Information processing program, information processing device, and information processing method

JP2026146971APending Publication Date: 2026-09-17NINTENDO CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2025034442
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-05
Publication Date
2026-09-17

AI Technical Summary

Benefits of technology

【0026】 本発明によれば、第3の操作入力に基づいてアイテムの取得量を減少させる処理とアイテム取引イベントの終了という異なる処理を行わせることができる。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026146971000001_ABST
    Figure 2026146971000001_ABST
Patent Text Reader

Abstract

We will provide an item trading method with improved usability. [Solution] The information processing program causes the computer to display an item transaction screen D including a cursor and multiple items A, moves the cursor CR based on the input of the directional keys, and, based on the input of the B button, if it is possible to reduce the amount of item A specified by the cursor CR among the multiple items, it reduces the amount of that item to be acquired, and if it is not possible to reduce the amount of that item to be acquired, it ends the item purchase event without allowing the user to acquire any of the multiple items A, and, in response to acquisition instructions based on the operation input, allows the user to acquire an amount of each of the multiple items A corresponding to the amount of each item to be acquired.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to an information processing program and the like related to games. [Background Art]

[0002] It is known to cause a user to purchase an item specified by an instruction image on an item purchase screen on which a plurality of items are presented (Patent Document 1). [Prior Art Documents] [Patent Documents]

[0003] [Patent Document 1] Japanese Patent Laid-Open No. 2023-27583 [Summary of the Invention] [Problem to be Solved by the Invention]

[0004] In the conventional technology, there is room for improvement with respect to item purchase methods. In view of the above background, an object of the present invention is to provide an item transaction method with improved operability. [Means for Solving the Problem]

[0005] (Configuration 1) The information processing program according to Configuration 1 causes a computer to: start an item transaction event in response to an event start instruction based on an operation input, in the item transaction event: display an item transaction screen including a cursor and a plurality of items, move the cursor based on a first operation input, increase an item acquisition amount, which indicates an amount of an item to be acquired by the user among the plurality of items specified by the cursor, based on a second operation input, Based on the third operation input, if it is possible to reduce the amount of the item specified by the cursor among the multiple items, the amount of that item to be acquired is reduced; if it is not possible to reduce the amount of that item to be acquired, the item transaction event is terminated without allowing the user to acquire any of the multiple items. In response to acquisition instructions based on user input, the system causes the user to acquire a quantity of each of the multiple items corresponding to the acquisition quantity of each item.

[0006] This configuration allows for two different processes to be performed based on a third input: reducing the amount of items acquired and ending the item transaction event. Furthermore, the two processes can be switched depending on whether or not it is possible to reduce the amount of items acquired for the item specified by the cursor.

[0007] (Configuration 2) Based on the third operation input, the information processing program of configuration 1 displays a warning message warning of the termination of the item transaction event without terminating the item transaction event if it is not possible to reduce the item acquisition amount of the item specified by the cursor among the plurality of items. If, while the warning message is being displayed, a termination instruction is given based on an operation input different from the third operation input, the item transaction event may be terminated without allowing the user to acquire any of the multiple items.

[0008] This configuration requires a different input to terminate the item trading event on the screen where a warning message is displayed based on the third input. Therefore, it prevents the item trading event from being unintentionally terminated by repeatedly performing the third input.

[0009] (Composition 3) The information processing program in configuration 2 may, if the third operation input is performed while the warning message is being displayed, hide the warning message without terminating the item transaction event.

[0010] With this configuration, if a third operation is performed on the screen where the warning message is displayed, the system can return to the item trading event, assuming that the third operation was performed consecutively without the intention of ending the item trading event.

[0011] (Composition 4) The information processing program of configuration 2, based on the third operation input, displays the warning message without terminating the item transaction event if it is not possible to reduce the item acquisition amount of the first item specified by the cursor among the plurality of items, but it is possible to reduce the item acquisition amount of the second item among the plurality of items. If, based on the third operation input, it is not possible to reduce the acquisition amount of any of the multiple items, the item transaction event may be terminated without displaying the warning message and without allowing the user to acquire any of the multiple items.

[0012] In cases where it is not possible to reduce any of the multiple items, for example, if a third input is received while the item transaction remains in the state it was in when it started, the item transaction event can be terminated without displaying a warning message, as it is assumed that the intention is to end the item transaction event.

[0013] (Composition 5) One of the information processing programs in configurations 1 to 4 determines whether the continuous input condition is met, which is satisfied when an operation input is performed continuously over a predetermined period of time. While the third operation input satisfies the continuation input condition, the amount of the item to be acquired for the item specified by the cursor among the multiple items may be reduced if it is possible to reduce the amount of that item to be acquired, and the item transaction event may not be terminated if it is not possible to reduce the amount of that item to be acquired.

[0014] In a system where the amount of items acquired by the cursor is reduced while the continuous input condition is met, if the continuous input condition persists, it becomes impossible to reduce the amount of items acquired. In this case, the item transaction event is not terminated to prevent unintended termination of the item transaction event.

[0015] (Composition 6) Any of the information processing programs in configurations 1 to 5 may, in response to an item usage instruction based on an operation input, reduce the amount of the specified item owned by the user and allow the user to use the item.

[0016] For items whose quantity decreases with use, item trading events occur frequently. Improving the usability of item trading events makes repetitive operations more convenient.

[0017] (Composition 7) In the item transaction event, any of the information processing programs in configurations 1 to 5 will, In response to screen switching instructions based on user input, the system switches between a first item trading screen containing at least a first item and a second item trading screen containing at least a second item. In response to the acquisition instruction, the user may be instructed to acquire an amount of the first item and the second item corresponding to the respective item acquisition amount.

[0018] With this configuration, even when there are a first item transaction screen and a second item transaction screen, the first item and the second item can be obtained collectively in response to an acquisition instruction. Further, the item transaction event can be ended by a third operation input without switching to another screen for reducing the acquisition amount of an item.

[0019] (Configuration 8) The information processing program according to Configuration 7, in the item transaction event, when based on the third operation input, it is not possible to reduce the item acquisition amount of the first item specified by the cursor among the plurality of items, but it is possible to reduce the item acquisition amount of a second item among the plurality of items in the first item transaction screen or the second item transaction screen, displays the warning message without ending the item transaction event, and when based on the third operation input, it is not possible to reduce any of the item acquisition amounts of the plurality of items in the first item transaction screen or the second item transaction screen, the item transaction event may be ended without displaying the warning message and without causing the user to obtain any of the plurality of items.

[0020] With this configuration, when there are a first item transaction screen and a second item transaction screen, if there is an item whose acquisition amount can be reduced without switching to another screen, a warning message is displayed, so that the item transaction event can be prevented from being ended unintentionally.

[0021] (Configuration 9) The information processing program according to any one of Configurations 1 to 8, when the third operation input is performed without the cursor specifying any of the plurality of items, may end the item transaction event without causing the user to obtain any of the plurality of items.

[0022] If a third operation is performed without the cursor specifying an item, it is assumed that the item transaction event is intended to end, and the item transaction event can be terminated.

[0023] (Composition 10) The present invention is an information processing apparatus comprising a processor, a memory, an input unit, and an output unit, The aforementioned processor, In response to the event start instruction based on the user input, the item trading event will be initiated. In the aforementioned item trading event, Display the item trading screen, which includes the cursor and multiple items. Based on the first operation input, move the cursor, Based on the second operation input, the item acquisition amount, which indicates the amount of the item specified by the cursor among the plurality of items to be acquired by the user, is increased. Based on the third operation input, if it is possible to reduce the amount of the item specified by the cursor among the multiple items, the amount of that item to be acquired is reduced; if it is not possible to reduce the amount of that item to be acquired, the item transaction event is terminated without allowing the user to acquire any of the multiple items. In response to acquisition instructions based on user input, the system causes the user to acquire a quantity of each of the multiple items corresponding to the acquisition quantity of each item.

[0024] (Composition 11) The information processing method of the present invention is On the computer, In response to the event start instruction based on the user input, the item trading event will be initiated. In the aforementioned item trading event, Display the item trading screen, which includes the cursor and multiple items. Based on the first operation input, move the cursor, Based on the second operation input, the item acquisition amount, which indicates the amount of the item specified by the cursor among the plurality of items to be acquired by the user, is increased. Based on the third operation input, if it is possible to reduce the amount of the item specified by the cursor among the multiple items, the amount of that item to be acquired is reduced; if it is not possible to reduce the amount of that item to be acquired, the item transaction event is terminated without allowing the user to acquire any of the multiple items. In response to acquisition instructions based on user input, the system causes the user to acquire a quantity of each of the multiple items corresponding to the acquisition quantity of each item.

[0025] (Composition 12) The information processing system of the present invention is an information processing system comprising a processor, memory, input unit, and output unit, The aforementioned processor, In response to the event start instruction based on the user input, the item trading event will be initiated. In the aforementioned item trading event, Display the item trading screen, which includes the cursor and multiple items. Based on the first operation input, move the cursor, Based on the second operation input, the item acquisition amount, which indicates the amount of the item specified by the cursor among the plurality of items to be acquired by the user, is increased. Based on the third operation input, if it is possible to reduce the amount of the item specified by the cursor among the multiple items, the amount of that item to be acquired is reduced; if it is not possible to reduce the amount of that item to be acquired, the item transaction event is terminated without allowing the user to acquire any of the multiple items. In response to acquisition instructions based on user input, the system causes the user to acquire a quantity of each of the multiple items corresponding to the acquisition quantity of each item. [Effects of the Invention]

[0026] According to the present invention, it is possible to perform two different processes based on a third operation input: a process to reduce the amount of items acquired and a process to terminate the item transaction event. [Brief explanation of the drawing]

[0027] [Figure 1] This is a block diagram showing an example of the hardware configuration of the information processing device according to this embodiment. [Figure 2] This figure shows the external appearance of the game device according to this embodiment. [Figure 3] This diagram shows an example of an item purchase screen. [Figure 4] This diagram shows an example of an item purchase screen. [Figure 5] This figure shows an example of an item purchase screen displaying a warning message. [Figure 6] This diagram shows how the item purchase event is handled. [Figure 7] This diagram shows the processing that occurs when a directional input is received. [Figure 8] This diagram shows the process that occurs when the A button is pressed. [Figure 9] This diagram shows the process that occurs when the B button is pressed. [Figure 10] This diagram shows the process that occurs when the + button is pressed. [Figure 11] This diagram shows the processing when other inputs are received. [Figure 12] This diagram shows the process when the warning flag is turned on. [Figure 13] This figure shows another example of an item purchase screen. [Figure 14] This figure shows another example of an item purchase screen. [Figure 15] This figure shows another example of an item purchase screen. [Modes for carrying out the invention]

[0028] The information processing apparatus and information processing program of this embodiment will be described below with reference to the drawings. Note that the following description is merely an example of a preferred embodiment and is not intended to limit the invention as described in the claims.

[0029] Figure 1 is a block diagram showing an example of the hardware configuration of the information processing device 10 according to this embodiment. The information processing device 10 is, for example, a smartphone, a stationary or portable game device, a tablet terminal, a mobile phone, a personal computer, a wearable device, etc. Furthermore, the information processing according to this embodiment can also be applied to an information processing system consisting of the above-mentioned game device, etc., and a predetermined server device. In this embodiment, a game device will be described as an example. Hereinafter, the information processing device 10 will be referred to as "game device 10".

[0030] In Figure 1, the game device 10 includes a processor 11. The processor 11 is an information processing unit that performs various information processing tasks performed in the game device 10. For example, it may consist only of a CPU (Central Processing Unit), or it may consist of a System-on-a-chip (SoC) that includes multiple functions such as CPU function and GPU (Graphics Processing Unit) function. The processor 11 performs various information processing tasks by executing information processing programs (for example, game programs) stored in the memory unit 12. The memory unit 12 may be an internal storage medium such as flash memory or DRAM (Dynamic Random Access Memory), or it may be configured to utilize an external storage medium installed in a slot (not shown).

[0031] The game device 10 includes a wireless communication unit 13 for wireless communication between the game device 10 and other game devices or designated server devices. Examples of such wireless communication include internet communication and short-range wireless communication. The game device 10 also includes a controller communication unit 14 for wired or wireless communication with the controller 20.

[0032] A display unit 16 (for example, a television) is connected to the game device 10 via an image and sound output unit 15. The processor 11 outputs the images and sounds generated (for example, by performing the above-mentioned information processing) to the display unit 16 via the image and sound output unit 15.

[0033] The controller 20 includes a communication unit 21, an input unit 22, and an inertial sensor 23. The input unit 22 consists of various buttons and an analog stick, which will be explained in detail with reference to Figure 2.

[0034] Figure 2 shows the external appearance of the game device 10 of this embodiment. The game device 10 in this embodiment includes a game device body 100 equipped with a touch panel display 101, a left controller 110, and a right controller 120. The left controller 110 and the right controller 120 correspond to the controller 20 in Figure 1.

[0035] The left controller 110 is equipped with an analog stick 111 and four operation buttons (specifically, a right direction button 112, a down direction button 113, an up direction button 114, and a left direction button 115). In addition, the left controller 110 is equipped with a record button 116, a minus button 117, and an L button 118. The right controller 120, like the left controller 110, is equipped with an analog stick 121 as a directional input section and four operation buttons (specifically, an A button 122, a B button 123, an X button 124, and a Y button 125). In addition, the right controller 120 is equipped with a plus button 126, a home button 127, and an R button 128.

[0036] The left controller 110 and the right controller 120 are detachable from the game device body 100. In other words, the game device 10 can be used as an integrated device by attaching the left controller 110 and the right controller 120 to the game device body 100. Alternatively, the game device 10 can be used with the game device body 100 and the left controller 110 and right controller 120 as separate components.

[0037] Let's return to Figure 1 and continue the explanation. The inertial sensor 23 is, for example, an acceleration sensor and an angular velocity sensor. In this embodiment, the acceleration sensor detects the magnitude of acceleration along three predetermined axes. The angular velocity sensor detects the angular velocity around three predetermined axes.

[0038] The communication unit 21 has the function of communicating with the controller communication unit 14 via wired or wireless connection. Operation input information to the input unit 22 and various detection results from the inertial sensor 23 are repeatedly output to the communication unit 21 at appropriate intervals and transmitted to the game device 10.

[0039] Next, we will explain the processing of item trading events performed by the game device 10. First, we will explain the screen transitions displayed by the game device 10.

[0040] Figure 3 shows an example of an item transaction event, specifically the item purchase screen (hereinafter referred to as the "item purchase screen") D in a shop. In this embodiment, the item purchase event, in which an item is purchased in a shop, is used as an item transaction event. Possible triggers for opening the item purchase screen include, for example, when the user's character enters a shop located in the virtual space, when the user's character selects a shop located in the virtual space with the cursor and inputs an operation to enter the shop, when the user's character converses with an NPC (non-player character) who is trading items, or when shopping is selected from the menu. However, the way in which an item transaction event is started is not limited.

[0041] The item purchase screen D includes multiple purchasable items A1 to A6, and a cursor CR that moves within the item purchase screen D to select the item A1 to A6 to be purchased. When a direction input is made using the analog stick 121, the cursor CR moves in the direction input. Hereinafter, the multiple items A1 to A6 will be collectively referred to as "item A". The amount displayed below each item A1 to A6 is the price of item A1 to A6. For the sake of explanation, the unit is shown as "yen," but the purchase of item A is made using in-game currency, and the unit may be one appropriate for the game. In this embodiment, an example of purchasing item A using in-game currency is given, but the item transaction event processing method in this embodiment can also be applied when acquiring items that can be obtained for free.

[0042] The number F enclosed in a circle displayed in the upper left corner of items A1, A2, and A6 represents the quantity of that item to be acquired. The quantity of items to be acquired is the amount of items A1, A2, and A6 that you intend to purchase. Alternatively, instead of displaying the number F in the upper left corner of item A, you can create a cart for the items you intend to purchase and place items equivalent to the quantity to be acquired into it.

[0043] In the example shown in Figure 3, the player is attempting to purchase four of item A1 (the square in the upper left), two of item A2 (the triangular in the upper center), and one of item A6 (the star in the lower right). Note that if the number of items to be acquired is 0, the number enclosed in the circle in the upper left will not be displayed. A cash register RG is located to the right of the multiple items A1-A6, and the total amount of the currently selected items A1, A2, and A6 is displayed on the cash register RG's display.

[0044] Figure 3 schematically shows Item A, but examples of Item A traded in an Item Purchase Event include, for example, gifts for characters (food, clothing, equipment, power-up items, etc.), furniture, decorations, buildings and other objects placed in the virtual space, and items used by users (stamina recovery items in stamina-based games, etc.). The items traded in an Item Purchase Event are not limited to the examples given here.

[0045] Below the register RG, there is a circled "+" symbol and the word "Buy," which indicates that item A can be purchased by pressing the + button. In the screen shown in Figure 3, pressing the + button will exchange 7100 yen of in-game currency for four square item A1, two triangular item A2, and one star item A6, and the user will own these items A1, A2, and A6. As will be explained later, the shop has multiple pages, and it is possible to switch screens and select items from other pages. If the acquisition amount for item A on other pages not shown in Figure 3 is set, pressing the + button will also allow you to purchase item A from those other pages at the same time.

[0046] Item purchases can be made using methods other than the + button. For example, an item purchase button could be provided on the item purchase screen D, and the purchase of item A could be confirmed by moving the cursor CR to the item purchase button and pressing the A button.

[0047] While this example illustrates how the user owns the acquired items, items purchased on item purchase screen D can be used immediately. For example, in the case of an item that temporarily increases the attack or defense power of the player character, the item may be used on the player character at the same time as the purchase, and such items may be handled on item purchase screen D.

[0048] In the lower left corner of the item purchase screen D, there is an image of a "B" enclosed in a circle and the word "Decrease". This indicates that pressing the B button will reduce the amount of item A2, which is specified by cursor CR. In this example, pressing the B button will reduce the amount of item A2, which is represented by a triangle. In the cart example, pressing the B button is equivalent to removing the item specified by the cursor from the cart. Also, by holding down the B button, you can reduce the purchase quantity faster than by repeatedly pressing it briefly.

[0049] Now, let's explain the B button. In games to which the item trading event processing method of this embodiment is applied, there are various events other than item trading events, and these events progress in response to user input. For example, there are events where the user selects and uses items they own, events where items are placed to edit the virtual space, and events where weapons and armor are equipped to characters. The B button is often used to end various events in the game, and for users playing the game, the B button is intuitively associated with ending events.

[0050] On the item purchase screen D, to the right of the B button display, there is an image of an "A" enclosed in a circle and the word "Increase". This indicates that pressing the A button will increase the amount of item A, which is specified by cursor CR, that you can acquire. In this example, pressing the A button will increase the amount of the triangular item A2 that you can acquire. In the cart example, the B button is equivalent to adding item A2, which is specified by the cursor, to the cart. Also, by long-pressing the A button, you can increase the purchase quantity faster than by repeatedly short-pressing it.

[0051] At the top of the item purchase screen D, "Page 1 Page 2 Page 3" is displayed, with "Page 1" being more prominent than "Page 2" and "Page 3." This indicates that the store has three pages, and you are currently on page 1. In the example shown in Figure 3, the current page is emphasized by making the font larger than the other pages, but the method of emphasis is not limited to changing the font size; other methods such as changing the color or adding borders or underlines are also possible.

[0052] The "L" to the left and "R" to the right of "Page 1 Page 2 Page 3" indicate that pressing the L button moves you to the page to the left of the highlighted page, and pressing the R button moves you to the page to the right. When the page switches, a list of items A available on that page is displayed. Alternatively, switching between other pages may be done using the cursor CR. That is, if you place the cursor CR over any of the "Page 1 Page 2 Page 3" pages and press the OK button, the page will switch to the page indicated by the cursor CR.

[0053] Having multiple pages allows for various configurations, such as selling weapon items on page 1, healing items on page 2, and decorative items and accessories on page 3. By placing different items A on each page, players can select the appropriate page according to their objective and efficiently purchase the necessary items A.

[0054] Figure 4 shows another example of item purchase screen D. In Figure 4, cursor CR is pointing to item A3, a heart. Item purchase screen D shown in Figure 4 is the same as item purchase screen D shown in Figure 3, but with cursor CR moved to the right by input to analog stick 121. Since the item acquisition amount for item A3 is 0, it is not possible to reduce the item acquisition amount. In the cart example, this corresponds to the item specified by the cursor not being in the cart.

[0055] In the lower left corner of the item purchase screen D, there is a circled "B" and a back arrow RT, which indicates that you can exit the shop by pressing the B button. Thus, the role of the B button is different from that of the item purchase screen D shown in Figure 3. In the example shown in Figure 4, the item acquisition amount for heart item A3 is 0, and it is not possible to reduce the item acquisition amount any further, so the role of the B button has changed from reducing the item acquisition amount to exiting the shop.

[0056] To explain the changing role of the B button using an example of anticipated operation, for instance, each time you press the B button on the item purchase screen D shown in Figure 3, the amount of triangular items you acquire decreases from 2 to 1 to 0. When the amount of triangular items acquired reaches 0, the display in the lower left of the item purchase screen D changes from "Decrease" to a back arrow RT. If you press the B button again in this state, you will leave the shop and end the item trading event.

[0057] However, in this embodiment, if there is an item A other than the item specified by cursor CR that has an item acquisition amount of 0, the item purchase event is not terminated immediately, but a warning message M is displayed asking if it is alright to leave the store. Here, "other items" may include items on other pages. For example, even if the item acquisition amount for all items A on page 1 is 0, if there are items on page 2 or page 3 that have an item acquisition amount of 0, a warning message M is displayed.

[0058] Figure 5 shows the screen displaying the warning message M. As shown in Figure 5, the warning message M, "There are items in your cart. Do you want to leave the store without purchasing them?" pops up, and you can select either the "Back" button B1 or the "Leave Store" button B2 using the cursor CR. If the "Back" button B1 is selected, you return to the store and the item trading event continues. If the "Leave Store" button B2 is selected, you leave the store and the item trading event ends.

[0059] The choice between "return" and "leave the store" can also be made by pressing a button. Here, "return" is assigned to the B button, and "leave the store" is assigned to one or more buttons other than the B button. It is conceivable that some users might repeatedly press the B button when trying to reduce the amount of items they acquire, in which case the amount of items acquired will become 0 and a warning message M will be displayed. To prevent users from unintentionally leaving the store by pressing the B button again in the momentum of repeatedly pressing the B button on the screen where the warning message M is displayed, a button other than the B button is assigned to "leave the store".

[0060] Referring to Figures 6 to 12, the information processing of the game device 10 regarding item trading events will be explained. The information processing program of this embodiment is executed by the processor 11, thereby realizing the item trading events described below.

[0061] An item trading event is an in-game event executed by an information processing program. For example, an item trading event begins when a user's character enters a shop located in a virtual space. When an item trading event begins, an item purchase screen is displayed on the display 101 of the game device 10.

[0062] Figure 6 shows the processing of an item trading event. When the game device 10 receives operation data from the input unit 22 (S10), it determines whether or not there was an operation input that continued for a first number of frames (S11). The reason for determining whether or not there was an operation input that continued for a first number of frames is to determine whether it was a long press or a short press depending on the length of the operation input. In this embodiment, the first number of frames is, for example, 2 frames, and if the same operation input as in the previous frame occurred, it is determined to be a long press.

[0063] If it is determined that there is an operation input that continues for the first number of frames (YES in S11), the continuation input flag for the continuation input is turned on (S12). If it is determined that there is no operation input that continues for the first number of frames (NO in S11), the continuation input flag is turned off (S13). Next, the game device 10 processes each acquired operation input (S14). The processing for each operation input will be explained using Figures 7 to 11.

[0064] Figure 7 shows the processing when a directional input is received. When a directional input is received, the game device 10 moves the cursor according to the directional input (S20). The directional input is received, for example, from the analog stick 121 of the right controller 120. The cursor moves in a so-called snapping motion, jumping from item to item according to the directional input. In this embodiment, an example of the cursor moving in a snapping motion is given, but it may also be made to move continuously around the screen according to the directional input. In this case, it is also possible for the cursor to move between items on the item purchase screen. In this embodiment, the game device 10 is used as an example, but when applied to other information processing devices, the directional input may be received from other devices such as a mouse.

[0065] Figure 8 shows the process when the A button is pressed. As shown in Figure 3, etc., the A button on the item purchase screen is a button that increases the amount of items acquired. When the A button is pressed, the game device 10 determines whether the continuous input flag for the A button is turned on or not (S30). If the continuous input flag is not turned on (NO in S30), that is, if the A button is pressed briefly, the game device 10 adds the purchase quantity of the item indicated by the cursor (S32). Note that if the cursor does not specify an item, the process of adding the purchase quantity of the item will not be performed even if the A button is pressed.

[0066] If the continuous input flag is turned on (YES in S30), that is, if the A button is held down, it is determined whether two frames have passed since the purchase count was added (S31). If two frames have passed since the purchase count was added (YES in S31), the game device 10 adds the purchase count of the item indicated by the cursor (S32). If two frames have not passed since the purchase count was added (NO in S31), the game device 10 returns without adding the purchase count of the item.

[0067] The reason for determining whether two frames have passed since the purchase count was added is that if the purchase count were added every time a long press was detected, the rate at which the purchase count increased would be too fast. By adding the purchase count after two frames have passed since the previous purchase count was added, the rate at which the item count increases can be appropriately adjusted. For example, if the rendering frame rate of game device 10 is 60fps and the second frame count is set to 10 frames, the rate at which the purchase count increases can be set to 6 items per second.

[0068] Note that the second frame count does not necessarily have to be constant; it can be gradually decreased as the holding time increases. This allows for a larger rate of item increase as the holding time increases. For example, by gradually decreasing from 10 frames to 8 frames to 6 frames, the rate at which items are purchased increases per second will gradually increase from 6 items to 7.5 items to 10 items.

[0069] Pressing the A button increases the number of items acquired, but it is not possible to purchase items that exceed the amount of money the user has. In this embodiment, the game device may display a notification to the user if the total amount based on the number of selected items acquired (i.e., the total amount displayed on the register RG's display) exceeds the amount of money the user has. For example, if increasing the number of acquired items by one more would cause the total amount to exceed the user's money, that item may be grayed out to prevent the user from increasing the number of acquired items.

[0070] Figure 9 shows the process when the B button is pressed. As shown in Figure 3, etc., on the item purchase screen, the B button is used to reduce the amount of items to be acquired or to leave the shop. When the B button is pressed, the game device 10 determines whether the continuous input flag for the B button is turned on (S40). If the continuous input flag is not turned on (NO in S40), that is, if the B button is pressed briefly, the game device 10 determines whether the purchase quantity of the item indicated by the cursor is greater than 0 (S44). If the purchase quantity of the item indicated by the cursor is greater than 0 (YES in S44), the game device 10 subtracts the purchase quantity of the item indicated by the cursor.

[0071] If the purchase quantity of the item indicated by the cursor is not greater than 0 (NO in S44), that is, if the purchase quantity of the item indicated by the cursor is 0, the game device 10 determines whether there is an item among the remaining items other than the item indicated by the cursor that has a purchase quantity greater than 0 (S45). If there is no item among the remaining items that has a purchase quantity greater than 0 (NO in S45), the user's character leaves the shop and the item trading event ends (S46).

[0072] If there are items among the remaining items with a purchase quantity greater than 0, the game device 10 turns on a warning message flag (S47), then generates a warning message as shown in Figure 5, and displays it as a pop-up on the item purchase screen (S48).

[0073] Next, we will explain the case where the B button continuous input flag is on (YES in S40). When the B button continuous input flag is on, that is, when a long press of the B button is detected, the game device 10 determines whether the number of items to be purchased for the item indicated by the cursor is greater than 0 (S41). If the number of items to be purchased is greater than 0, the game device 10 determines whether two frames have elapsed since the number of purchases was deducted (S42). If, as a result of this determination, it is determined that two frames have elapsed since the number of purchases was deducted (YES in S42), the game device 10 deducts the number of items to be purchased for the item indicated by the cursor (S43). The reason for determining whether two frames have elapsed is the same as in the case of the A button explained in Figure 8.

[0074] Furthermore, similar to the case of the A button, the number of second frames for the B button does not necessarily have to be constant; it may gradually decrease as the holding time increases. This allows the rate of item reduction to increase as the holding time increases. In addition, both the A and B buttons have a step (S31, 42) in which the number of second frames is compared, but the number of second frames may be the same for the A button and the B button, or it may be different.

[0075] In the judgment at S41, if the number of purchases of the item indicated by the cursor is not greater than 0 (NO at S41), that is, if the number of purchases of the item indicated by the cursor is 0, the game device 10 returns to the end of processing. In other words, in the case of a long press, the processing to end the item transaction event is not performed.

[0076] Figure 10 shows the process when the + button is pressed. When the + button is pressed, the game device 10 purchases items according to the number of items purchased (S50). Specifically, the items corresponding to the number of purchases are made available to the user, and the amount of the item's price is deducted from the user's in-game currency. Subsequently, the game device 10 ends the item purchase event (S51).

[0077] Figure 11 shows the processing when other inputs are received. When other inputs are received, the corresponding other processing is performed (S60). For example, when the L button or R button is pressed, the item trading screen page is changed to a different page. Also, when the X button is pressed, the items are sorted. When the Y button is pressed, the detailed information of the item specified by the cursor is displayed, and various other processing is possible.

[0078] Figure 12 shows the process when the warning flag is turned on. As explained in Figure 9, the game device 10 turns on the warning flag (S47) and then generates a warning message (S48). Therefore, when the warning flag is turned on, a warning message is displayed, for example, as shown in Figure 5, which asks the user whether or not to end the item purchase event.

[0079] The game device 10 determines whether or not there has been an instruction to end the purchase event (S70). An instruction to end the purchase event is given when a button other than the B button is pressed, or when the cursor is used to select the "Leave Shop" button and the OK button (for example, the X button) is pressed. If there has been an instruction to end the purchase event (YES in S70), the purchase count of all items on the item purchase screen is reset (S71), and the item purchase event ends when the player leaves the shop (S72). Subsequently, the game device 10 turns off the warning message flag (S74) and clears the warning message (S75).

[0080] If, in the determination in step S70, it is determined that there was no instruction to end the item purchase event (NO in S70), the game device 10 determines whether there was an instruction to continue the purchase event (S75). An instruction to continue the item purchase event is given by pressing the B button or by selecting the "back" button with the cursor and pressing the OK button (for example, the X button). If there was an instruction to continue the purchase event (YES in S75), the game device 10 turns off the warning message flag (S74) and clears the warning message (S75). As the pop-up warning message is cleared, the item purchase screen is displayed and the item purchase event can be continued.

[0081] If the process in step S73 determines that there is no instruction to continue the purchase event (NO in S73), other processing is performed according to the input. Other processing includes, for example, moving the cursor based on the direction input. The above explains how the game device 10 handles item purchase events.

[0082] According to the game device 10 of this embodiment, in an item purchase event, the B button can be used to perform two different processes: reducing the number of items purchased and ending the item purchase event. Since the B button is intuitively associated with ending an event for the user, items can be purchased in the item purchase event without losing that understanding. In particular, when the items handled in the item purchase event are items that are consumed according to the user's instructions (for example, items that restore health or MP, items that revive allies, stamina recovery items in stamina-based games, etc.), it is conceivable that the user will frequently purchase items as the game progresses. The processing of the item purchase event in this embodiment can reduce the user's operational burden and provide the user with great convenience.

[0083] The information processing program, information processing apparatus, and information processing method of the present invention have been described above using an item purchase event in a game device as an example, but the present invention is not limited to the embodiments described above.

[0084] In the embodiment described above, an example was given in which the item purchase event is terminated when the B button is pressed while the acquisition amount of the item specified by the cursor is 0 (the event is terminated if the acquisition amount of all items is 0, and a warning message is displayed if the acquisition amount of any item is not 0). However, if a minimum quantity of items to be purchased is defined in the item transaction event, the item purchase event may be terminated if an operation input is made that reduces the acquisition amount of items to less than the minimum amount. For example, in a shop where at least one of each item must be purchased, the item purchase event may be terminated when the B button is pressed while the acquisition amount of the item specified by the cursor is 1, rather than setting the acquisition amount of items to 0.

[0085] In the embodiment described above, an example was given in which the item purchase event is terminated when the amount of the item specified by the cursor is 0. However, as shown in Figure 13, the item purchase event may also be terminated when the B button is pressed if the cursor does not specify any items. To implement this process, in steps S41 and S44 of the flow shown in Figure 9, the result of the determination when the item indicated by the cursor does not exist should be determined to be that the condition "Number of items to purchase indicated by the cursor > 0" is not met.

[0086] In the embodiment described above, an example was given in which the purchase count of all items is reset when an instruction to end the item purchase event is given on the screen where the alarm message is displayed (step S71 in Figure 12). However, the purchase count of all items may also be stored, and when the customer visits the store again, the stored purchase counts of each item may be read and used as the purchase count for each item. This allows the customer to continue purchasing items from where they left off if they leave the store for any reason.

[0087] Alternatively, when an item is purchased and the item purchase event ends (step S51 in Figure 10), the number of each item purchased can be stored, and the next time the customer visits, the stored number of items purchased can be read and used as the number of each item purchased. This is convenient when repeatedly purchasing the same item in the same quantity, as it saves the trouble of specifying the number of each item to purchase.

[0088] In the above embodiment, as shown in Figures 3 and 4, multiple items can be purchased together on the item purchase screen. However, the game may also have an item purchase screen where items can be purchased one by one without bulk purchases. Examples of items that cannot be purchased in bulk include interior decorations for houses (wall patterns, floor patterns, etc.).

[0089] Figure 14 shows an example of item purchase screen D1 where bulk purchases are not possible. On this item purchase screen D1, the A button cannot be used to increase the purchase quantity of an item. Also, the B button cannot be used to decrease the purchase quantity of an item; it is only assigned to exit the store. When an item is selected with the cursor, the screen transitions to the purchase screen for the selected item, as shown in Figure 15.

[0090] Screen D2, shown in Figure 15, is the screen where you change the purchase quantity of a specified item and decide to purchase it. The name and image of the item to be purchased are displayed to the left of the center of screen D2, and the purchase quantity of the item and the corresponding total amount, as well as the "Back" button B3 and the "Buy" button B4 are displayed to the right of the center of screen D2. The upward-pointing triangle button B5 above the purchase quantity is used to increase the purchase quantity, and the downward-pointing triangle button B6 below the purchase quantity is used to decrease the purchase quantity. The current purchase quantity is "1" and it is not possible to purchase "0", so the button B6 for decreasing the purchase quantity is inactive in Figure 15. If you place the cursor over the "Back" button B3 and press OK, you will return to the screen shown in Figure 14 without purchasing the item. If you place the cursor over the "Buy" button B4 and press OK, you will purchase the number of items indicated by the quantity and return to the screen shown in Figure 14.

[0091] In this embodiment, the case where a user purchases an item was described as an example, but the present invention can also be applied to other situations where the quantity of each of multiple items is changed. For example, it can be applied to a situation where a user sells items they own in a shop. [Explanation of Symbols]

[0092] 10 game devices 11 processors 12 Storage section 13 Wireless Communication Section 14 Controller Communication Unit 15 Image and audio output section 16 Display section 20 controllers 21 Communications Department 22 Input section 23 Inertial Sensors 100 Game unit 101 Touch Panel Display 110 Left Controller 111 Analog Stick 112 Right direction button 113 Down arrow button 114 Up arrow button 115 Left direction button 116 Record button 117 - (minus) button 118 L button 120 Right Controller 121 Analog Sticks 122 A button 123 B button 124 X button 125 Y button 126 + (plus) button 127 Home button 128 R button

Claims

1. On the computer, In response to the event start instruction based on the user input, the item trading event will be initiated. In the aforementioned item trading event, Display the item trading screen, which includes the cursor and multiple items. Based on the first operation input, move the cursor, Based on the second operation input, the item acquisition amount, which indicates the amount of the item specified by the cursor among the plurality of items to be acquired by the user, is increased. Based on the third operation input, if it is possible to reduce the amount of the item specified by the cursor among the multiple items, the amount of that item to be acquired is reduced; if it is not possible to reduce the amount of that item to be acquired, the item transaction event is terminated without allowing the user to acquire any of the multiple items. In response to acquisition instructions based on user input, the user is instructed to acquire an amount of each of the multiple items corresponding to the acquisition amount of each item. Information processing program.

2. Based on the third operation input, if it is not possible to reduce the item acquisition amount of the item specified by the cursor among the multiple items, a warning message warning of the termination of the item transaction event is displayed without terminating the item transaction event. The information processing program according to claim 1, which, when a termination instruction is given based on an operation input different from the third operation input while the warning message is being displayed, terminates the item transaction event without allowing the user to acquire any of the multiple items.

3. The information processing program according to claim 2, which, when the third operation input is performed while the warning message is displayed, hides the warning message without terminating the item transaction event.

4. Based on the third operation input, if it is not possible to reduce the item acquisition amount of the first item specified by the cursor among the plurality of items, but it is possible to reduce the item acquisition amount of the second item among the plurality of items, the warning message is displayed without terminating the item transaction event. The information processing program according to claim 2, which, based on the third operation input, terminates the item transaction event without displaying the warning message and without allowing the user to acquire any of the items if it is not possible to reduce the acquisition amount of any of the multiple items.

5. The system determines whether the continuous input condition is met, which is satisfied when an operation input is performed continuously over a predetermined period of time. The information processing program according to claim 1, wherein, while the third operation input satisfies the continuous input condition, the program reduces the item acquisition amount of the item specified by the cursor among the plurality of items if it is possible to reduce the item acquisition amount of that item, and does not terminate the item transaction event if it is not possible to reduce the item acquisition amount of that item.

6. The information processing program according to claim 1, which, in response to an item usage instruction based on an operation input, reduces the amount of a specified item owned by the user and allows the user to use the item.

7. In the aforementioned item trading event, In response to screen switching instructions based on user input, the system switches between a first item trading screen containing at least a first item and a second item trading screen containing at least a second item. The information processing program according to claim 1, which, in response to the acquisition instruction, causes the user to acquire an amount of the first item and the second item corresponding to the respective item acquisition amount.

8. In the aforementioned item trading event, If, based on the third operation input, it is not possible to reduce the item acquisition amount of the first item specified by the cursor among the multiple items, but it is possible to reduce the item acquisition amount of the second item among the multiple items on the first item transaction screen or the second item transaction screen, then a warning message is displayed without terminating the item transaction event. The information processing program according to claim 7, which, based on the third operation input, terminates the item transaction event without displaying the warning message and without allowing the user to acquire any of the multiple items if it is not possible to reduce the item acquisition amount of any of the multiple items on the first item transaction screen or the second item transaction screen.

9. The information processing program according to claim 1, which, if the cursor does not specify any of the multiple items, terminates the item transaction event without allowing the user to acquire any of the multiple items.

10. An information processing device comprising a processor, memory, an input unit, and an output unit, The aforementioned processor, In response to the event start instruction based on the user input, the item trading event will be initiated. In the aforementioned item trading event, Display the item trading screen, which includes the cursor and multiple items. Based on the first operation input, move the cursor, Based on the second operation input, the item acquisition amount, which indicates the amount of the item specified by the cursor among the plurality of items to be acquired by the user, is increased. Based on the third operation input, if it is possible to reduce the amount of the item specified by the cursor among the multiple items, the amount of that item to be acquired is reduced; if it is not possible to reduce the amount of that item to be acquired, the item transaction event is terminated without allowing the user to acquire any of the multiple items. In response to acquisition instructions based on user input, the user is instructed to acquire an amount of each of the multiple items corresponding to the acquisition amount of each item. Information processing device.

11. On the computer, In response to the event start instruction based on the user input, the item trading event will be initiated. In the aforementioned item trading event, Display the item trading screen, which includes the cursor and multiple items. Based on the first operation input, move the cursor, Based on the second operation input, the item acquisition amount, which indicates the amount of the item specified by the cursor among the plurality of items to be acquired by the user, is increased. Based on the third operation input, if it is possible to reduce the amount of the item specified by the cursor among the multiple items, the amount of that item to be acquired is reduced; if it is not possible to reduce the amount of that item to be acquired, the item transaction event is terminated without allowing the user to acquire any of the multiple items. In response to acquisition instructions based on user input, the user is instructed to acquire an amount of each of the multiple items corresponding to the acquisition amount of each item. Information processing methods.

12. An information processing system comprising a processor, memory, input unit, and output unit, The aforementioned processor, In response to the event start instruction based on the user input, the item trading event will be initiated. In the aforementioned item trading event, Display the item trading screen, which includes the cursor and multiple items. Based on the first operation input, move the cursor, Based on the second operation input, the item acquisition amount, which indicates the amount of the item specified by the cursor among the plurality of items to be acquired by the user, is increased. Based on the third operation input, if it is possible to reduce the amount of the item specified by the cursor among the multiple items, the amount of that item to be acquired is reduced; if it is not possible to reduce the amount of that item to be acquired, the item transaction event is terminated without allowing the user to acquire any of the multiple items. In response to acquisition instructions based on user input, the user is instructed to acquire an amount of each of the multiple items corresponding to the acquisition amount of each item. Information processing system.

Citation Information

Patent Citations

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

    JP2023027583A