Server system, game system and program

JP7608054B2Active Publication Date: 2025-01-06BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2020015323
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-01-31
Publication Date
2025-01-06
Estimated Expiration
2040-01-31

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Patent Text Reader

Abstract

To provide a server system and the like capable of diversifying a change in a game field in which a game is executed, deforming a game field so as to be utilizable for game tactics in a match game by plural player characters, and hence providing a new setup in a match game and increasing its fun in the match game by plural player characters.SOLUTION: A server device determines a change mode that becomes a new configuration of a game field according to a game situation when receiving a player's operation instruction on the basis of the operation instruction when receiving the operation instruction, such as a change instruction of a configuration of a game field, and executes field configuration changing processing for changing a configuration of a game field on the basis of the determined change mode.SELECTED DRAWING: Figure 4
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, there have been known fighting games, role-playing games (RPGs), and the like, in which the game field is rotated and displayed at given times during the game to progress the game.

[0003] In particular, recently, games have become known that do not simply rotate the game field, but change the data used to generate the game field before and after rotation in order to easily and accurately perform collision detection for objects placed on the game field (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 5031261 Public Relations Summary of the Invention [Problem to be solved by the invention]

[0005] However, the game system described in Patent Document 1 simply rotates the game field in a predetermined direction and by a predetermined amount, which is monotonous and limited in terms of transforming the game field, making it difficult to utilize the transformation of the game field to improve the entertainment value of games such as competitive games.

[0006] The present invention has been made to solve the above-mentioned problems, and its object is to provide a server system etc. that can add variety to the changes in the game field on which the game is played, and tactically transform the game field in a competitive game between multiple player characters, thereby providing a new mechanism for the competitive game and increasing its interest. [Means for solving the problem]

[0007] (1) In order to solve the above problems, the present invention provides A server system for executing a competitive game among a plurality of player characters in a game field formed in a game space, and for providing information about the competitive game to a terminal device, comprising: a reception processing means for receiving an operation instruction of a player via the terminal device; a game control means for progressing the competitive game using a player character operated by the player; a movement control means for controlling the movement of each player character within the game field based on a given instruction; a change processing means for executing a field configuration change process for changing a configuration of the game field based on the received operation instruction of the player; providing means for providing game information regarding the competitive game to the terminal device, the game information including information on the game field when changed by the field configuration change process; Equipped with The change processing means: According to the game situation when the operation instruction for the field configuration change processing is received The present invention has a configuration for determining a change mode that will be a new configuration of the game field, and executing the field configuration change process based on the determined change mode.

[0008] With this configuration, when a player's operation instruction is accepted, the present invention can change the configuration of the game field, such as rotating the game field or transforming terrain objects formed within the game field, depending on the game situation at that time, so that the change in the configuration of the game field can be used in game tactics in a competitive game on the game field.

[0009] Therefore, the present invention can provide a new mechanism for game strategy in a competitive game, thereby making the competitive game more interesting.

[0010] Furthermore, the present invention can eliminate the situation in which many player characters tend to concentrate in a specific area in a competitive game by changing the game field, thereby making the game more lively.

[0011] It should be noted that the "game field" may be a two-dimensional game field or a three-dimensional game field.

[0012] The "given instruction" includes, for example, a programmatic instruction executed during game execution, and an operational instruction by the player.

[0013] The "player's operation instructions" include a single operation instruction and multiple operation instructions. In particular, the "player's operation instructions" include operation instructions for moving the player's character, attacking other player's characters, defending against attacks from other player's characters, and instructions for changing the configuration of the game field.

[0014] And, the "field configuration change process" includes, for example, (A1) Rotation of the game field, (A2) Transformation (including movement) of terrain objects formed within the game field, and (A3) Adding and deleting various objects (hereinafter referred to as "placement objects") placed in the game field, including terrain objects; In order to ensure the game, however, it is preferable to impose a limit on the number of times the game field configuration can be changed.

[0015] In particular, "terrain object transformation" includes, for example, (B1) Rotational movement of a terrain object or a part of the terrain object (rotational movement based on a specific axis or point, such as line symmetrical rotational movement and point symmetrical rotational movement) or linear movement (linear movement such as parallel movement or change in height difference within the game space), (B2) The disappearance or addition of partial objects that form part of a terrain object; (B3) Adding or deleting faces that form terrain objects, and (B4) Changing the curvature of curves and surfaces that form terrain objects However, the terrain object is not limited to a static object fixed to the game field, but may be an object with a certain movement (gimmick).

[0016] And, "changing the height difference" means, for example, that an object that was in a low position in the game space before the field configuration change processing moves to a high position in the game space after the change, and that the height of a terrain object is swapped like a seesaw. Good too.

[0017] In the case of such a change in elevation difference, for example, when a game is played in which a player competes with other players to occupy a given area corresponding to a predetermined position on the game field (for example, the highest position (or the lowest position) on the game field), if the elevation of the terrain object changes due to the field configuration change process, the area to be occupied will fluctuate.In other words, in such a case, when the field configuration change process is executed in response to a player's operational instruction, the progress of the competitive game changes, thereby increasing the interest.

[0018] Furthermore, the "placed object" includes an immovable object (hereinafter referred to as an "immovable object") that is not affected by the field configuration change process after being placed on the game field.

[0019] In addition to the above, "field configuration change processing which changes the configuration of the game field based on the player's operational instructions" means that the field configuration change processing is executed by the player's direct operation, and it is preferable that the field configuration change processing is executed "independently of the actions of the player character" to exclude cases where the player character changes the configuration of the game field by moving or destroying a terrain object.

[0020] And as for the "game situation", for example, (C1) Information regarding the player that instructed the field configuration change process (hereinafter, also referred to as the "change instruction player"); (C2) The state of an element that changes during a match game for a player character that is the operation target of the change instruction player (hereinafter referred to as the "operation target player character") or for a team to which the operation instruction target player character belongs, (C3) the position of the player character to be operated on the game field; (C4) The situation regarding the period during the game when the operation instruction for the field configuration change process was accepted, (C5) The status of placement objects (including terrain objects) placed on the game field, and (C6) The number and positions of each player character in the game field, or the overall progress of the game, such as the number of players who have entered the competitive game and the number of surviving player characters as the game progresses; etc.

[0021] Furthermore, the "modification" may include, for example, (D1) The area of ​​the game field that rotates, whether it is the whole or a part of it (hereinafter referred to as the "rotation area"), the reference position for rotation (the central coordinates within the game field) and the central axis, the direction of rotation, and the amount of rotation, (D2) The deformation area in the terrain object, the type of deformation (linear movement, rotational movement, or the disappearance or addition of a part of an object), the position or axis serving as the basis of the deformation, the deformation direction, and the degree of the deformation (for example, the movement distance, the amount of rotation, the rate of disappearance or addition, or the degree of curvature), and (D3) The type, size, shape and placement position of the placement object including the terrain object are included.

[0022] The "battle game" may be a battle game between players, or may be a game in which the computer battles using an NPC.

[0023] (2) The present invention also provides The movement control means The system has a configuration for executing a coordinate lock process for locking a coordinate position in the game space for at least one of the player characters during the execution of the field configuration change process.

[0024] With this configuration, for example, when the position of the player character operated by the player who issued the change command is locked, the present invention can place, at or near that position, a point on the game field that is advantageous to that player or that player's player character (such as an attack base or an item acquisition point), or when the position of the player character operated by another player other than the player who issued the change command is locked, the present invention can place, at or near that position, a point that is disadvantageous to the other player or that other player's player character (such as a dangerous area where the player character is frequently attacked).

[0025] Therefore, in the present invention, by locking the coordinate positions of various player characters, as well as controlling changes to the state of other objects and their positions in the game space through the player's operational instructions, changes to the configuration of the game field can be used as a game strategy in a competitive game.

[0026] It should be noted that "at least one player character" includes multiple player characters as long as the number is one or more (assuming that one player, such as a deck or team, is operating multiple player characters).

[0027] In addition, the "coordinate locking process" also includes locking the coordinate positions in the game space of player characters operated by other players other than the player who instructed the field configuration change process, in addition to the player characters operated by the player who instructed the field configuration change process.

[0028] Furthermore, in the "coordinate locking process", the positions of some of the change instructing player's or other players' target player characters may be changed together with the game field without locking all of them, but the change instructing player's or other players' target player characters may be changed without locking them. However, from the viewpoint of strategy of the player who instructed the field configuration change process, it is preferable to change the coordinates of the other players' target player characters when the game field is changed.

[0029] (3) The present invention also provides The movement control means The coordinate locking process is executed for at least one of a player character operated by a player who has instructed the field configuration change process and a player character cooperating with the player character operated by the player in a battle against an enemy character.

[0030] With this configuration, the present invention can, for example, (E1) Placing a point on the game field that is advantageous to the player who issued the change instruction (such as an attack base or an item acquisition point) at or near the position of the player's character, or placing a point that is disadvantageous to the enemy character at or near the position of an enemy character; and (E2) It is possible to execute deformation of a terrain object that gives an advantage to the player character of the player who issued the change instruction in the battle, or deformation of a terrain object that gives a disadvantage to the enemy character in the battle.

[0031] It should be noted that "player characters that cooperate in a match between a player character and an enemy character" refers to, for example, a player character that belongs to the same team as the player character being operated by the player who instructed the field configuration change process, or a player character that cooperates when battling an enemy character, such as a player character set in the deck by the same player.

[0032] In addition, the above-mentioned "coordinate locking process" may or may not lock the coordinate positions of player characters other than the instruction target player character. However, it is preferable for a fighting game to lock the coordinate positions of player characters belonging to the same team as the instruction target player character, and not to lock the coordinate positions of enemy plays or characters.

[0033] Furthermore, "coordinate lock processing" also includes cases where the coordinates of the player character are changed directly by the player's operational instructions, and cases where the coordinates change due to changes in the state of the game space, such as when the player character's coordinate position changes due to a collision with a deformed terrain object.

[0034] (4) The present invention also provides The change processing means: The game field change mode is determined by determining a rotational movement of the game field, a linear movement of a land object formed in the game field, or a transformation mode in the rotational movement of the land object.

[0035] With this configuration, the present invention can determine the transformation pattern of the game field to be a rotational movement of the game field, a linear movement of a terrain object formed within the game field, or a rotational movement of the terrain object, thereby realizing a modification pattern that is easy for the player to operate and easily imagine.

[0036] (5) The present invention also provides The change processing means: The game field change mode is determined according to information about the player who has instructed the field configuration change process, as the game situation.

[0037] With this configuration, the present invention can reflect the intention of the change issuing player in the change manner of the game field, so that the change of the game field can be utilized in game tactics in a competitive game on the game field.

[0038] The "information about the player who instructed the field configuration change process" may include, for example, (F1) Player attributes (level, game membership type, attributes based on whether or not a charge has been made and the amount of the charge, whether or not special options have been owned), (F2) The attributes (type and characteristics) of the team to which the player belongs, and (F3) Attributes (type and characteristics) of the player character being controlled, etc.

[0039] (6) The present invention also provides The change processing means: The game field change mode is determined according to factors that change during the competitive game related to the player who has instructed the field configuration change process, as the game situation.

[0040] With this configuration, the present invention can, for example, change the game field to favor the situation of the player's player character and his / her team, thereby making the game more lively and increasing the interest of the game.

[0041] Furthermore, the present invention can also prevent one player from gaining too much of an advantage, making it possible to provide a competitive game in which the players and teams are evenly matched despite differences in their levels.

[0042] Thus, the present invention can maintain or increase the appeal of the game to all players.

[0043] In addition, the "elements that change during the game played by the player who instructed the field configuration change process" include, for example, (G1) Change instructions: Player level, points, experience, in-game currency, winning / losing status (match results and ranking), or battle status (advantage or disadvantage), etc. (G2) The winning / losing status (match results or ranking) or the battle situation (superiority or inferiority) of the operation target player character, or the change instruction player or the team to which the operation target player character belongs in a match game, (G3) Parameters related to the player character to be operated (ability parameters that define abilities such as attack ability and agility, survival and power output parameters that are directly related to the survival of the player character such as life energy and physical strength parameters, growth parameters such as level and experience points, and parameters acquired during the game such as bonuses and items), (G4) The parameters of the team to which the controlled player character belongs, and (G5) The number of surviving player characters as the game progresses, etc.

[0044] (7) The present invention also provides The change processing means: The game situation is determined based on the position of the player character to be operated on the game field, and the manner in which the game field is changed is determined based on the position of the player character to be operated on the game field.

[0045] With this configuration, the present invention allows the change in the game field to be effectively utilized as a strategy in a competitive game, thereby making the competitive game more entertaining.

[0046] In addition, "position on the game field" includes not only an absolute position on the game field, but also a relative position determined by the positional relationship with other objects, such as the distance to a specific object formed on the game field, the distance to other player characters belonging to the same team, and the distance to an enemy character.

[0047] (8) The present invention also provides The change processing means: The game field change mode is determined according to the game situation, that is, the situation related to the period during the game when the operation instruction for the field configuration change process is accepted.

[0048] With this configuration, the present invention can change, for example, the direction of rotation or movement of the game field, the amount of rotation or movement, or the deformation mode of a terrain object depending on the timing of an operation instruction, thereby providing a new mechanism for game strategy in competitive games.

[0049] In addition, "status related to a period during a game" includes timing such as the elapsed time from the start of the game, the time remaining until the end of a competitive game, whether or not a special period is occurring during a competitive game, or the remaining time if a time limit is set in a competitive game.

[0050] (9) The present invention also provides The change processing means: The game status is configured to determine the change manner of the game field depending on the status of the objects placed within the game field at the time when an operation instruction related to the field configuration change process is received.

[0051] With this configuration, the present invention can change the direction of rotation or movement of the game field, the amount of rotation or movement, or the deformation mode of the terrain object, taking into account the state of the game field, so that a competitive game can be provided that utilizes changes to the configuration of the game field so as not to reduce the interest of each player in the game.

[0052] In addition, the "status of placed objects" may include, for example, (H1) The placement status of the placement object in the game field, (H2) The amount of objects placed in the game field (the amount of objects scattered on the game field and the amount of objects distributed unevenly), and (H3) When weight is defined for a placed object, the weight situation on the game field (the scattering situation based on the weight on the game field and the weight imbalance situation), etc.

[0053] (10) The present invention also provides The change processing means: The game field is changed in such a way that the player who has instructed the field configuration change process or the team to which the player belongs has an advantage in the game.

[0054] With this configuration, the present invention allows the change issuing player or his / her team to gain an advantage in the competitive game on the game field, and can therefore function effectively as a new mechanism for game strategy in competitive games.

[0055] In addition, examples of "changes that are advantageous in the game" include: (J1) a change mode for placing a point (such as an attack base or an item acquisition point) advantageous to the change instruction player, the team to which the change instruction player belongs, or the operation instruction target player character on the game field at or near the position of the operation instruction target player character or the team to which the operation instruction target player character belongs; (J2) A manner in which, on the game field, another player other than the change instruction player, the enemy team to which the other player belongs, or a point that is disadvantageous to the enemy character (a dangerous area such as an area where the player character is frequently attacked) is placed at or near the position of an enemy character other than the operation instruction target player character or the team to which the enemy character belongs, (J3) A mode in which the operation instruction target player character or the team to which the operation instruction target player character belongs is transformed into a terrain object that can avoid attacks from enemy characters; and (J4) A mode of transforming the terrain object into one that can facilitate an attack on an enemy character by an operation instruction target player character or a team to which the operation instruction target player character belongs, etc.

[0056] (11) The present invention also provides The game control means The fighting game is progressed such that a given position or area of ​​the game field serves as a destination for the player character.

[0057] With this configuration, the present invention can incorporate field configuration change processing that changes the appearance of the game field into, for example, games such as territory battles in which players compete to occupy enemy bases or for a specified area, games such as racing games in which the player character that reaches the goal in the fastest time wins, and games in which players acquire items placed at specified positions or areas.

[0058] Therefore, the present invention can improve the game strategy in these competitive games and increase the entertainment value of the competitive games.

[0059] (12) The present invention also provides The game device further comprises object control means for placing, on the game field, immovable objects whose coordinates are prohibited from being changed by the field configuration change process.

[0060] With this configuration, the present invention allows immovable objects to be placed within the game field, and therefore the entertainment value of the game can be increased by mixing immovable objects into the game field.

[0061] It should be noted that "immovable objects" include, for example, building objects such as castles (i.e., static objects) and item objects that can be obtained by the player character.

[0062] (13) The present invention also provides The game device further comprises an object control means for placing a given object on the game field based on the received operation instruction from the player.

[0063] With this configuration, the present invention can incorporate even more complex gameplay by making it possible to place given objects in the game field, such as objects that form new terrain, or such objects that are prohibited from being changed by the field configuration change process.

[0064] (14) The present invention also provides The game control means The game element relating to the player character is changed according to the configuration of the game field in the field configuration change process or the position of the player character on the game field.

[0065] With this configuration, the present invention can incorporate even more complex gameplay by changing the attack type and movement pattern depending on the configuration of the game field, such as the rotation of the game field or the transformation of terrain objects formed on the game field, or depending on the player's position.

[0066] In addition, "game elements" include, for example, (K1) The type of attack against the enemy character, its power, and the attack mode of the player character, such as the performance (including effect processing), (K2) The movement mode of the player character, such as the type of movement, the amount of movement, the speed of movement, and the places where the player character can move; (K3) The types of weapons and abilities available to the player character, and (K4) Operation methods such as attack operation method and movement operation method of the player character, etc.

[0067] (15) In order to solve the above problems, the present invention provides A program for executing a competitive game among a plurality of player characters in a game field formed in a game space, and for providing information about the competitive game to a terminal device, comprising: a reception processing means for receiving an operation instruction of a player via the terminal device; a game control means for progressing the competitive game using a player character operated by the player; a movement control means for controlling the movement of each player character within the game field based on a given instruction; a change processing means for executing a field configuration change process for changing a configuration of the game field based on the received operation instruction of the player; and a providing means for providing game information regarding the competitive game to the terminal device, the game information including information about the game field when changed by the field configuration change process; The computer functions as The change processing means: The system is configured to determine a change pattern that will be a new configuration of the game field depending on the game situation when an operational instruction related to the field configuration change process is received, and to execute the field configuration change process based on the determined change pattern.

[0068] With this configuration, when a player's operation instruction is accepted, the present invention can change the configuration of the game field, such as rotating the game field or transforming terrain objects formed within the game field, depending on the game situation at that time, so that the change in the configuration of the game field can be used in game tactics in a competitive game on the game field.

[0069] Therefore, the present invention can provide a new mechanism for game strategy in a competitive game, thereby making the competitive game more interesting.

[0070] Furthermore, the present invention can eliminate the situation in which many player characters tend to concentrate in a specific area in a competitive game by changing the game field, thereby making the game more lively.

[0071] (16) In order to solve the above problems, the present invention provides A program for executing a competitive game by a plurality of player characters in a game field formed in a game space, A reception processing means for receiving an operation instruction from a player; a game control means for progressing the competitive game using a player character operated by the player; a movement control means for controlling the movement of each player character within the game field based on a given instruction; a change processing means for executing a field configuration change process for changing a configuration of the game field based on the received operation instruction of the player; Equipped with The change processing means: The system is configured to determine a change pattern that will be a new configuration of the game field depending on the game situation when an operational instruction related to the field configuration change process is received, and to execute the field configuration change process based on the determined change pattern.

[0072] With this configuration, when a player's operation instruction is accepted, the present invention can change the configuration of the game field, such as rotating the game field or transforming terrain objects formed within the game field, depending on the game situation at that time, so that the change in the configuration of the game field can be used in game tactics in a competitive game on the game field.

[0073] Therefore, the present invention can provide a new mechanism for game strategy in a competitive game, thereby making the competitive game more interesting.

[0074] Furthermore, the present invention can eliminate the situation in which many player characters tend to concentrate in a specific area in a competitive game by changing the game field, thereby making the game more lively. [Brief description of the drawings]

[0075] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration showing the configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 illustrates functional blocks of a server device according to an embodiment. [Diagram 3] FIG. 2 is a diagram illustrating functional blocks of a terminal device according to an embodiment. [Figure 4] FIG. 11 is a diagram (part 1) for explaining a field configuration change process according to an embodiment. [Diagram 5] FIG. 2 is a diagram (part 2) for explaining the field configuration change process according to an embodiment. [Figure 6] FIG. 11 is a diagram (part 1) for explaining a change mode of a game field in the field configuration change processing of one embodiment. [Figure 7] FIG. 11 is a diagram (part 2) for explaining a change mode of the game field in the field configuration change process of one embodiment. [Figure 8] FIG. 11 is a diagram (part 3) for explaining a change mode of the game field in the field configuration change processing of one embodiment. [Figure 9] FIG. 4 is a diagram (part 4) for explaining a change mode of the game field in the field configuration change processing of one embodiment. [Figure 10] FIG. 5 is a diagram (part 5) for explaining a change mode of the game field in the field configuration change processing of one embodiment. [Figure 11] FIG. 11 is a diagram (part 1) for explaining a change mode determination process according to a game situation in a field configuration change process according to an embodiment. [Figure 12]FIG. 13 is a diagram (part 2) for explaining the change mode determination process according to the game situation in the field configuration change process according to an embodiment. [Figure 13] FIG. 11 is a diagram for explaining a game control process according to an embodiment. [Figure 14] 10 is a flowchart illustrating an operation related to a field configuration change process executed by the server device of the embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0076] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.

[0077] [1] Game system First, an overview and a general configuration of a game system 1 according to the present embodiment will be described with reference to FIG. 1 is a diagram showing an example of a system configuration of a game system 1 according to the present embodiment.

[0078] As shown in FIG. 1, the game system 1 of the present embodiment is configured such that a server device 10 that provides a game service and terminal devices 20 (for example, terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network).

[0079] By accessing the server device 10 from the terminal device 20, the user can play a game transmitted from the server device 10 via the Internet. Furthermore, by accessing the server device 10 from the terminal device 20, the user can communicate with other users.

[0080] The server device 10 is an information processing device capable of providing a service that allows a user to play a game using a terminal device 20 connected for communication via the Internet. The server device 10 may also function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple users.

[0081] In addition, when the server device 10 functions as an SNS server, for example, it is capable of providing a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS it provides.

[0082] In particular, the server device 10 is capable of providing games that are provided on the web browser of the terminal device 20, such as browser games (games that can be launched simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH, CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).

[0083] Social games, unlike existing online games, do not require dedicated client software and include games that can be used with only a web browser and an SNS account. The server device 10 is configured to provide an online game that can be connected to other users' terminals (smartphones, personal computers, game consoles, etc.) via a network and share the same game progress online at the same time.

[0084] On the other hand, the server device 10 may be configured with one (device, processor) or multiple (devices, processors).

[0085] Furthermore, information such as billing information, game information, etc. stored in the memory area of ​​the server device 10 (memory unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet), and when functioning as an SNS server, information such as player information storage unit 146 stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet).

[0086] Specifically, the server device 10 of this embodiment receives input information based on the operation of the user of the terminal device 20 (i.e., the player who executes the game), and performs game processing based on the received input information. The server device 10 then transmits game processing results to the terminal device 20, and the terminal device 20 performs various processes to provide the game processing results received from the server device 10 to the terminal device 20 so that the user can view them.

[0087] The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, an image generating device, etc., and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or a LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0088] The terminal device 20 also includes a Web browser capable of browsing Web pages (data in HTML format). That is, the terminal device 20 includes a communication control function for communicating with the server device 10, a Web browser function for performing display control using data received from the server device 10 (Web data, data created in HTML format, etc.), and for transmitting user operation data to the server device 10, and executes various processes for providing a game screen to the user, allowing the user to play the game. However, the terminal device 20 may also acquire game control information provided by the server device 10, execute a predetermined game process, and play a game based on the game process.

[0089] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 has a configuration that causes the server device 10 functioning as an SNS server to perform a predetermined process by using an API as necessary, or causes the server device 10 functioning as an SNS server to acquire the player information storage unit 146 managed by the server device 10 functioning as an SNS server, and executes the game.

[0090] [2] Server equipment Next, the server device 10 of the present embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of the present embodiment. The server device 10 of the present embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.

[0091] The server device 10 includes an input unit 120 for use in administrator and other input, a display unit 130 for performing specified displays, an information storage medium 180 in which specified information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for executing processes mainly related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.

[0092] The input unit 120 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is configured with a mouse, a keyboard, and the like.

[0093] The display unit 130 displays an operation screen for a system administrator. For example, the display unit 130 in this embodiment is configured with a liquid crystal display or the like.

[0094] Information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0095] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.

[0096] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by a RAM (VRAM), etc. The information stored in the storage unit 140 may be managed by a database.

[0097] In addition to the main memory unit 142, the memory unit 140 of this embodiment also has a game data memory unit 144 in which game information indicating information related to the game is stored, and a player information memory unit 146 in which player information indicating information about each player and information related to the player's game (hereinafter referred to as "player-related information") are stored.

[0098] The game data storage unit 144 stores information about the game field on which the game is played, condition information used for various judgments, information about the map that constitutes the game field, information about terrain objects (hereinafter referred to as "terrain objects") formed on the game field, specifications of each object including the terrain objects, information regarding changes to the specifications, various table information, and information regarding player characters owned by each player.

[0099] The player information storage unit 146 stores the following information for each player: (A1) The player’s nickname, player ID, and if the player belongs to a team, the name of the team and its ID (hereinafter referred to as “affiliation information”), (A2) Information regarding individual and team performance, such as current score, experience points, energy parameter values ​​(life energy value, stamina value, and power value), rewards earned, or game time (hereinafter also referred to as "performance information"); (A3) Information on the characteristics and attributes of the player characters possessed by each player (if the player has multiple player characters, information on the characteristics and attributes of each of the player characters); (A4) Information regarding charges, such as billing history and billing amounts, and (A5) Information on items acquired by the player character (hereinafter referred to as "item information"); is stored.

[0100] The processing unit 100 performs various processes using a main memory unit 142 in the memory unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0101] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for making a computer function as each unit of this embodiment (programs for making a computer execute the processes of each unit).

[0102] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in an information storage medium, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes for providing various services in response to requests from the terminal device 20.

[0103] Specifically, the processing unit 100 of this embodiment has at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a player management unit 104, a character control unit 105, a game field control unit 106, a timer management unit 109, and an information provision unit 110.

[0104] For example, the communication control unit 101 of this embodiment constitutes the reception processing means of the present invention, and the game management unit 103 constitutes the game control means of the present invention. Also, for example, the character control unit 105 constitutes the movement control means of the present invention, and the game field control unit 106 constitutes the change / update processing means and object control means of the present invention. Furthermore, for example, the information providing unit 110 of this embodiment constitutes the providing means of the present invention.

[0105] The communication control unit 101 performs processing for transmitting and receiving data via a network with the terminal device 20. That is, the server device 10 performs various processing based on information received by the communication control unit 101 from the terminal device 20 and the like.

[0106] In particular, the communication control unit 101 of this embodiment performs processing to transmit a game screen to the terminal device 20 of a player based on a request from the terminal device 20 of that player.

[0107] The communication control unit 101 also executes various processes for accepting operation instructions inputted to the terminal device 20 by the player.

[0108] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs a process of transmitting data in response to a request from a Web browser 211 installed in the terminal device 20, and a process of receiving data transmitted by the Web browser 211 of the terminal device 20, through a communication protocol such as HTTP (Hypertext Transfer Protocol).

[0109] In this embodiment, the server device 10 is described as having a function as an SNS server, but the server device 10 may be formed as a server for the game and a server for the SNS separately. In addition, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.

[0110] The game management unit 103 works in conjunction with the terminal device 20, and executes various game processes related to various competitive games such as battle games, action games, RPGs, sound games, or sports games in which multiple players compete against each other and fight or engage in combat, based on player operations input via the terminal device 20 in a game space serving as a virtual space.

[0111] Furthermore, the game management unit 103 executes various game processes based on the player's operational instructions transmitted from the terminal device 20.

[0112] In particular, the game management unit 103 controls the movement within the game space and each action in the game of the player character operated by each player in response to the player's operation input entered into the terminal device 20, while executing the actions of other related characters and objects and various game processes.

[0113] It should be noted that the game management unit 103 may execute various game processes for a single player character, or may execute various game processes for multiple player characters, based on operational instructions from one player.

[0114] The player management unit 104 manages the player character set by the player during the game or the deck on which the player character is set.

[0115] Furthermore, when a game is played by a team made up of a plurality of players, the player management unit 104 also executes control relating to the team to which the player belongs.

[0116] The character control unit 105 controls various actions, including movement within the game space, of the player character (hereinafter also referred to as the “operated player character”) operated by the player in response to the player's operation input input to the terminal device 20.

[0117] The game field control unit 106 forms a game field according to predetermined specifications, and executes various processes for updating the game field by changing the objects placed thereon, such as the terrain, based on the game situation during the game, including the actions of the player character, such as the destruction of terrain objects due to attacks by the player character.

[0118] In addition, the game field control unit 106 executes a field configuration change process, based on the player's operational instructions, for example, regardless of the movement of the player character, to change the map that forms the game field, and to change the configuration of the game field, including the terrain objects that are formed on the game field.

[0119] The timer management unit 109 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 109 works in conjunction with the game management unit 103 and outputs the current time and a preset time to each unit. The timer management unit 109 is also used to synchronize with each terminal device.

[0120] The information providing unit 110 generates various kinds of game information (including information on the game field after the field configuration change processing) for causing the terminal device 20 to process the game, and provides the information to the corresponding terminal device 20.

[0121] In particular, the information providing unit 110 provides, at a given timing, information for displaying information relating to a mission on the relevant terminal device 20 as game information to the terminal device 20.

[0122] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is a diagram showing functional blocks of the terminal device 20 of this embodiment. The terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.

[0123] The input unit 260 is a device for inputting input information from the player, and outputs the player's input information to the processing unit 200. The input unit 260 of this embodiment includes a detection unit 262 that detects the player's input information (input signal). The input unit 260 may be, for example, a lever, a button, a steering wheel, a microphone, a touch panel display, a keyboard, or a mouse.

[0124] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by a RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main memory unit 271 used as a work area, and an image buffer 272 in which the final display image, etc. are stored. Note that a configuration in which some of these components are omitted may also be used.

[0125] Information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0126] The processing unit 200 performs various processes of this embodiment based on programs (data) stored in the information storage medium 280. The information storage medium 280 can store programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0127] In this embodiment, the server device 10 includes an information storage medium 180 and a storage unit 140, and stores programs and games for causing a computer to function as each unit of this embodiment. The program and data received from the server device 10 may be stored in the storage unit 270. The case where the program and data are received in this manner and the network system is operated is also included in the scope of the present invention.

[0128] The display unit 290 outputs the image generated by this embodiment, and the function thereof can be realized by a CRT, an LCD, a touch panel display, an HMD (head mounted display), etc. The sound output unit 292 outputs the sound generated by this embodiment, and the function thereof can be realized by a speaker, a headphone, etc.

[0129] The communication unit 296 performs various controls for communicating with the outside (for example, other terminals, servers), and the functions thereof can be realized by hardware such as various processors or communication ASICs, programs, and the like.

[0130] The processing unit 200 (processor) performs processing such as game processing, display control, image generation processing, or sound generation processing based on information about the game acquired from the server device 10 via the communication unit 296, input information acquired from the input unit 260, or programs, etc.

[0131] The processing unit 200 performs various processes using a main memory unit 271 in a memory unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0132] The processing unit 200 includes a communication control unit 210, a Web browser 211, a game processing unit 212, a display control unit 213, a drawing unit 220, and a sound processing unit 230. Note that some of these may be omitted.

[0133] The communication control unit 210 performs processing for transmitting and receiving data to and from each server device 10. In addition, the communication control unit 210 performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.

[0134] The communication control unit 210 may store and manage destination information (IP address, port number) of the server in the information storage medium 280. The communication control unit 210 may communicate with the server device 10 when receiving input information for starting communication from the player.

[0135] In particular, the communication control unit 210 performs processing to transmit player identification information and operation information to the server device 10 and receive information related to the game (player information, game card information, the player's web page, game screen, etc.) from the server device 10.

[0136] The communication control unit 210 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 210 of this embodiment performs a process of receiving a game screen from the server device 10.

[0137] The Web browser 211 is an application program for viewing Web pages (game screens), downloading HTML files, image files, and the like from the Web server (server device 10), analyzing the layout, and controlling the display. The Web browser 211 also transmits data to the Web server (server device 10) using input forms (links, buttons, text boxes, and the like).

[0138] The Web browser 211 of this embodiment can realize a browser game. For example, the Web browser 211 may execute a program written in JavaScript (registered trademark), FLASH, Java (registered trademark), or the like, received from a Web server (server device 10).

[0139] The terminal device 20 can display information from a Web server specified by a URL via the Internet using the Web browser 211. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using the Web browser 211.

[0140] The game processing unit 212 performs various game calculation processes, such as a process for starting a game when a game start condition is satisfied, a process for progressing the game, and a process for ending the game when a game end condition is satisfied.

[0141] The game processing unit 212 may then perform processing to place and set various objects (objects composed of primitives such as polygons, free-form surfaces, or subdivision surfaces) representing display items such as player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in the object space.

[0142] Here, the object space is a virtual space, including both two-dimensional space and three-dimensional space. The two-dimensional space is a space in which an object is arranged, for example, in two-dimensional coordinates (X, Y), and the three-dimensional space is a space in which an object is arranged, for example, in three-dimensional coordinates (X, Y, Z).

[0143] In addition to setting the game cards as deck data, the game processing unit 212 also performs game processing including controlling the sending and receiving of various information at login, executing game processing based on the player's operation when executing a game in real time in conjunction with the server device 10, and playing received automatic calculation data when executing a game by automatic calculation. Furthermore, the display control unit 213 performs processing for displaying on the display unit 290. For example, the display control unit 213 may use the Web browser 211 for display.

[0144] The drawing unit 220 performs drawing processing based on various processes (e.g., game processing) performed by the processing unit 200, thereby generating an image, which is output to the display unit 290 by the display control unit 213. The image generated by the drawing unit 220 may be a so-called two-dimensional image or a so-called three-dimensional image.

[0145] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292 .

[0146] [4] Method of the present embodiment [4.1] Overview Next, an overview of the method (field configuration change processing) of this embodiment will be described with reference to FIGS.

[0147] 4 and 5 are diagrams for explaining the field configuration change process in this embodiment.

[0148] The server device 10 of the present embodiment works in conjunction with the terminal device 20, and stores, for each player, the player character, other characters, the game space or a part thereof, game parameters, background music, and The system is configured to provide game information such as a game scenario to the terminal device 20, and to execute a battle game such as a combat game or a fighting game, an action game, an RPG, a sound game, or a sports game based on the operations of each player input via the terminal device 20.

[0149] The server device 10 is connected to the terminal device 20 via a network and constitutes a server system that performs game control for executing a given game on the terminal device 20 operated by a player.

[0150] For example, the server device 10 of this embodiment has a configuration for forming one game space (e.g., a game field in a virtual three-dimensional space) and executing a battle game (i.e., a multi-battle) within the game field in which multiple player characters controlled by each player compete against each other, in a TPS (third-person shooter) game in which predetermined bases are seized.

[0151] The server device 10 also has a configuration for executing a game in which the player's character is hidden behind a terrain object formed on the game field and shoots at the player's character of an enemy player.

[0152] In particular, the server device 10 of this embodiment has a configuration for changing the configuration of the game field, such as rotating the game field or transforming terrain objects formed within the game field, depending on the game situation in the competitive game at that time when an operation instruction is received from a player.

[0153] In other words, in this embodiment, the player can change the game situation through his own operations, and changes to the configuration of the game field can be used in game tactics in the competitive game on the game field.

[0154] The server device 10 of this embodiment has a configuration for realizing a game in which the player can change the configuration of the game field to an advantage by his / her own operation, for example by making an object in which the player character being operated is hiding disappear, while the situation changes to an unfavorable one for the opposing player.

[0155] Specifically, the server device 10 of this embodiment is configured to operate a player character operated by a player based on the player's operation instructions received via the terminal device 20 to progress through the competitive game, and to control the movement of each player character within the game field based on given instructions, such as programmatic instructions during the game and player operation instructions.

[0156] The server device 10 also has a configuration for receiving various operational instructions, such as operational instructions for moving the player's character within the game field, attacking other player's characters, and defending against attacks from other player's characters.

[0157] In particular, when the server device 10 receives an instruction to change the configuration of the game field from among the various operation instructions, the server device 10 executes a process (hereinafter referred to as a "field configuration change process") to change the configuration of the game field based on the operation instruction (e.g., regardless of the action of the player character).

[0158] The server device 10 performs the field configuration change process in accordance with the following operation instructions from the player: The system is configured to determine a change pattern that will result in a new configuration of the game field depending on the game situation at the time of acceptance, change the configuration of the game field based on the determined change pattern, and provide game information regarding the competitive game, including information on the game field after the change, to the terminal device 20.

[0159] For example, as shown in FIG. 4, assume that on a game field where predetermined terrain objects are arranged within the game space, a player character P1 to be operated by a change instructing player (i.e., the player himself) and multiple opponent players' player characters P2 (hereinafter also referred to as "enemy characters") are battling in an area with nothing between them.

[0160] Also, a case is assumed in which the charged amount of energy for changing the configuration of the game field for the player himself (hereinafter referred to as "field transformation energy") is equal to or greater than a certain amount, and the field configuration change process can be initiated.

[0161] In this case, when the server device 10 detects that the player has performed an operation to change the configuration of the game field, (A1) determining a modification mode of a terrain object to be newly created on the game field according to the game situation, such as the amount of charge of energy (hereinafter referred to as "field transformation energy") for modifying the configuration of the game field for the player himself, the positions of the player's character P1 and enemy character P2, and whether the life energy of the player's character P1 is equal to or lower than a certain amount; (A2) Based on the determined change mode, a field configuration change process is executed to cause a land object GB1 of a predetermined shape to appear between the player's character P1 and the enemy character P2.

[0162] That is, in this case, when the player is in a disadvantageous situation and the field transformation energy is charged above a certain level, the server device 10 causes a terrain object to appear between the player's character P1 and the enemy character P2 to hide the player's character P1 from the enemy character P2.

[0163] In particular, in this case, the server device 10 executes a coordinate lock process for locking the coordinate positions of the player's character P1 and the enemy character P2 in the game space.

[0164] As shown in the field transformation energy gauge G01 in FIG. 4, the server device 10 consumes a certain amount of energy when the above-mentioned field configuration change process is executed.

[0165] On the other hand, for example, consider a case where, on a game field in which enemy players' bases are formed in predetermined areas within the game space as shown in FIG. 5, the current position of the player's character P1 in the game space is far from the enemy player's base BA1, the area to which the player's character P1 belongs is a rotatable area, and the player wishes to quickly attack the enemy character P2's base BA1.

[0166] Similarly to the above, a case is assumed in which the player's field transformation energy charge amount is equal to or greater than a certain amount, and the field configuration change process can be initiated.

[0167] In this case, when the server device 10 detects that the player has performed an operation to change the configuration of the game field, (B1) As the game status, the amount of charge of energy for transforming the field, the player's determining a modification manner for rotating the game field to create a new configuration according to the position of the character P1; (B2) Based on the determined change mode, a field configuration change process is executed to move the player's character P1 to the vicinity of the base BA1 of the enemy character P2.

[0168] In this case, when the field transformation energy is charged to a certain level or more, the server device 10 rotates a part of the game field in which the player's character P1 is located, and moves the player's character P1 to the vicinity of the base BA1 of the enemy character P2.

[0169] In particular, in this case, the server device 10 executes a coordinate lock process for locking the coordinate position of the player's character P1 within the game space.

[0170] In this case, since the server device 10 does not lock the coordinate position in the game space for the enemy character P2, the coordinate positions of the enemy characters also move as the game field rotates.

[0171] With this configuration, in this embodiment, a new mechanism can be provided as a game strategy in a competitive game, thereby making the competitive game more entertaining.

[0172] Furthermore, in this embodiment, by changing the game field, it is possible to eliminate the situation in which many player characters tend to concentrate in a specific area in a competitive game, thereby making the game more lively.

[0173] In this embodiment, the game field may be a two-dimensional game field or a three-dimensional game field, but the following description will be given using a game field in a three-dimensional game space (i.e., a three-dimensional game field).

[0174] In the following embodiment, a battle game using player characters between players will be described as an example. In particular, in this embodiment, the concept of a battle between players includes a battle game using a computer and an NPC.

[0175] [4.2] Game field and energy for transforming the field [4.2.1] Game Field Next, the game field of this embodiment will be described.

[0176] The game field of this embodiment is formed in one game space, entirely or partially rotatably, and is defined by a world coordinate system in the game space.

[0177] The game field functions as a field in which the player's character moves based on the player's operation, and also functions as a map in which the battle between the player's characters takes place.

[0178] In addition, the game field may be formed by connecting multiple partial maps, and when part of the game field rotates, this may be achieved by rotating each partial map.

[0179] The game field includes a transformation field for forming a terrain on the game field. Various types of placement objects are formed, such as movable terrain objects, non-deforming terrain objects (hereinafter referred to as "immovable objects"), and special objects such as objects with bombs, traps, and gimmicks.

[0180] On the other hand, during the game, in a field configuration change process, the configuration of the game field is changed based on the player's operational instructions by rotating all or part of the field or by transforming the terrain objects placed therein.

[0181] That is, in the game field of this embodiment, the field configuration change process does not involve the player character moving or destroying terrain objects, but involves changes such as rotation and deformation of terrain objects based on the player's operational instructions and the game situation.

[0182] Furthermore, in the game field of this embodiment, when the whole or a part of the game field rotates, the rotation is performed based on a predetermined coordinate or coordinate axis in the world coordinate system.

[0183] [4.2.2] Energy for Field Transformation Next, the field deformation energy used in this embodiment will be described.

[0184] The field transformation energy is energy that changes as the game progresses, and as described above, is energy for changing the configuration of the game field, and is used when executing the field configuration change process.

[0185] In particular, in this embodiment, the field configuration change process cannot be initiated unless a certain amount of energy (for example, 80% of the total amount) is charged in the field transformation energy.

[0186] The field transformation energy is designed so that when a field configuration change process is initiated, that amount of energy is consumed.

[0187] The energy for transforming the field can be, for example, (A1) As time passes during the game, (A2) By collecting from an energy device placed on the game field (specifically, by approaching an energy device), or (A3) By collecting energy held by another player character (including friendly player characters and enemy player characters of the same team) when the other player character is defeated (specifically, by contacting the enemy player character or a bag containing energy or by shooting at a bag containing energy), It is charged as energy for each player character.

[0188] The energy gauge, which displays the amount of charged energy for field transformation, is made up of a first stage that is charged naturally over time and through the above-mentioned collection, and a second stage that is charged only through the above-mentioned collection.

[0189] In particular, in this case, the second stage may be designed to recover to, for example, 50%, but in order to charge to more than 50%, it may be required to charge only by the above-mentioned harvesting in the second stage.

[0190] In principle, if a certain amount of energy for transforming the field is charged during the game, the field configuration change process can be triggered based on the player's operation instructions. However, for the sake of game play, it is preferable to place a limit on the number of times the configuration of the game field can be changed. In this case, even if the field transformation energy has been charged to a certain amount or more, the field configuration change process will not be triggered.

[0191] On the other hand, in this embodiment, a dedicated item may be used in the game to use and charge the energy for transforming the field.

[0192] That is, in this embodiment, when a dedicated item is used, the field transformation energy may be used and charged.

[0193] The dedicated item may be set for each change mode described below, a single item may be set, or the dedicated item may be set for each predetermined category.

[0194] Furthermore, in this embodiment, the field configuration change process may be initiated on the premise that a certain amount or more of energy for field transformation has been charged, or the field configuration change process may be initiated regardless of the energy for field transformation.

[0195] [4.3] Field configuration change processing [4.3.1] Basic principle Next, the basic principle of the field configuration change process of this embodiment will be described.

[0196] In order to reflect the player's intentions in the changes made to the game field, the game field control unit 106 executes a field configuration change process triggered by the player's operation instructions, and then executes a field configuration change process that changes the configuration of the game field depending on the game situation when the instructions of that player (hereinafter also referred to as the "change instruction player") are accepted.

[0197] Specifically, the game field control unit 106 executes a field configuration change process when a predetermined amount of field transformation energy, which is set for each player, for each player character, or for each team made up of multiple players, is charged during the game and a field configuration change process is instructed by an operational instruction from the player.

[0198] In particular, the game field control unit 106 executes field configuration change processing such as rotating the game field and transforming land objects, independently of the actions of the player character, by being directly operated by the player.

[0199] Specifically, the game field control unit 106 performs the following operations depending on the game situation: (A1) Rotation of the game field (partial or complete), (A2) Transformation (including movement) of terrain objects formed within the game field, and (A3) Adding and deleting objects placed in the game field, including terrain objects; A field configuration change process is executed to change the configuration of the game field, such as the above.

[0200] Then, the game field control unit 106 calculates the game situation as follows: (B1) Depending on the information on the operation instruction layer, (B2) Depending on the state of an element that changes during a match game for a player character that is the operation target of a change instruction player (hereinafter referred to as an "operation target player character") or a team to which the operation target player character belongs, (B3) Depending on the position of the player character on the game field, (B4) Depending on the situation during the game when the operation instruction for the field configuration change process is accepted, (B5) Depending on the status of the placement objects (including terrain objects) placed on the game field, (B6) Depending on the number and positions of each player character in the game field, or the progress of the entire game, such as the number of players who have entered the competitive game or the number of surviving player characters as the game progresses, or (B7) Depending on the combination of two or more of (B1) to (B6), A process for determining a change mode for changing the configuration of the game field as described above (hereinafter referred to as a "change mode determination process") is executed.

[0201] The details of the change mode of the game field in this embodiment and the change mode determination process will be described later.

[0202] Furthermore, the game field control unit 106 executes a field configuration change process based on the player's operational instructions during the game, but in order to ensure the game, it is preferable to impose a limit on the number of times the configuration of the game field can be changed.

[0203] On the other hand, when the game field control unit 106 receives an instruction to execute a field configuration change process among the operational instructions of the player via the communication control unit 101, the game field control unit 106 executes the field configuration change process.

[0204] For example, the game field control unit 106 may be configured to: (C1) A specific button set on the controller (input unit) is operated. (C2) A specific command was entered on the controller; (C3) In the case where the controller is a touch panel, a specific area set on the touch panel is touched; (C4) The player character presses an object such as a "change switch" placed in the game space, (C5) The player or player character uses a special item, magic, or skill as described above, or (C6) Placing a placement object (such as a block) in the game space; When an operation instruction such as the above is received, the field configuration change process is executed.

[0205] The game field control unit 106 may receive an instruction to execute the above-mentioned field configuration change process together with or separately from other operations from the player regarding the corresponding player character.

[0206] In other words, even if there is no operational instruction regarding the action of the player character, such as movement of the player character, when the game field control unit 106 receives an instruction to execute the field configuration change process as described above, the game field control unit 106 may execute the field configuration change process.

[0207] [4.3.2] Changes to the game field Next, the manner in which the game field is changed in the field configuration change process of this embodiment will be described with reference to FIGS.

[0208] 6 to 10 are diagrams for explaining how the game field is changed in the field configuration change process of this embodiment.

[0209] (Rotating the game field) When a rotation operation of the game field is input by the player, the game field control unit 106 rotates the entire game field or a partial area of ​​the game field as a field configuration change process.

[0210] In this case, the game field control unit 106 determines the change manner, such as the rotating area of ​​the game field (hereinafter referred to as the "rotating area"), indicating whether it is the whole or a part of the game field, the reference position for rotation (the central coordinates within the game field), the central axis, the direction of rotation, and the amount of rotation, depending on the game situation, and rotates the whole game field or a part of it based on the change manner determined.

[0211] Specifically, when rotating the entire game field, the game field control unit 106 determines the central coordinates or central axis, the amount of rotation, and the direction of rotation as a change mode depending on the game situation, as shown in FIG. 6, and rotates the entire game field based on the determined change mode.

[0212] In particular, the game field control unit 106 determines, depending on the game situation, specific coordinates such as coordinates preset in the game space, coordinates in the game space of the player character operated by the change instructing player, or center coordinates in the game space, as the center coordinates.

[0213] In this case, when rotating the entire game field, the game field control unit 106 determines, as a modified form, as the central axis, as shown in FIG. 6, a coordinate axis in the game space indicated by the player, a coordinate axis determined based on the coordinates and orientation in the game space of the player character to be operated by the player, or a specific coordinate axis determined based on the central coordinate in the game space and the set axis direction.

[0214] Note that Figure 6 shows an example in which the entire game field is rotated a predetermined amount (180 degrees) based on the central axis in the game space, and also shows that the coordinate position of the player character P1 to be operated by the change instructing player is locked.

[0215] In addition, in this embodiment, all or some of the elements of the central coordinates or central axis, the amount of rotation, and the direction of rotation when rotating may be set in advance, or may be set based on the operation instructions of the change instruction player input when giving operation instructions for the field configuration change process.

[0216] On the other hand, when rotating a part of the game field, the game field control unit 106 determines the rotation range, the central coordinates or central axis, the amount of rotation, and the direction of rotation as modification modes according to the game situation, as shown in FIG. 7, and rotates the relevant part of the game field based on the determined modification mode.

[0217] Note that Figure 7 shows an example in which a predetermined target area of ​​a portion of the game field, excluding the position of the target player character P1, is rotating based on center coordinates determined on the basis of the coordinates and orientation in the game space of the target player character P1 operated by the change instructing player.

[0218] In particular, FIG. 7 shows, for example, (A1) The direction in which the operation target player character P1 is facing and the desired movement direction The center coordinate is the midpoint of the distance to the area (in this case, the enemy base BA1), (A2) A region including the target region and centered on central coordinates that do not include the coordinate position of the operation target player character P1 is defined as a rotation region; (A3) When the energy for field transformation is at its maximum, the amount of rotation is set to 180 degrees. However, in FIG. 7, the amount of rotation is 180 degrees, so the direction of rotation is not specified.

[0219] Also, in this embodiment, as in the case of rotating the entire game field, all or some of the elements of the central coordinates or central axis, rotation amount and rotation direction when rotating may be set in advance, or may be set based on the operation instructions of the change commanding player input when giving operation instructions for the field configuration change process.

[0220] (Terrain object transformation) When a terrain object transformation operation is input by the player instead of or in addition to the above-mentioned game field rotation, the game field control unit 106 executes a field configuration change process that transforms the terrain objects formed on the game field as a field configuration change process.

[0221] That is, the game field control unit 106 determines the deformation manner of the land objects formed within the game field as the modification manner of the game field, in order to easily utilize the field configuration modification processing in the game tactics during the battle with the enemy object.

[0222] In particular, the game field control unit 106 performs the following transformations of the terrain object: (B1) Rotational movement of a terrain object or a part of the terrain object (rotational movement based on a specific axis or point, such as line symmetrical rotational movement and point symmetrical rotational movement) or linear movement (linear movement such as parallel movement or change in height difference within the game space), (B2) The disappearance or addition of partial objects that form part of a terrain object; (B3) Adding or deleting faces that form terrain objects, and (B4) Changing the curvature of curves and surfaces that form terrain objects; Execute.

[0223] Specifically, when transforming a terrain object, the game field control unit 106 determines, depending on the game situation, as shown in FIG. 8, the transformation area of ​​the terrain object, the type of transformation (linear movement, rotational movement, or disappearance or addition of some objects), the position or axis serving as the basis for the transformation, the transformation direction, and the degree of transformation (for example, movement distance, amount of rotation, rate of disappearance or addition, or degree of curvature), and transforms the corresponding terrain object based on the determined transformation mode.

[0224] Note that Figure 8 shows an example in which, while an instruction player character P1 is fighting an enemy character P2, the terrain object GB1 to which the enemy character P2 belongs moves in a straight line away from the instruction player character P1 based on the coordinate position and orientation of the instruction player character P1.

[0225] Furthermore, in this embodiment, the land object may be not only a static object that is fixed on the game field, but also an object that has a certain movement (gimmick).

[0226] Furthermore, in this embodiment, all or some of the transformation elements, such as the transformation area and transformation type, when transforming the terrain object may be set in advance, or may be set based on the operation instruction of the change instruction player input when the operation instruction for the field configuration change process is given. The setting may be made based on the above.

[0227] In addition to the above, when the game field control unit 106 changes the elevation difference of the terrain objects in the game space, for example, the game field control unit 106 may move a terrain object that was in a low position in the game space before the field configuration change processing to a high position in the game space after the field configuration change processing, or may change the elevation position of each terrain object so that the elevations of multiple terrain objects are swapped like a seesaw.

[0228] (Changes that give you an advantage in the game) As part of a game strategy, it is preferable that the game field control unit 106 determines a change manner of the game field that will give an advantage to the player who instructed the field configuration change process or the team to which that player belongs, so that the change-instructing player or his team can advance advantageously in a competitive game on the game field.

[0229] Specifically, in this case, the game field control unit 106 determines, as a change mode of the game field, a change mode (amount of rotation or movement, direction of rotation or movement, and axis of rotation or deformed shape, etc.) for placing a point on the game field that is advantageous to the change instructing player, the team to which the change instructing player belongs, or the target player character (such as an attack base or an item acquisition point) at or near the position of the target player character or the team to which the target player character belongs, as a new configuration of the game field.

[0230] In this case, the game field control unit 106 may determine a change mode in which, as a new configuration of the game field, another player other than the change instructing player, the enemy team to which the other player belongs, or a location that is unfavorable to the enemy character (a dangerous area such as an area where the player character is frequently attacked) is placed on the game field at a position or in the vicinity of an enemy character different from the operated player character or the team to which the enemy character belongs.

[0231] On the other hand, in the above case, the game field control unit 106 may determine a change mode in which the game field is transformed into a terrain object that enables the operated player character or the team to which the operated player character belongs to avoid attacks from enemy characters, as a new configuration of the game field.

[0232] For example, as shown in FIG. 9, when the controlled player character is at a disadvantage during a match against an enemy character, the game field control unit 106 determines a change manner in which the terrain object to which the enemy character belongs is transformed so as to rotate in a direction away from the controlled player character.

[0233] Note that Figure 9 shows an example in which, in order to move the enemy character P2 away from the player character being operated, two rotation axes are determined based on the coordinate position of the player character being operated and the direction of the enemy character P2, and the terrain object GB1 is rotated and moved by a predetermined amount of rotation (90 degrees) based on each of the rotation axes.

[0234] In the above case, the game field control unit 106 may determine, in the change mode of the game field, that the new configuration of the game field is to transform the game field into a terrain object that enables the operated player character or the team to which the operated player character belongs to to easily attack enemy characters.

[0235] (Limitation of areas where field configuration change processing can be performed) In this embodiment, on a game field provided within a game space, there are provided areas in which changes to the game field configuration can be implemented and areas in which such changes to the game field configuration cannot be implemented, and the game field control unit 106 may perform the above-mentioned game field rotation or terrain object deformation only in the areas in which changes to the game field configuration can be implemented.

[0236] In other words, by determining in advance the areas in which the field configuration change process can be performed, the game field control unit 106 is able to execute the game field configuration change only in areas in which the game field configuration change can be implemented, so that each player can visualize the change in the game field configuration.

[0237] For example, as shown in FIG. 10, in this embodiment, a team match is played between a first team and a second team, and several dome areas are provided between the base of the first team and the base of the second team within the game field as areas where the configuration of the game field can be changed.

[0238] In this case, the game field control unit 106 may execute the above-mentioned rotation of the game field or transformation of the land object only within the dome area, based on the player's operation instruction and in accordance with the field change energy parameter.

[0239] [4.3.3] Change mode decision process according to game situation Next, a change mode determination process according to the game situation in the field configuration change process of this embodiment will be described with reference to FIG. 11 and FIG.

[0240] 11 and 12 are diagrams for explaining the change mode determination process according to the game situation in the field configuration change process of this embodiment.

[0241] (Change mode determination process according to change instruction player information) The game field control unit 106 may determine, as the game status, a change manner that will result in a new configuration of the game field, such as rotating the game field or deforming a terrain object formed on the game field, depending on information regarding the change commanding player who commanded the field configuration change process.

[0242] That is, in this case, the game field control unit 106 determines the change manner of the game field according to information on the player who has instructed the field configuration change process, as the game situation.

[0243] Specifically, in this case, the game field control unit 106: (A1) Player attributes (level, game membership type, attributes based on whether or not a charge has been made and the amount of the charge, whether or not a special option has been owned), (A2) The attributes (type and characteristics) of the team to which the player belongs, and (A3) Attributes (type and characteristics) of the player character to be operated, In response to the request, a modification mode that results in a new configuration of the game field, such as rotation of the game field or deformation of a land object formed on the game field, is determined.

[0244] For example, if the attribute of the player character to be operated has a low ability to execute a field configuration change process (for example, 1 on a 10-point scale), a restriction is imposed that the game field or terrain object can only be rotated clockwise, or if the attribute of the team to which the player belongs indicates a large team with 100 or more members, a restriction is imposed that the game field or terrain object can only be rotated 15 degrees in one change. do.

[0245] In such a case, the game field control unit 106 determines, based on these restrictions, the modification manner that results in a new configuration of the game field, such as rotating the game field or transforming the land objects formed on the game field.

[0246] It is preferable that the game field control unit 106 determines the change mode of the game field to be one that gives an advantage in the game to the player who instructed the field configuration change process or the team to which that player belongs, in accordance with the information about the change-instructing player who instructed the field configuration change process.

[0247] (Change mode determination process according to factors that change during a match game) The game field control unit 106 may determine a change manner that results in a new configuration of the game field, such as rotating the game field or deforming a terrain object formed on the game field, depending on factors that change during a competitive game for the player character operated by the change commanding player who commanded the field configuration change process or the team to which the player character operated by the change commanding player belongs, as the game status.

[0248] That is, in this case, the game field control unit 106 determines the manner in which the game field is to be changed depending on factors that change during the competitive game for the player character that is the object of operation of the change commanding player who commanded the field configuration change process or the team to which the player character belongs, as the game situation, for example, in order to favor the situation of the player's player character or his / her team, or to prevent one player from gaining too much of an advantage.

[0249] Specifically, in this case, the game field control unit 106: (B1) Change instructions: Parameters such as the player's level, points, experience points, in-game currency, winning / losing status (match results and ranking) or battle status (advantage or disadvantage), (B2) The winning / losing status (match results and ranking) or the battle situation (superiority and its degree) of the operation target player character, or the change instruction player or the team to which the operation target player character belongs in a match game, (B3) Parameters related to the player character to be operated (ability parameters that define abilities such as attack ability and agility, survival and power output parameters that are directly related to the survival of the player character such as life energy and physical strength parameters, growth parameters such as level and experience points, and parameters acquired during the game such as bonuses and items), (B4) parameters of the team to which the controlled player character belongs; (B5) The number of surviving player characters as the game progresses, or In response to the request, a modification mode that results in a new configuration of the game field, such as rotation of the game field or deformation of a land object formed on the game field, is determined.

[0250] For example, when the level of the player character to be operated is high (e.g., 8 or higher out of 10 levels), the game field control unit 106 determines the modification manner so that the terrain objects already placed are moved farther in the game space, or determines the modification manner so that a larger area of ​​the terrain objects already placed are destroyed.

[0251] It is preferable that the game field control unit 106 determines the change mode of the game field to be advantageous in the game for the player who instructed the field configuration change process or the team to which that player belongs, depending on the factors that change during the competitive game.

[0252] (Change Mode Determination Process According to the Position of the Operation Target Player Character) The game field control unit 106 may determine, as the game status, a change manner that will result in a new configuration of the game field, such as rotating the game field or deforming a terrain object formed on the game field, depending on the position on the game field of the player character to be operated by the change commanding player who commanded the field configuration change process.

[0253] That is, in this case, the game field control unit 106 determines the manner in which the game field is changed depending on the position on the game field of the player character to be operated as the game situation, so that the manner in which the game field is changed can be effectively utilized as a strategy in the competitive game.

[0254] Specifically, in this case, the game field control unit 106: (C1) the absolute position on the game field of the operated player character, or (C2) A relative position determined by the positional relationship with other objects, such as the distance to a specific object formed on the game field, the distance to other player characters belonging to the same team, and the distance to an enemy character; In response to the request, a modification mode that results in a new configuration of the game field, such as rotation of the game field or deformation of a land object formed on the game field, is determined.

[0255] For example, when a field configuration change process is instructed when the position of the operated player character P1 is in the upper left corner of the game space, the game field control unit 106 determines the change manner so as to perform a point-symmetric rotation (e.g., a rotation of 90 degrees) clockwise on the entire game field based on the central coordinates of the game space, as shown in FIG. 11.

[0256] In this case, the character control unit 105 performs coordinate lock processing on the coordinate positions of the operation target player character P1 and the enemy characters P2 and P3.

[0257] Also, for example, when the position of the operated player character P1 is at the center of the game space, the game field control unit 106 determines the change manner so that the terrain object at the bottom left of the game space moves in a straight line to the center of the game space, as shown in FIG. 12.

[0258] In addition, when transforming a specific terrain object that is far from the position of the operated player character in the game space, or when rotating the game field based on coordinates far from that position, the game field control unit 106 may execute a change mode determination process such that the closer the distance between these objects is, the greater the propagation force of the operated player character, and therefore the greater the movement distance, deformation force, or rotation force due to the change mode, and the farther the distance is, the smaller the propagation force of the operated player character, and therefore the smaller the movement distance, deformation force, or rotation force due to the change mode.

[0259] It is preferable that the game field control unit 106 determines, depending on the position of the player character being operated, information regarding the change requesting player who requested the field configuration change process, so as to change the game field in a manner that will give an advantage to the player who requested the field configuration change process or to the team to which that player belongs.

[0260] (Change mode determination process according to operation instruction timing during game) The game field control unit 106 determines a change manner that will result in a new configuration of the game field, such as rotation of the game field or deformation of a terrain object formed on the game field, depending on the game situation related to the period during the game at the timing when the change instruction player's operation instruction for the field configuration change process is executed. Good too.

[0261] That is, in this case, the game field control unit 106 determines the change manner of the game field according to the game situation relating to the period during the game at the time when the operation instruction of the player instructing such a change is executed, in order to effectively utilize the change manner of the game field as a strategy in the competitive game.

[0262] Specifically, in this case, the game field control unit 106: (D1) The time elapsed from the start of a competitive game; (D2) The remaining time until the end of the game in the competitive game; (D3) Whether or not a special period (a so-called bonus period) is in progress during a competitive game; or (D4) The remaining time when a time limit is set in a competitive game; Depending on the timing of indicating the above, a change manner resulting in a new configuration of the game field, such as rotation of the game field or deformation of a land object formed on the game field, is determined.

[0263] For example, the game field control unit 106 determines the change mode when the time remaining until the end of the competitive game reaches a predetermined time (30 seconds remaining), or during a certain period during the competitive game such as a bonus time, so that the movement distance, deformation force, or rotation force due to the change mode becomes larger than before, or so that when the game field is normally rotated only horizontally, the rotation direction is changed to vertical.

[0264] It is preferable that the game field control unit 106 determines, in accordance with the timing of the operation instruction during the game, information regarding the change requesting player who requested the field configuration change processing, so as to change the game field in a manner that will give an advantage to the player who requested the field configuration change processing or to the team to which that player belongs.

[0265] (Processing for determining the change mode according to the status of the placed object) The game field control unit 106 may determine, as the game situation, a change manner that will result in a new configuration of the game field, such as rotating the game field or deforming terrain objects formed on the game field, depending on the status of the objects placed in the game field at the time when the operation instruction related to the field configuration change process is received.

[0266] That is, in this case, the game field control unit 106 takes into consideration the state of the game field and determines, as the game status, the change manner of the game field of the placed objects placed in the game field when such an operation instruction is executed, in order not to reduce each player's interest in the game.

[0267] Specifically, in this case, the game field control unit 106: (E1) The placement status of the placement object in the game field; (E2) The amount of objects placed in the game field (the amount of objects scattered on the game field and the amount of objects distributed in the game field), and (E3) When weight is defined for a placed object, the weight situation on the game field (the scattering situation based on the weight on the game field and the bias situation in weight), In response to the request, a modification mode that results in a new configuration of the game field, such as rotation of the game field or deformation of a land object formed on the game field, is determined.

[0268] The game field control unit 106 determines whether or not a placement object (i.e., a terrain object to be changed by the field configuration change process or When an operational instruction is received to place a character (an immovable object that cannot be changed by the player) in the game field, a field configuration change process may be executed.

[0269] In addition, it is preferable that the game field control unit 106 determines, depending on the placed object, information regarding the change requesting player who requested the field configuration change process, such a change in the game field that will give an advantage to the player who requested the field configuration change process or to the team to which that player belongs. (Change mode determination process according to the overall game progress) The game field control unit 106 may determine, as a game situation, a modification mode that results in a new configuration of the game field, such as rotating the game field or deforming a terrain object formed on the game field, depending on the progress of the entire game.

[0270] Specifically, in this case, the game field control unit 106: (F1) The number and positions of each player character in the game field, or (F2) Depending on the number of players who have entered the competitive game or the number of player characters who survive as the game progresses, a change mode that results in a new configuration of the game field, such as rotation of the game field or deformation of terrain objects formed on the game field, is determined.

[0271] Furthermore, it is preferable that the game field control unit 106 determines, depending on the overall progress of the game, information regarding the change requesting player who requested the field configuration change process, so as to change the game field in a manner that will give an advantage to the player who requested the field configuration change process or to the team to which that player belongs.

[0272] [4.3.4] Coordinate lock processing during field configuration change processing Next, the coordinate locking process in the field configuration change process of this embodiment will be described.

[0273] The character control unit 105 executes a coordinate lock process for locking the coordinate position in the game space for at least one player character during the execution of the field configuration change process.

[0274] Specifically, as a coordinate lock process, the character control unit 105 locks the coordinate positions in the game space of the player character to be operated by the change instructing player who instructed the field configuration change process, the player character to be operated by another player other than the change instructing player, or both player characters.

[0275] That is, in this embodiment, (G1) arranging points on the game field that are advantageous to the player (such as an attack base or an item acquisition point) at or near the position of the player character operated by the change command player; (G2) arranging points that are disadvantageous to the enemy character at or near the position of the enemy character; (G3) Deformation of terrain objects to give the player character operated by the change instruction player an advantage in the match, and (G4) Deforming terrain objects to put enemy characters at a disadvantage in battle In order to achieve this, the character control unit 105 executes the above-mentioned coordinate locking process.

[0276] On the other hand, from the viewpoint of strategy of the player who instructed the field configuration change process, it is preferable that the character control unit 105 change the coordinates of the player characters operated by other players when the game field is changed.

[0277] That is, in the coordinate lock process, the character control unit 105 may or may not lock the coordinate positions of player characters other than the instruction target player character. However, the character control unit 105 of this embodiment has a configuration in which it locks the coordinate positions of player characters belonging to the same team as the instruction target player character, and does not lock the coordinate positions of enemy players or characters.

[0278] Specifically, in order to utilize the change in the configuration of the game field as a game strategy for the competitive game, the character control unit 105 executes coordinate locking processing for the player character to be operated by the change commanding player who commanded the field configuration change processing, a player character that cooperates with the player character to be operated in the battle against an enemy character (hereinafter referred to as the "cooperative player character"), or both player characters, as shown in Figures 4 and 5.

[0279] In this case, the character control unit 105 has a configuration in which the coordinates of the operated player characters of the other players are not locked.

[0280] In addition, cooperating players in this embodiment include, for example, player characters that belong to the same team as the player character to be operated by the change command player who instructed the field configuration change process, or player characters that act cooperatively when fighting against enemy characters such as player characters set in the deck by the same player.

[0281] On the other hand, when a player character is in contact with the game field, such as a player character standing on the game field or a player character walking on the game field, and the area in which the player character is in contact corresponds to an area to be changed by the field configuration change process, the character control unit 105 does not need to execute a coordinate lock process to lock the coordinate position of the player character in contact with the area.

[0282] That is, in this case, the character control unit 105 executes a coordinate lock process for locking the coordinate position of the player character floating above the game field.

[0283] [4.4] Game control processing Next, the game control process of this embodiment will be described with reference to Fig. 13. Fig. 13 is a diagram for explaining the game control process of this embodiment.

[0284] The game management unit 103 executes game processing for progressing a competitive game in which a given position or area of ​​the game field functions as the destination of the player character.

[0285] For example, the game management unit 103 executes game processing to progress games such as territory-taking games in which players compete to occupy enemy territory or capture a specified area, games such as racing games in which the player character that reaches the goal the fastest wins, and competitive games in which players acquire items placed at specified positions or areas.

[0286] On the other hand, instead of or in addition to the above game processing, the game management unit 103 may have a configuration for placing immovable objects, whose coordinates are prohibited from being changed by a field configuration change process, on the game field in order to increase the interest of the game by mixing immovable objects in the game field.

[0287] In this case, the game management unit 103 performs, for example, a game control process for occupying a given facility such as a castle as an immovable object, or a game control process for occupying an immovable object arranged on a game field. The game control process executes a game control process in which the player acquires an item as a target.

[0288] For example, in a game in which an enemy castle is to be occupied, the game management unit 103 places a castle object GB10 on the game field as an immovable object as shown in FIG.

[0289] On the other hand, even if the game field is rotated or the land objects GB1 to GB4 arranged in the game field are rotated and moved, the game field control unit 106 does not change the coordinate position of the castle object GB10.

[0290] In such a game, the route to the castle and the situation on the way to the castle change during the game, which can increase the interest of the game.

[0291] In such a game, the game management unit 103 may place immovable objects on the game field based on the accepted operation instructions of the player, as shown in FIG.

[0292] In this case, the game management unit 103 places, for example, immovable objects as obstacles on the game field, or bomb objects that explode a predetermined time after being placed, on the game field based on the player's operational instructions.

[0293] Note that Figure 13 shows an example in which a change is made so that the entire game field is rotated clockwise by a point symmetrical motion (e.g., a rotation amount of 90 degrees) based on the central coordinates of the game space, and a castle object GB10 is placed as an immovable object.

[0294] Furthermore, examples of immovable objects in this embodiment include building objects such as castles (that is, static objects) and item objects that can be obtained by the player character.

[0295] In addition, the game management unit 103 may place special objects having given functions, such as terrain objects or bombs, on the game field in place of or in addition to immovable objects, based on the accepted player's operation instructions.

[0296] On the other hand, the game management unit 103 may execute a game control process for changing a game element related to the player character depending on the configuration of the game field in the field configuration change process or the position of the player character on the game field.

[0297] In other words, the game management unit 103 may change the attack type or movement mode of the corresponding player character depending on the configuration of the game field, such as the rotation of the game field or the deformation of terrain objects formed on the game field, or depending on the player's coordinate position in the game space or his / her position on the game field.

[0298] In particular, the game management unit 103 determines, as game elements according to the configuration of the game field, (A1) the type of attack against the enemy character, its power, and the attack mode of the player character, such as the performance (including effect processing); (A2) The manner of movement of the player character, such as the type, amount, and speed of movement of the player character, and the places where the player character can move; (A3) The types of weapons and abilities available to the player character, and (A4) Operation methods such as attack operation method and movement operation method of the player character, may be changed.

[0299] Furthermore, the game management unit 103 may change the game control process relating to the player depending on the position in the game space or the position of the player character relative to the transformed terrain object.

[0300] Specifically, the game management unit 103 limits various actions, such as the action range, attack range, and attack method, between a player character located at a high position in the game space and a player character located at a low position.

[0301] For example, when a battle is carried out between player characters existing in a game space, the game management unit 103 allows player characters existing at the same height (including a certain range) in the game space to attack each other, prohibits a player character located at a lower position from attacking a player character located higher in the game space than the player character in question, or makes such an attack impossible, and allows a player character located at a higher position to attack a player character located lower in the game space than the player character in question.

[0302] In addition, when the game management unit 103 executes a battle between player characters existing in the game space, and when attacking an enemy character that is located at a lower position than the player character in the game space, the game management unit 103 may change (e.g., increase) the amount of damage received from the attack of the enemy character, the effect of the attack (e.g., increasing the range of influence caused by the attack), or the method of the attack (e.g., a different type of special move from when the enemy characters are at the same height) compared to when attacking an enemy character that is at the same height in the game space.

[0303] [5] Operation of this embodiment Next, the operation of the field configuration change process executed by the server device 10 of this embodiment will be described with reference to FIG.

[0304] FIG. 14 is a flowchart showing the operation of the field configuration change process executed by the server device 10 of this embodiment.

[0305] In this operation, it is assumed that various pieces of information are stored in the game data storage unit 144, and various pieces of information about each player participating in the competitive game are stored in the player information storage unit 146.

[0306] In addition, in this operation, it is assumed that a competitive game has already been started in which multiple player characters (which may include NPCs) are participating, and various game processes are being executed, and an example of the operation when a field configuration change process is instructed by a specific player while the competitive game is being executed will be described.

[0307] Furthermore, this operation is based on the assumption that a certain amount of energy for transforming the field has already been charged for a specific player, and that the field configuration change process is in an executable state.

[0308] First, when the game field control unit 106 receives an operation instruction of a specific player transmitted from the terminal device 20 via the communication control unit 101 (step S101), it identifies the player character to be operated by that player and determines the coordinate position of that play or character within the game space (step S102).

[0309] Next, when the game field control unit 106 receives an operation instruction from a specific player, The game status relating to the specific player and the player character operated by the specific player is detected (step S103).

[0310] Next, the game field control unit 106 determines the change target that will become the new configuration of the game field according to the detected game situation (step S104).

[0311] Next, the character control unit 105 executes a coordinate locking process for locking the coordinate position of the operated player character of a specific player (step S105).

[0312] Next, the game field control unit 106 executes a field configuration change process based on the determined change mode (step S106).

[0313] Finally, the character control unit 105 unlocks the coordinate position of the operated player character of the specific player (step S107), and ends this operation.

[0314] During the execution of the competitive game, including each of the processes during the above-mentioned operations, the information providing unit 110 provides the corresponding terminal device 20 with game information relating to the competitive game, including information on the game field as changed by the field configuration change process.

[0315] [6] Other In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device.

[0316] Furthermore, in this embodiment, the game provided by the server device 10 is executed by the terminal device 20, but with the exception of operational input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program may be executed by the server device 10, and the terminal device 20 may realize the above game by executing operational input and image display by streaming.

[0317] Furthermore, in this embodiment, the server device 10 may be realized by a single game device having the functions of the server device 10, that is, a device (standalone) that operates independently without relying on other devices such as a server device.

[0318] For example, such a game device: (A1) A reception process for receiving operation instructions of a player; (A2) a game control process for controlling a player character to be operated by a player based on the accepted operation instruction of the player to progress in the competitive game; (A3) a movement control process for controlling the movement of each player character within the game field based on a given instruction; and (A4) a field configuration change process for changing the configuration of the game field based on the accepted operation instruction of the player; The present invention has a configuration for executing the above.

[0319] The game device is configured to determine a change pattern that will result in a new configuration of the game field depending on the game situation at the time the player's operation instruction is accepted, and to execute a field configuration change process based on the determined change pattern.

[0320] Furthermore, in this case, when the game is to be played by a plurality of players, it may be realized in a plurality of input terminal devices. In this case, such game terminal devices may be implemented in a wired or It is also possible to realize the system by connecting multiple game devices wirelessly, with one game device functioning as the server device 10.

[0321] In addition, in this embodiment, the game system of the present invention is applied to a server device 10 that operates in conjunction with a terminal device 20 via a network, but it can also be applied to a tablet-type information terminal device, a personal computer, or a game device installed in an amusement park.

[0322] The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, a term cited as a broadly defined or synonymous term in the description in the specification or drawings can be replaced with a broadly defined or synonymous term in other descriptions in the specification or drawings. In this embodiment, a battle game is used for explanation, but the present invention can also be used in other games such as RPGs or simulation games.

[0323] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods and results, or configurations with the same purpose and effect). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.

[0324] Although the embodiments of the present invention have been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]

[0325] 10. Server equipment 20 … Terminal equipment 100 ... Processing section 101 ... Communication control unit 102 ... Web processing unit 103 … Game Management Department 104 … Player Management Section 105 ... Character control section 106 ... Game field control unit 110 ... Timer management section 111 … Information provision department 120 … Input section 130...Display section 140 … Storage section 142 … Main memory section 144 ... Game data storage section 146 ... Player information storage unit 180 … Information storage medium 196 … Communications Department 200 ... Processing section 210 ... Communication control section 211 ... Web browser 212 ... Game processing unit 213 ... Display control unit 220 ... Drawing section 230 ... Sound processing section 260 … Input section 262 ... Detector 270 … Storage section 271 … Main memory section 272 ... Image buffer 280 … Information storage medium 290…Display section 292 ... Sound output section 296 … Communications Department

Claims

1. A server system that executes a competitive game among a plurality of player characters arranged in a single game field formed in a game space, and provides information about the competitive game to a terminal device, comprising: a reception processing means for receiving an operation instruction of a player via the terminal device; a game control means for progressing the competitive game using a player character operated by the player; a movement control means for controlling the movement of each player character within the game field based on a given instruction; a change processing means for executing a field configuration change process for changing a configuration of the game field based on the received operation instruction of the player; providing means for providing game information regarding the competitive game to the terminal device, the game information including information on the game field when changed by the field configuration change process; Equipped with The change processing means: a server system which determines a modification mode of a terrain object formed within the game field based on at least any one of elements of a position serving as a reference for the deformation, an axis serving as a reference for the deformation, a direction of deformation, or a degree of deformation as a modification mode that will result in a new configuration of the single game field, depending on the game situation when an operation instruction related to the field configuration modification process is accepted, and executes the field configuration modification process to deform the terrain object based on the determined modification mode.

2. 2. The server system according to claim 1, The movement control means A server system that executes a coordinate lock process for locking a coordinate position in the game space for at least one of the player characters during execution of the field configuration change process.

3. 3. The server system according to claim 2, The movement control means The server system executes the coordinate locking process for at least one of a player character operated by a player who has instructed the field configuration change process and a player character cooperating with the player character operated by the player in a battle against an enemy character.

4. In the server system according to any one of claims 1 to 3, The change processing means: a server system that determines, as the game status, a manner in which the game field is to be changed according to information about a player who has instructed the field configuration change process;

5. In the server system according to any one of claims 1 to 3, The change processing means: a server system that determines, as the game situation, a manner in which the game field is to be changed, according to factors that change during a competitive game related to the player who has instructed the field configuration change process.

6. In the server system according to any one of claims 1 to 3, The change processing means: A server system that determines a manner in which the game field is to be changed depending on a position on the game field of the player character to be operated as the game situation.

7. In the server system according to any one of claims 1 to 3, The change processing means: The server system determines the manner in which the game field is changed depending on a situation related to a period during the game when an operational instruction for the field configuration change process is accepted as the game situation.

8. In the server system according to any one of claims 1 to 3, The change processing means: A server system that determines the manner in which the game field is changed depending on the state of objects placed within the game field at the time when an operation instruction related to the field configuration change process is received as the game status.

9. In the server system according to any one of claims 1 to 8, The change processing means: A server system that determines a change mode of the game field that gives an advantage in the game to the player who instructed the field configuration change process or to the team to which the player belongs.

10. In the server system according to any one of claims 1 to 9, The game control means A server system that progresses the competitive game in which a given position or area of ​​the game field serves as a destination for the player character.

11. In the server system according to any one of claims 1 to 10, The server system further comprises an object control means for placing, on the game field, an immovable object whose coordinates are prohibited from being changed by the field configuration change process.

12. In the server system according to any one of claims 1 to 10, The server system further comprises an object control means for placing a given object on the game field based on the received operation instruction from the player.

13. The server system according to any one of claims 1 to 12, The game control means A server system which changes a game element relating to the player character according to a configuration of the game field in the field configuration change process or a position of the player character on the game field.

14. The server system according to any one of claims 1 to 13, The change processing means: A server system that executes the field configuration change process when an item or object placed on the game field is used or when the object is placed on the game field based on the accepted player's operation instruction.

15. The server system according to any one of claims 1 to 13, The change processing means: a server system that executes the field configuration change process when a specific action is performed by the player character on the game field based on the accepted player's operation instruction.

16. A program for executing a competitive game using a plurality of player characters arranged in a single game field formed in a game space, and for providing information about the competitive game to a terminal device, comprising: a reception processing means for receiving an operation instruction of a player via the terminal device; a game control means for progressing the competitive game using a player character operated by the player; a movement control means for controlling the movement of each player character within the game field based on a given instruction; a change processing means for executing a field configuration change process for changing a configuration of the game field based on the received operation instruction of the player; and a providing means for providing game information regarding the competitive game to the terminal device, the game information including information about the game field when changed by the field configuration change process; The computer functions as The change processing means: a modification mode of a terrain object formed within the game field based on at least any element of a position serving as a reference for the deformation, an axis serving as a reference for the deformation, a direction of the deformation, or a degree of the deformation, as a modification mode that will result in a new configuration of the single game field, in accordance with a game situation when an operation instruction related to the field configuration modification process is accepted, and the field configuration modification process is executed to deform the terrain object based on the determined modification mode.

17. A game system for executing a battle game by a plurality of player characters arranged in a single game field formed in a game space, comprising: A reception processing means for receiving an operation instruction from a player; a game control means for progressing the competitive game using a player character operated by the player; a movement control means for controlling the movement of each player character within the game field based on a given instruction; a change processing means for executing a field configuration change process for changing a configuration of the game field based on the received operation instruction of the player; Equipped with The change processing means: a modification mode of a terrain object formed within the game field based on at least any one of elements of a position serving as a reference for the deformation, an axis serving as a reference for the deformation, a direction of deformation, or a degree of deformation as a modification mode that will result in a new configuration of the single game field, in accordance with the game situation when an operation instruction related to the field configuration modification process is accepted, and the field configuration modification process is executed to deform the terrain object based on the determined modification mode.

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