipe operation, rather than a flick operation of flicking a finger on the touch panel display, an operation guide image can be displayed on the second terminal device. (Appendix 4) The display control process causes the second terminal device to display the operation guide image including the first touch position and a movement direction corresponding to the second touch position based on a time since the second touch position was determined. 4. A game program according to claim 2 or 3. With this configuration, once the touch operation by the first player is determined and the second touch position is decided, that is, once the operation direction is decided, the operation guide image can be displayed on the second terminal device. (Appendix 5) The display control process calculates a moving speed of the first object according to an interval between the first touch position and the second touch position, and causes the second terminal device to display the operation guide image including the calculated moving speed and moving direction. A game program according to any one of appendices 2 to 4. By configuring it in this manner, an operation guide image including not only the movement direction but also the movement speed is displayed on the second terminal device, so that the second player can see the operation guide image and understand not only the movement direction but also the movement speed of the first object. (Appendix 6) The display control process changes the display mode of the operation guide image when the first object is located at a position outside the angle of view of the screen displayed on the second terminal device from a display mode when the first object is located within the screen, and changes the display mode to another display mode when it is determined that the speed or direction of the movement of the second object based on a directional operation by the second player is in a predetermined relationship state. 10. A game program according to any one of appendices 1 to 5. With this configuration, even when the object of the first player is outside the screen, the second player can grasp the direction and speed of movement of the object from the operation guide image. (Appendix 7) The display control process synchronizes and displays a timing notification image that notifies a predetermined timing as the operation guide image on the first terminal device and the second terminal device when a time period since the second touch position is determined becomes equal to or longer than a predetermined threshold. A game program according to any one of appendices 2 to 6. With this configuration, the first player and the second player can synchronize their operation timings with each other by relying on the timing notification image. (Appendix 8) The display control process displays the operation guide image including the movement direction of the first object on the second terminal device when it is determined that a restriction is imposed on the movement of the second object due to a movement operation of the first object by the first player after the direction operation is input to the first object by the first player. The game program described in Appendix 2. By configuring in this way, when the movement of the first object imposes a restriction on the movement of the second object, the movement direction can be displayed. Therefore, when the movement of the first object does not impose a restriction on the movement of the second object, the operation guide image is not displayed, so the player does not need to know unnecessary information. (Appendix 9) The display control process displays, on the first terminal device and the second terminal device, a movement direction of the connection object based on the input directional operation while a directional operation to the first object and a directional operation to the second object are being input, respectively. 10. A game program as set forth in appendix 2 or 8. By configuring in this way, it is possible to grasp the movement of the connection object, and therefore it is possible to grasp at a glance the restrictions on movement imposed by the constraints. (Appendix 10) An information processing device (server) that performs game processing in which objects operated by a plurality of players are placed on a field in a game and played, an action control unit that constrains the movement of a first object operated by a first player and a second object operated by a second player based on a relative position of one object with respect to the other object in accordance with a distance between the first object and the second object on the field; an operation receiving unit that receives, during a period in which the first object and the second object are moved by operations by the first player and the second player, a direction operation that determines a moving direction of the first object from a first terminal device used by the first player, and then receives a movement operation that moves the first object; a display control unit that displays, on a second terminal device used by the second player, an operation guide image including a moving direction of the first object, during a period from when the direction operation for the first object is accepted to when the movement operation is accepted; An information processing device comprising: By configuring in this way, in a game in which multiple players are playing simultaneously, it becomes easier to understand the operations of other players. (Appendix 11) A game processing method executed by a computer that performs game processing in which a plurality of players use terminal devices each having an operation display unit to place objects operated by each player on a field in a game and play the game, comprising: when a relative position of one object to the other object in accordance with a distance between a first object operated by a first player and a second object operated by a second player on the field restricts movement of the other object, during a period in which the first object and the second object are moved by operations by the first player and the second player, respectively, the computer receives a movement operation to move the first object after receiving a direction operation to determine a movement direction of the first object from a first terminal device used by the first player; During the period from when the direction operation for the first object is accepted until when the movement operation is accepted, a computer displays an operation guide image including the movement direction of the first object on a second terminal device used by the second player. Game processing method. By configuring in this way, in a game in which multiple players are playing simultaneously, it becomes easier to understand the operations of other players. [Explanation of symbols]

[0178] 1. Information processing equipment 2. Operation control section 3 Operation reception section 4 Display control section 11 Game System 12(12a, 12b) Terminal equipment 13(13a,13b) Operation display section 14(14a,14b) screen 15 servers 16. Communication Networks 31(31a,31b) Communication Department 32(32a, 32b) Control section 33 (33a, 33b) Operation reception section 34 (34a, 34b) Transmission and reception control section 35 (35a, 35b) Operation control section 36(36a, 36b) Display control unit 37(37a,37b) Storage section 38(38a,38b) Program 39(39a,39b) Game element data

Claims

[Claim 1] a processor for performing game processing in which objects operated by a plurality of players are placed on a field in a game and played; an action control process in which a relative position of one object operated by a first player to a second object operated by a second player is set to constrain movement of the other object in accordance with a distance between the first object operated by a first player and a second object operated by a second player on the field; an operation acceptance process for accepting, from a first terminal device used by the first player, a direction operation that determines a moving direction of the first object, and then accepting a movement operation that moves the first object, during a period in which the first object and the second object are moved by operations by the first player and the second player, respectively; a display control process for displaying, on a second terminal device used by the second player, an operation guide image including a moving direction of the first object, during a period from when the direction operation for the first object is accepted to when the movement operation is accepted; A game program that executes the above.

Citation Information

Patent Citations

  • Game program, information processor, information processing system, and game processing method

    JP2019000221A