GAME PROGRAM, GAME METHOD, AND GAME SYSTEM

The game program enhances player engagement by allowing players to visually track and control shot parameters through interactive input operations, addressing the lack of shot-related action visibility in existing golf game systems.

JP7597482B2Active Publication Date: 2024-12-10COLOPL
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Patent Information

Application Number
JP2019239711
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2019-12-27
Publication Date
2024-12-10
Estimated Expiration
2039-12-27

AI Technical Summary

Technical Problem

Existing golf game systems lack operations that allow players to understand the character's shot-related actions from backswing to impact, reducing game interest.

Method used

A game program that includes steps for displaying an indicator object, receiving a first input operation, moving a second object towards the indicator, and determining the shot based on the positional relationship between the objects after the input is canceled, allowing players to visually track and control the shot's power and trajectory.

Benefits of technology

Enhances player engagement by providing a seamless and intuitive shot execution process, improving operability and interest through visual feedback and interactive control of shot parameters.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance amusement of a game.SOLUTION: A game program is executed by a processor of a terminal device used by a user. The processor is made to execute a step of displaying an index mark object 50 containing an index mark regarding a shot of a ball 31, a step of receiving a first input operation of the user to a display screen, a step of determining a position of a mobile object 40 on the basis of the first input operation, a step of moving the mobile object 40 to an index mark object 50 when the first input operation is cancelled, and a step of executing a shot according to an index mark determined by the cancelling position of the first input operation, and a positional relation of the index mark object 50 and the mobile object 40 after movement.SELECTED DRAWING: Figure 10
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Description

[Technical field]

[0001] The present invention relates to a game program, a game method, and a game system. [Background technology]

[0002] A game system has been disclosed that provides a user interface in which a user's input operation is accurately reflected in a shot (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2012-125335 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the invention of Patent Document 1, in a golf game, a shot direction is determined by stopping a figure (arrow) rotating at a predetermined angular velocity in a predetermined area, and the power of the shot is determined in the state of the character's backswing motion. In the invention of Patent Document 1, these operations are performed by a single operation, so it is easy to operate. However, the invention of Patent Document 1 cannot provide an operation that conveys to the player the character's shot-related motion from the backswing to the impact, so there is a risk of reducing the interest of the game.

[0005] One aspect of the present disclosure aims to improve the entertainment value of a game. [Means for solving the problem]

[0006] The game program of the present disclosure is a game program to be executed by a processor of a terminal device used by a user, and causes the processor to execute the following steps: displaying a first object including an indicator related to a ball shot; accepting a first input operation by the user on a display screen; determining a position of a second object based on the first input operation; moving the second object toward the first object when the first input operation is released; and executing the shot according to the release position of the first input operation and the indicator determined by the positional relationship between the first object and the second object after movement.

[0007] The game method of the present disclosure includes a processor executing the steps of: displaying a first object including an indicator related to a ball shot; receiving a first input operation by the user on a display screen; determining a position of a second object based on the first input operation; moving the second object toward the first object when the first input operation is released; and executing the shot according to the indicator determined by the release position of the first input operation and the positional relationship between the first object and the second object after movement.

[0008] The game system of the present disclosure includes a first display unit that displays a first object including an indicator related to a ball shot, a receiving unit that receives a first input operation performed by a user on a display screen, a position determination unit that determines a position of a second object based on the first input operation, a movement processing unit that moves the second object toward the first object when the first input operation is released, and a shot execution unit that executes the shot in accordance with the release position of the first input operation and the indicator determined by the positional relationship between the first object and the second object after movement. Effect of the Invention

[0009] According to one aspect of the present disclosure, it is possible to improve the entertainment value of a game. [Brief description of the drawings]

[0010] [Figure 1] 1 is a schematic configuration diagram of a game system 1. FIG. [Diagram 2] FIG. 2 is a block diagram illustrating a functional configuration of a server. [Diagram 3] FIG. 2 is a block diagram illustrating a functional configuration of a terminal device. [Figure 4] 13 is an example of a display screen showing a game space including a course. [Diagram 5] This is a diagram showing the impact indicator as seen from above the game space. [Figure 6] FIG. 13 is a diagram showing the impact indicator as viewed from a direction perpendicular to the shot direction. [Figure 7] 1 is an example display image including an example moving object. [Figure 8] 13 is an example of a display image including an example of an index object. [Figure 9] 13 is an example of a display image including another example of an index object. [Figure 10] 11 is an example of a display image showing how a moving object moves. [Figure 11] 13 is an example of a display image showing a moving object reaching an index object. [Figure 12] FIG. 4 is a flowchart showing a flow of processing executed by a terminal device. [Figure 13] 13 is an example of a display screen including an index object and a moving object according to the second embodiment. [Figure 14] 13 is an example of a display image showing how a moving object moves according to the second embodiment. [Figure 15] 13 is an example of a display image showing a state in which a moving object has reached an index object according to the second embodiment. [Figure 16] 13 is an example of a display screen including an index object and a moving object according to the third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings. Note that the same elements are given the same reference numerals and duplicated explanations will be omitted. ===Game System Configuration===

[0012] 1 is a schematic configuration diagram of a game system 1 including a terminal device 10 according to an embodiment of the present invention. As shown in the figure, the game system 1 in this embodiment includes a plurality of terminal devices 10 and a server 20.

[0013] The terminal device 10 and the server 20 are connected via a network N. The network N may be, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof, and may be either wired or wireless. ==Server Hardware Configuration==

[0014] The server 20 may be, for example, a general-purpose computer such as a workstation or a personal computer. As shown in Fig. 1, the server 20 includes, as physical components, a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0015] The processor 21 controls the overall operation of the server 20. The processor 21 may include a central processing unit (CPU), a micro processing unit (MPU), a graphics processing unit (GPU), etc. The processor 21, for example, reads a program from the storage 23, loads it in the memory 22, and executes the loaded program.

[0016] The memory 22 is a main storage device. The memory 22 is composed of, for example, a volatile storage device such as a Read Only Memory (ROM) and a Random Access Memory (RAM). The memory 22 temporarily stores various programs and data read by the processor 21 from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to a program.

[0017] The program in this embodiment is, for example, a game program that realizes a game through cooperation between a plurality of terminal devices 10 and the server 20. The various data includes, for example, data related to the game such as game information, user information, and instructions and notifications transmitted and received between the terminal devices 10 and the server 20.

[0018] The storage 23 is an auxiliary storage device. The storage 23 is configured with a non-volatile storage device such as a flash memory or a hard disk drive (HDD), etc. The storage 23 stores various data related to the game.

[0019] The communication IF 24 controls the transmission and reception of various data in the server 20 .

[0020] The input / output IF 25 is an interface through which the server 20 receives input of data, and is also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image. == Hardware configuration of terminal device ==

[0021] The terminal device 10 may be, for example, a mobile terminal such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, etc. The terminal device 10 is preferably a portable terminal that can be used by a user as a player when executing a computer game.

[0022] 1, the terminal device 10 includes, as physical components, a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, and a touch screen 16. These components of the terminal device 10 are connected to each other by a communication bus.

[0023] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11, for example, reads a program from the storage 13, loads the program in the memory 12, and executes the loaded program.

[0024] The memory 12 is a main storage device. The memory 12 is composed of, for example, volatile storage devices such as a ROM and a RAM. The memory 12 temporarily stores the programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while it is operating according to the programs.

[0025] The storage 13 is an auxiliary storage device. The storage 13 is configured with a non-volatile storage device such as a flash memory or a HDD. The storage 13 stores, for example, various data related to the game.

[0026] The communication IF 14 controls transmission and reception of various data. The communication IF 14 controls, for example, communication via a wireless LAN (Local Area Network) or a mobile phone network, and communication using short-distance wireless communication.

[0027] The input / output IF 15 is an interface through which the terminal device 10 receives input of data, and is also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 15 may include, for example, physical buttons, a camera, a microphone, a speaker, and the like provided in the terminal device 10.

[0028] The touch screen 16 is an electronic component that combines an input unit 17 and a display unit 18. The input unit 17 is, for example, a touch pad. The display unit 18 is, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.

[0029] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The input unit 17 may include, for example, a touch sensing unit. The touch sensing unit may employ, for example, a capacitive type or a resistive film type, or may employ another type. ==Server Functionality Configuration==

[0030] 2 is a block diagram illustrating a functional configuration of the server 20. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize a game, a function to collect and manage data related to the game from each terminal device 10, and a function to perform synchronization processing between the multiple terminal devices 10.

[0031] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering the account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer can transmit information required for registering a user's account to the server 20 in accordance with a user's operation, and the server 20 can create and store an account for each user based on the received information.

[0032] 2, the server 20 has, as its functional configuration, for example, a control unit 210 and a storage unit 220. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program 221, game information 222, and user information 223.

[0033] The game program 221 is a program for implementing a game. The game information 222 and the user information 223 are data that the control unit 210 refers to when executing the game program 221.

[0034] The game program 221 may include a program (a game program 121 described later) that is transmitted to the terminal device 10 and executed on the terminal device 10, in addition to the game program executed on the server 200 side. Alternatively, the storage unit 220 may store the game program 221 that is executed on the server 200 side and a program that is executed on the terminal device side.

[0035] The game information 222 is information common between accounts. The game information 222 includes, for example, information for defining various game spaces. The game space is a space in which objects of characters that can be operated by a user (hereinafter also referred to as "operable characters") are arranged. The game information 222 also includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones arranged in the game space, and objects of non-player characters (NPCs), such as their arrangement positions, sizes, colors, and shapes. The game information 222 also includes, for example, setting values ​​of various parameters of non-player characters and information related to quests. A quest is an event in a game for which an achievement condition is set. A failure condition may be set for this quest in addition to the achievement condition. Hereinafter, the object of a character arranged in the game space may be simply referred to as a "character".

[0036] The user information 223 is information managed for each game account. The user information 223 includes, for example, information on the playable character, information on owned assets, and information indicating the progress of the game. Examples of owned assets include in-game currency, items, and character equipment.

[0037] The control unit 210 controls various processes related to the game by executing a game program 221 stored in the storage unit 220. The control unit 210 includes, for example, a transmission / reception unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.

[0038] The transmission / reception unit 211 transmits or receives various data. For example, the transmission / reception unit 211 receives requests to transmit various data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the server processing unit 212. In addition, the transmission / reception unit 211 transmits various data and programs including instructions for synchronization, and the like, to each terminal device 10 in accordance with the control of the server processing unit 212.

[0039] In this embodiment, the multiplay function is a function for synchronizing game processing by multiple accounts. When multiple accounts logged in to the game system 1 participate in the same game, the server 20 and the terminal device 10 of the game system 1 execute various processes to support the multiplay function.

[0040] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program 221 in response to a request from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes synchronization processing to support the multiplay function. In addition, the server processing unit 212 issues a command to the transmission / reception unit 211 to transmit the game information 222 or the user information 223. In addition, the server processing unit 212 issues a command to the data management unit 213 to add, update, or delete a record of the game information 222 or the user information 223.

[0041] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads out the game information 222 or the user information 223 in accordance with instructions from the server processing unit 212, and transmits it to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of the game information 222 or the user information 223 in accordance with instructions from the server processing unit 212.

[0042] The synchronization processing unit 214 executes synchronization processing to support the multi-play function of the game according to an instruction from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 transmits information to each terminal device 10 at the same time, thereby synchronizing the game proceeding among the terminal devices 10. Specifically, the synchronization processing unit 214 transmits operation information received from the terminal device 10 corresponding to each account within a predetermined period (for example, one frame) to each terminal device 10 at the same time for each predetermined period. The operation information is information related to an operation input to the terminal device 10. The timing of synchronization and information to be synchronized may be received from the server processing unit 212 at any time. By executing the synchronization processing, it becomes possible to simultaneously reflect an event in the game caused by an operation input in one terminal device 10 in the other terminal devices 10. ==Functional configuration of terminal device==

[0043] 3 is a block diagram illustrating a functional configuration of the terminal device 10. The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations by a user, and a function as an output device that outputs images and sounds of a game.

[0044] 3, the terminal device 10 has, as functional components, for example, a control unit 110 and a storage unit 120. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program 121, game information 122, and user information 123.

[0045] The game program 121 is a program for implementing a game on the terminal device 10. Game information 122 and user information 123 are data that the control unit 110 refers to when executing the game program 121.

[0046] The game information 122 includes information similar to the game information 222 of the server 20 described above, and therefore a description of the game information 122 will be omitted here.

[0047] The user information 123 is data related to the account of the user who uses the terminal device 10, and includes information similar to the above-mentioned user information 223 of the server 20. Therefore, a description of the user information 123 will be omitted here.

[0048] The control unit 110 executes a game program 121 stored in the memory unit 120, thereby controlling various processes related to the game executed on the terminal device 10. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.

[0049] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17 of the touch screen 16. Specifically, when the operation reception unit 111 receives an input operation on the input unit 17, it detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include a touch operation, a tap operation, a slide operation, a swipe operation, and a flick operation. The input operation is not limited to an operation of physically contacting the touch screen 16, but may also include a non-contact operation. For example, when the operation reception unit 111 detects that a continuously detected input operation has been interrupted, it detects that the input operation on the input unit 17 has been released.

[0050] Here, the operation reception unit 111 can also receive operations input by the user using an operation device connected via the input / output IF 15 in the same manner as the input operations to the input unit 17 described above.

[0051] The transmitting / receiving unit 112 transmits and receives various data. A specific example will be described below.

[0052] The transmitting / receiving unit 112 transmits game information 122 or user information 123, or a synchronization request for supporting the multiplay function, to the server 20. The transmitting / receiving unit 112 receives various data, programs, data for synchronization for supporting the multiplay function, and the like from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing each of the terminal devices 10 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized and the type of that data, data for specifying the time to synchronize, and the like.

[0053] The transmitting / receiving unit 112 transmits operation information (hereinafter also referred to as “first operation information”) related to the operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives operation information (hereinafter also referred to as “second operation information”) related to an operation input by another user in another terminal device 10 from the server 20.

[0054] The game progression unit 113 executes various processes related to the progression of the game. A specific example will be explained below.

[0055] The game progression unit 113 defines the game space based on information for defining the game space, which is included in the game information 122. The game progression unit 113 places objects in the game space based on setting information for the objects, which is included in the game information 122. The game progression unit 113 controls the objects placed in the game space. Specifically, the game progression unit 113 controls the objects to change the position, orientation, shape, color, etc. of the objects in the game space, and to cause the objects to perform a predetermined action.

[0056] The game progression unit 113 defines a virtual camera for specifying an area of ​​the game space to be presented to the user. The game progression unit 113 places the virtual camera within the game space by defining the position and orientation of the virtual camera within the game space. The game progression unit 113 instructs the display control unit 114 to generate an image that depicts the field of view defined by the virtual camera and the objects placed in this field of view.

[0057] The position and orientation of the virtual camera can be appropriately determined for each game space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view area in a specific orientation. At that time, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object such as an operated character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include operated characters that act based on the operation of each user, and characters (for example, non-player characters, enemy characters, etc.) that act based on the game programs 121 and 221.

[0058] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, a virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.

[0059] The display control unit 114 causes the display unit 18 to display an image. A specific example will be described below.

[0060] The display control unit 114 generates an image that depicts the area of ​​the field of view of the virtual camera defined by the game progression unit 113 within the game space and objects present in that area, and displays it on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (user interface) required for various operations of the game, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18. ==Processing According to This Embodiment==

[0061] Next, the processing executed by the terminal device 10 will be described. The processing executed by the terminal device 10 includes, for example, a spatial display processing, an indicator display processing, and a shot execution processing. Details of the spatial display processing, the indicator display processing, and the shot execution processing will be described below. Note that, although the processing executed by the terminal device 10 will be described below by applying it to a golf game as an example, it may be applied to, for example, any ball shot game using a tool, or any game in which a ball is thrown, etc. <<Spatial display processing>>

[0062] 4 is an example of a display screen showing the game space 30, which shows a space including a golf course. The game space 30 and various objects displayed superimposed on the game space 30 will be described with reference to FIG.

[0063] The display control unit 114, in response to an instruction from the game progression unit 113, causes the display unit 18 to display an image showing the game space 30. Specifically, the display control unit 114 generates an image depicting an area of ​​the field of view of the virtual camera defined by the control unit 110 within the game space 30 and objects present in that area, and causes the display unit 18 to display the image. In addition, the display control unit 114, for example, draws objects relating to a UI (User Interface) required for various operations of the game, such as icons, buttons, and menus showing various parameters, superimposed on the image. An example of the object will be described below.

[0064] As shown in FIG. 4, the objects displayed on the display screen may include, for example, a ball 31 shot by the playable character, a distance object 32 indicating the distance of the course, a stroke number object 33 indicating the number of strokes required to achieve PAR, a wind direction object 34a indicating the wind direction, a weather object 34b indicating a turning point, a club object 35 indicating the club used by the playable character, a cup indicator 36 indicating the position of the cup, a cup distance object 36a indicating the distance between the ball 31 and the cup indicator 36, an impact indicator 37 indicating the impact point of the ball 31, a slope indicator 38a at the position of the ball 31, a direction indicator 38b indicating the direction of the shot, a first function activation button 39a, a second function activation button 39b, a third function activation button 39c, and a transition button 39d for transitioning to the indicator display process described below.

[0065] The cup indicator 36 is an indicator that is displayed, for example, such that light of a predetermined color extends from the cup hole. The game progression unit 113 sets the cup indicator 36 to a darker color, for example, the closer it is to the cup hole, and sets the color to a lighter color the farther it is from the cup hole. The game progression unit 113 sets the cup indicator 36 to a color that can be distinguished from the color of the grass on the course, for example. By displaying the cup indicator 36, the player can easily visually recognize the position of the cup hole in the game space 30 projected from behind the operated character. This allows the player to smoothly progress through the game play, improving the interest of the game.

[0066] The impact indicator 37 is an indicator that displays, for example, a predicted point where the ball 31 will land. Fig. 5 is a diagram of the impact indicator 37 viewed from above the game space 30. Fig. 6 is a diagram of the impact indicator 37 viewed from a direction perpendicular to the shot direction. As shown in Fig. 5, the game progression unit 113 represents the impact indicator 37 as, for example, a so-called ripple that spreads from the predicted impact point as a center.

[0067] As shown in FIG. 6, the game progression unit 113 represents the impact indicator 37, for example, by using a linear object to represent the ball 31 that has flown and landed on the ground (FIG. 6(a)), and then by using a linear object to represent the ball bouncing on the ground (FIG. 6(b)). Here, the predicted impact point is, for example, the point at which the ball 31 will land in the best shot with the selected club. The game progression unit 113 predicts the predicted impact point based on, for example, the shot direction of the playable character, the type of golf club used by the playable character, the characteristics of the playable character (such as physical strength and level), and the weather conditions of the golf course (such as rainfall, wind volume, and wind direction). By displaying the impact indicator 37, the player can easily visually recognize the predicted impact point. This improves the interest of the game.

[0068] Furthermore, the game progression unit 113 may provide a drop area indicator 37a around the impact indicator 37. The drop area indicator 37a is, for example, as shown in FIG. 5, a matrix-shaped indicator in which a plurality of reference points are provided in a predetermined area around the impact indicator 37 and adjacent reference points are connected by grid lines. The grid lines are deformed, for example, according to the undulations of the terrain, and the brightness is set according to the elevation difference of the points. By displaying the drop area indicator 37a, the player can easily visually recognize the undulations of the terrain around the impact indicator 37. This allows the player to easily grasp the shape of the course, improving the interest of the game.

[0069] As shown in Fig. 4, the slope indicator 38a is an indicator that indicates, for example, the slope of the ground around the ball 31. The game progression unit 113 may set a plurality of reference points in a predetermined area around the ball 31 and connect adjacent reference points with grid lines to set them in a matrix. The game progression unit 113 sets an object that moves on the grid lines at a speed according to the degree of slope of the ground. This makes the game more interesting.

[0070] 4, the direction indicator 38b is an indicator that indicates the direction in which the player will take a shot by using an arrow on the periphery of a circle drawn around the ball 31. This improves the operability of the shot, thereby making the game more interesting.

[0071] The first function activation button 39a is, for example, an activation button for a function that increases the power of a shot by a predetermined factor, which will be described later. Specifically, when the predetermined factor is set to "1.5x," the game progression unit 113 sets the power of "100%" in the power indicator 41, which will be described later, to "150%" when the first function activation button 39a is selected. This increases the interest of the game.

[0072] The second function activation button 39b is, for example, an activation button for a function that automatically causes the ball 31 to go into the cup when the ball 31 enters within a predetermined range centered on the cup. Specifically, when the second function activation button 39b is selected, the game progression unit 113 sets an indicator within a 3m radius centered on the cup to distinguish it from other areas, and guides the ball 31 into the cup when it determines that the shot ball 31 has entered the range of the indicator. This increases the interest of the game.

[0073] The third function activation button 39c is, for example, an activation button for a function of limiting the symbols displayed in the indicator region 51 of the indicator object 50 (described later) to specific symbols. Specifically, the game progression unit 113 standardizes the symbols of the indicator object 50 to, for example, an arrow indicating a straight. This increases the interest of the game. <<Indicator display processing>>

[0074] Fig. 7 is an example of a display image including an example of a moving object 40. Fig. 8 is an example of a display screen including an example of an index object 50. Fig. 9 is an example of a display screen including another example of the index object 50. Details of the index display process will be described with reference to Figs. 7, 8 and 9.

[0075] The indicator display process is, for example, a process of displaying an indicator object 50 on the display unit 18 in response to a predetermined input operation by the player with respect to a moving object 40 displayed in a display image.

[0076] When the transition button 39d is selected by the player, the game progression unit 113 instructs the display control unit 114 to display, on the display unit 18, an image showing the playable character maintaining the address posture. In addition, the display control unit 114 causes the display unit 18 to display a moving object 40. The moving object 40 will be described below.

[0077] As shown in FIG. 7, the moving object 40 is, for example, an object having a circular shape (not limited to a circular shape) and moving along a linear indicator (hereinafter referred to as a "power indicator 41") extending from the moving object 40 in a predetermined direction.

[0078] Here, the power index 41 is, for example, an index in which scale lines are marked on a grid and a numerical value indicating the power of the shot is marked. The numerical value indicating the power of the shot is, for example, at least one of yards indicating the flight distance and a percentage indicating the power ratio. This allows the player to easily set the power of the shot, improving the interest of the game.

[0079] The operation reception unit 111 receives a selection of an arbitrary position on the touch screen 16 by the player. The game progression unit 113 moves the moving object 40 in response to a swipe operation from the selected arbitrary position by the player. Specifically, when the game progression unit 113 determines that the touch position on the touch screen 16 by the player overlaps with the moving object 40, it moves the moving object 40 in response to the player's swipe operation. In addition, when the game progression unit 113 determines that the touch position on the touch screen 16 by the player is within a predetermined range centered on the moving object 40, it may move the moving object 40 in response to the player's swipe operation. This allows the player to get an idea of ​​the take-back motion of the operated character, thereby improving the interest of the game.

[0080] When the player swipes the moving object 40 along the power indicator 41, the game progression unit 113 instructs the display control unit 114 to display an indicator object 50 on the display unit 18, as shown in Fig. 8. The indicator object 50 will be described in detail below.

[0081] First, the structure of the index object 50 will be described in detail.

[0082] As shown in FIG. 8, the indicator object 50 is an object that has, for example, a shape obtained by cutting off the peripheral part of a sector shape along the outer edge and includes a plurality of partitioned regions (hereinafter referred to as "indicator regions 51"). The indicator region 51 includes, for example, a symbol indicating the trajectory of the shot ball 31. Here, the symbol is, for example, an arrow indicating the degree of curvature of the trajectory of the shot ball 31. For example, the game progression unit 113 sets an arrow indicating a straight shot in the central indicator region 51 among the plurality of indicator regions 51 in the indicator object 50, and sets an arrow whose curvature angle increases as it moves away from the center. The game progression unit 113 sets the degree of curvature of the trajectory of the shot ball 31 based on the symbol included in the reach indicator 51 described later.

[0083] The indicator region 51 will be described in detail below.

[0084] The game progression unit 113 determines the indicator region 51 based on the environment around the ball 31. Specifically, when the ball 31 is on the fairway, the game progression unit 113 may form the indicator region 51 so that the display areas of the multiple indicator regions 51 are approximately equal (see FIG. 8). On the other hand, when the ball 31 is off the fairway, such as in the rough, on a slope, or in a bunker, the game progression unit 113 may form the indicator region 51 so that the display areas of the multiple indicator regions 51 are uneven. Furthermore, when the ball 31 is on a slope that slopes to one side toward the display screen (display unit 18), the game progression unit 113 increases, for example, the area of ​​the indicator region 51 that includes an arrow indicating the degree of curvature in the tilt direction to one side (see FIG. 9). In this case, the game progression unit 113 may exclude the arrow indicating the degree of curvature in the direction opposite to the tilt direction to one side. Furthermore, the game progression unit 113 may set the display area and the arrangement of the arrows in the indicator region 51a according to the weather. This allows players to make plays that are closer to the mistakes that occur in real golf, making the game more entertaining.

[0085] Next, the operation of the index object 50 will be described in detail.

[0086] The game progression unit 113 moves the indicator object 50 back and forth in a direction intersecting the flight direction of the ball 31 shot by the operated character. Here, the flight direction is the direction in which the ball 31 flies when the player shots the ball 31. Specifically, the game progression unit 113 moves the moving object back and forth at a predetermined angular velocity along a predetermined curve while contacting, for example, one end of the power indicator 41. This makes it possible to increase the difficulty of executing an accurate shot, thereby improving the entertainment value of the game.

[0087] The game progression unit 113 controls the indicator object 50 so that the reciprocating movement speed of the indicator object 50 increases as the moving object 40 moves away from the indicator object 50. This increases the interest of the game because the greater the power of the shot set by the player, the more difficult it becomes to achieve a shot on the trajectory intended by the player.

[0088] Furthermore, the game progression unit 113 may change the reciprocating movement speed of the indicator object 50 based on the environment of the position of the ball 31. Specifically, the game progression unit 113 makes the movement speed faster when the ball 31 is off the fairway, in the rough, on a slope, or in a bunker, etc., than the movement speed when the ball 31 is on the fairway. This makes it possible to increase the difficulty of executing an appropriate shot the worse the environment for the shot, thereby improving the interest of the game.

[0089] Furthermore, the game progression unit 113 may keep the reciprocating speed of the indicator object 50 constant until the moving object 40 reaches a predetermined position (e.g., 50%) of the power indicator 41. Furthermore, the game progression unit 113 may control the indicator object 50 so that the reciprocating speed of the indicator object 50 becomes faster as the moving object 40 passes the predetermined position of the power indicator 41 and moves away from the indicator object 50. This increases the interest of the game because the higher the power of the shot is set, the more difficult it becomes to achieve a shot on the trajectory intended by the player. <<Shot execution process>>

[0090] Fig. 10 is an example of a display image showing how the moving object 40 moves. Fig. 11 is an example of a display image showing how the moving object 40 reaches the index object 50. Details of the shot execution process will be described with reference to Figs. 8, 10 and 11.

[0091] The shot execution process is a process of determining the position of the moving object 40 based on an input operation by the player, moving the moving object 40 toward the index object 50 when the input operation is released, and executing a shot according to the release position of the input operation and an indicator of the indicator area 51 determined by the positional relationship between the index object 50 and the moving object 40 after the movement. In other words, the shot execution process is a process of determining the arrival area of ​​the ball based on the release position and the indicator of the indicator area 51 determined by the positional relationship between the index object 50 and the moving object 40 after the movement.

[0092] The shot execution process may include a power determination process and a trajectory determination process.

[0093] The power determination process is a process for determining the power of a shot based on, for example, the release position when the input operation of the player is released. Specifically, as shown in FIG. 8, the game progression unit 113 moves the moving object 40 along the power indicator 41 from an arbitrary position selected by the player in response to a swipe operation by the player. The swipe operation here is, for example, an operation in a direction away from the indicator object 50. This allows the player to get an idea of ​​the take-back motion of the operated character, thereby improving the interest of the game.

[0094] In the power determination process, the game progression unit 113 increases the power of the shot as the distance from the index object 50 of the moving object 40 determined at the end point of the swipe operation increases. Specifically, the game progression unit 113 determines the power according to, for example, the power indicator 41 corresponding to the release position. The power indicator 41 is set so that, for example, the numerical value indicating the power increases as the object moves away from the index object 50. In FIG. 10, the shot is released at a position indicating "90%" of the power indicator 41, so the power of the shot is "90%" of the maximum power. This improves the operability of the player in determining the power of the shot, thereby improving the interest of the game.

[0095] The trajectory determination process is a process for determining the trajectory of the shot based on the positional relationship between the moving object 40 and the indicator object 50 after the movement, for example. Specifically, as shown in FIG. 10, when contact with the touch screen 16 is released, the game progression unit 113 moves the moving object 40 from the release position toward the indicator object 50 along the power indicator 41. That is, at the same time as determining the power of the shot, the process automatically transitions to a procedure for determining the trajectory of the ball. This allows the player to be provided with seamless shot operations, improving the entertainment value of the game.

[0096] In the trajectory determination process, the game progression unit 113 may move the moving object 40 at a constant speed, or may increase the moving speed of the moving object 40 as the distance of the release position from the index object 50 increases. Also, the moving speed of the moving object 40 may be increased as the moving object 40 approaches the index object 50 from the release position. This makes it more difficult to achieve a shot on the trajectory intended by the player, thereby improving the interest of the game.

[0097] In the trajectory determination process, for example, while moving the moving object 40 toward the index object 50, the game progression unit 113 may make the moving object 40 have a streamlined shape that leaves a trajectory in the opposite direction to the moving direction. At this time, the game progression unit 113 may form the moving object 40 so that its shape during movement is larger than its shape during a swipe operation. This can provide the player with the feeling of having made a shot, thereby improving the interest of the game.

[0098] In the trajectory determination process, the game progression unit 113 determines an indicator region 51 (hereinafter referred to as "reached indicator 51") of an indicator object 50 reached by the moving object 40 after movement, as shown in FIG. 11. The game progression unit 113 determines the trajectory of the ball 31 corresponding to the symbol included in the reached indicator 51. In FIG. 11, the moving object 40 has reached the reached indicator 51 including a symbol curving to the right as viewed from the display screen, so the game progression unit 113 sets the shot ball 31 to slice (fade). This allows the player to intentionally curve the trajectory of the ball by operating the ball, and also provides the player with a situation in which the trajectory of the ball curves unintentionally, thereby improving the entertainment value of the game.

[0099] That is, in the shot execution process, the game progression unit 113 determines the ball's arrival area based on, for example, the power of the shot determined in the power determination process and the trajectory of the shot ball determined in the trajectory determination process. <<Process flow>>

[0100] Next, the flow of the process executed by the terminal device 10 will be described with reference to Fig. 12. Fig. 12 is a flow diagram showing the flow of the process executed by the terminal device 10.

[0101] In S100, the game system executes a spatial display process. As described above, in the spatial display process, various objects are displayed.

[0102] In S101 to S104, the game system executes an indicator display process.

[0103] In S101, as shown in Fig. 7, an input operation is accepted from the player on the touch screen 16. If the game progression unit 113 determines that a touch has been made within a predetermined range centered on the moving object 40, for example, it transitions to S102.

[0104] Next, in S102, as shown in FIG. 8, the moving object 40 is moved along the power index 41 in response to a swipe operation by the player.

[0105] Next, in S103, the game progression unit 113 instructs the display control unit 114 to display the indicator object 50 on the display unit 18, as shown in FIG.

[0106] In S104 to S109, the game system executes a shot execution process.

[0107] In S104, the game progression unit 113 detects that the player's contact with the touch screen 16 has been released.

[0108] Next, in S105, the game progression unit 113 determines the release position and also determines the power of the shot corresponding to the release position. In Figure 10, the power of the shot is determined to be "90%".

[0109] Next, in S106, as shown in Figure 10, the game progression unit 113 moves the moving object 40 to the indicator object 50. At that time, the game progression unit 113 may change the shape of the moving object 40 (such as a streamlined shape in Figure 10).

[0110] Next, in S107, the game progression unit 113 determines the reached indicator of the indicator object 50 reached by the moved moving object 40, as shown in Figure 11. The game progression unit 113 determines the trajectory of the ball 31 that corresponds to the reached indicator.

[0111] Next, in S108, the ball's reach area is identified based on the power of the shot and the reach indicator.

[0112] Next, in S109, as shown in Fig. 11, the game progression unit 113 displays an image of the operated character making a shot on the display unit 18. Then, the game progression unit 113 displays an image of the ball 31 flying on the display unit 18, according to the determined power of the shot and the trajectory of the ball 31.

[0113] The game system repeatedly executes the procedure from S100 to S109 for each shot. ==Processing according to the second embodiment==

[0114] Fig. 13 is an example of a display screen including an index object 150 and a moving object 40 according to the second embodiment. Fig. 14 is an example of a display image showing how the moving object 40 according to the second embodiment moves. Fig. 15 is an example of a display image showing how the moving object 40 according to the second embodiment reaches the index object 150. Details of the second embodiment will be described with reference to Figs. 13, 14, and 15, focusing only on differences from the above-mentioned contents. <<Indicator display processing>>

[0115] The structure of the index object 150 according to the second embodiment will be described in detail.

[0116] As shown in FIG. 13, the indicator region 151 of the indicator object 150 is an area indicating the accuracy of the shot. Here, the accuracy is, for example, the degree to which the ball's reach area specified in the shot execution process is changed (widened) (hereinafter referred to as the "degree of change"). The game progression unit 113 may set the degree of change to be greater the farther away from the central indicator region 51 of the indicator region 151. In other words, the game progression unit 113 may set the ball's reach area to be wider the farther away from the central indicator region 51 of the indicator region 151. In this case, it is desirable for the game progression unit 113 to widen the reach area in a direction closer to the point of shot. This improves the interest of the game.

[0117] Furthermore, the game progression unit 113 may set a color for the indicator area 151 that corresponds to the degree of change that has been set for it. This can improve operability for the player.

[0118] The following describes the details of the index area 151 of the index object 50.

[0119] The game progression unit 113 may change the shape of the indicator region 151 of the indicator object 150 depending on the environment around the ball 31. Specifically, as shown in Fig. 13, when the ball 31 is on the fairway, the game progression unit 113 may form the indicator object 150 so that the display area of ​​the multiple indicator regions 151 gradually increases with increasing distance from the center. This makes it possible to make plays that are closer to mistakes that occur in real golf, thereby improving the entertainment value of the game. <<Shot execution process>>

[0120] 13, the game progression unit 113 sets an area for determining the power and curvature of a shot (hereinafter referred to as a "shot determination area 42"). The shot determination area 42 has a width in a direction intersecting the flight direction in which the moving object 40 can move, for example, and a power indicator 41 is provided along the flight direction so as to pass through the center of that width.

[0121] The game progression unit 113 determines the degree of curvature of the shot ball 31 according to, for example, the release position in the shot judgment area 42. Specifically, the game progression unit 113 may increase the degree of curvature of the shot ball in the direction opposite to the direction in which the release position is away from the power indicator 41 as the release position is away from the power indicator 41. This allows the power of the shot and the trajectory of the shot to be determined with a single operation, thereby improving the entertainment value of the game.

[0122] Furthermore, the game progression unit 113 may set a direction fixed area 42a indicating an area in which a shot ball will not curve, within a predetermined range centered on the power indicator 41. This improves the player's operability by absorbing shaking of the player's finger, thereby increasing the interest of the game.

[0123] 14, the game progression unit 113 may move the moving object 40 from the release position (the start position of the movement) toward one end 41a of the power indicator 41. This causes the moving object 40 to move in the same direction as the trajectory of the ball to be shot, which gives the player the impression of a shot and increases the interest of the game.

[0124] Furthermore, the game progression unit 113 may move the moving object 40 (in a fixed direction) from the release position (the start position of the movement) along the power indicator 41. This makes it easier for the player to make the moving object 40 reach the intended indicator object 50, thereby improving the interest of the game.

[0125] 15, when the moving object 40 reaches the index object 50, the game progression unit 113 may display a message according to the reached indicator. Specifically, the game progression unit 113 may display "Perfect" when the moving object 40 reaches the central indicator region 151 of the index object 50, display "Good" when the moving object 40 reaches an indicator region 151 adjacent to the central indicator region 151, and display "Bad" when the moving object 40 reaches any other indicator region 151. This allows the player to easily recognize the reached indicator, thereby improving the interest of the game.

[0126] The game progression unit 113 may display a spin object 60 on the display unit 18, for example. As shown in FIG. 13, the spin object 60 includes a virtual ball object 60a that resembles, for example, a golf ball, a spin point 60b in the virtual ball object 60a, and a spin meter 60c that fills in accordance with the movement of the spin point 60b. The game progression unit 113 moves the spin point 60b in the virtual ball object 60a in accordance with a sliding operation on the spin point 60b by the player. The game progression unit 113 fills a predetermined area of ​​the spin meter 60c in accordance with the position of the moved spin point 60b. The game progression unit 113 determines the degree of spin of the shot ball 31 in accordance with the degree to which the spin meter 60c is filled.

[0127] Specifically, when one direction of the spin meter 60c (the upper direction in FIG. 13) is filled, topspin is set to the shot ball 31. When the opposite direction of the spin meter 60c (the lower direction in FIG. 13) is filled, backspin is set to the shot ball 31. This provides the player with a variety of behaviors at the point where the shot ball lands, thereby making the game more entertaining.

[0128] Furthermore, spin meter 60c may be formed to fill in a direction perpendicular to one of the directions (not shown). In this case, the degree of side spin of shot ball 31 is determined according to the degree of filling in the perpendicular direction. This provides the player with a variety of behaviors at the landing point of the shot ball, improving the entertainment value of the game. ==Processing according to the third embodiment==

[0129] Fig. 16 is an example of a display screen including an index object 50 and a moving object 40 according to the third embodiment. With reference to Fig. 16, the details of the third embodiment will be described, focusing only on differences from the above-mentioned contents. <<Indicator display processing>>

[0130] 16, the game progression unit 113 displays the power indicator 41 at a predetermined angle with respect to the direction of the ball. This allows the player to operate the moving object 40 with the thumb of one hand, reducing the player's operating stress and improving the entertainment value of the game. <<Shot execution process>>

[0131] As shown in FIG. 16, the game progression unit 113 moves the moving object 40 in a direction away from the index object 50 by a swipe operation, and then moves the moving object 40 toward the index object 50 by a swipe operation (flick operation). Specifically, the game progression unit 113 moves the moving object 40 along the power indicator 41 so as to move away from the index object 50 in response to the player's swipe operation. When the game progression unit 113 receives a swipe operation (flick operation) in the opposite direction to the previous swipe operation, it moves the moving object 40 toward the index object 50. At this time, the game progression unit 113 may move the moving object 40 along the power indicator 41 in the direction of the swipe operation (flick operation) in the opposite direction. This allows the player to operate the game with the feeling of shooting a ball, thereby improving the interest of the game. ===Summary===

[0132] Moreover, the embodiment of the present invention can be described as follows.

[0133] [Appendix 1] The game program in this embodiment causes the processor to execute the steps of displaying an index object 50 including an index related to a shot of a ball, receiving a first input operation by the user on the display screen, determining the position of the moving object 40 based on the first input operation, moving the moving object 40 toward the index object 50 when the first input operation is released, and executing the shot according to the release position of the first input operation and the index determined by the positional relationship between the index object 50 and the moving object after the movement. This allows the power of the shot and the trajectory of the shot to be determined by a single operation, improving the entertainment value of the game.

[0134] [Appendix 2] In addition, in the program of this embodiment, the step of accepting the first input operation includes a process of accepting a selection of an arbitrary position on the display screen by the user, and a process of accepting a swipe operation from the selected arbitrary position. This allows the player to get an idea of ​​the take-back motion of the operated character, thereby improving the interest of the game.

[0135] [Appendix 3] The swipe operation is an operation of moving away from the indicator object 50. This allows the player to get an idea of ​​the take-back motion of the operated character, thereby improving the entertainment value of the game.

[0136] [Appendix 4] Furthermore, in the step of executing a shot, the program in this embodiment increases the power of the shot as the distance of the moving object 40 determined at the end point of the swipe operation from the indicator object 50 increases. This improves the operability of the player in determining the power of the shot, thereby improving the entertainment value of the game.

[0137] [Appendix 5] The index is an index relating to the accuracy of the shot that is determined according to the release position, which increases the entertainment value of the game.

[0138] [Appendix 6] Furthermore, in the step of moving the moving object 40 toward the index object 50, the program in this embodiment moves the moving object 40 in a fixed direction regardless of the release position of the first input operation. This makes it easier for the player to make the moving object 40 reach the index object 50 as intended, thereby improving the entertainment value of the game.

[0139] [Appendix 7] Furthermore, in the program of this embodiment, in the step of moving the moving object 40 toward the index object 50, the moving direction of the moving object 40 is changed according to the release position of the first input operation. This allows the player to imagine a shot, thereby improving the entertainment value of the game.

[0140] [Appendix 8] Furthermore, the program in this embodiment varies the trajectory of the shot ball depending on the moving direction of the moving object 40. This allows the player to visualize the shot, improving the entertainment value of the game.

[0141] [Appendix 9] Furthermore, in the step of moving the moving object 40 toward the index object 50, the program in this embodiment increases the moving speed of the moving object 40 as the distance from the index object 50 to the release position of the first input operation increases. This increases the player's setting of shot power, making it more difficult to achieve a shot on the trajectory intended by the player, thereby improving the entertainment value of the game.

[0142] [Appendix 10] Furthermore, in the step of moving the moving object 40 toward the index object 50, the program in this embodiment increases the moving speed of the moving object 40 as the moving object 40 approaches the index object 50 from the release position of the first input operation. This makes it difficult for the player to hit a shot along the trajectory intended by the player, thereby improving the entertainment value of the game. [Explanation of symbols]

[0143] 1...game system, 10...terminal device, 11...processor, 12...memory, 13...storage, 14...communication IF, 15...input / output IF, 16...touch screen, 17...input section, 18...display section, 20...server, 21...processor, 22...memory, 23...storage, 24...communication IF, 25...input / output IF, 110...control section, 111...operation reception section, 112...transmission / reception section, 113...game progression section, 114...display control section, 120...storage section, 121...game program, 122...game information, 123...user information, 210...control section, 211...transmission / reception section, 212...server processing section, 213...data management section, 214...synchronization processing section, 220...storage section, 221...game program, 222...game information, 223...user information, N...network

Claims

1. Computer, a display means for displaying on a display screen a first object including an index relating to the movement of a moving object and moving in a direction intersecting a direction in which the moving object moves; a first control means for executing a first control for accepting a first input operation on the display screen by a user; a position determination means for determining a placement position of a second object based on the first control; a second control means for executing a second control to move the second object located at the placement position toward the first object, the second control means increasing a moving speed of the second object toward the first object as a distance between the placement position determined by the position determination means and the first object increases; a movement control means for moving the moving body in accordance with the placement position and the indicator determined by a positional relationship between the first object and the second object after the movement; A program that makes it work.

2. The first input operation is A swipe operation by the user from an arbitrary position on the display screen to the arrangement position. The program according to claim 1.

3. The swipe operation is an operation of moving away from the first object. The program according to claim 2.

4. the longer the distance between the placement position determined by the position determination means and the first object, the longer the moving distance of the moving body may be; The program according to claim 3.

Citation Information

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