Information processing device, information processing method, and program
By incorporating a second user to provide positional guidance through guide objects, the system enhances game engagement by enabling accurate targeting of unseen enemies, thereby increasing player interest and participation.
Patent Information
- Application Number
- JP2022153964
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-27
- Publication Date
- 2025-01-20
- Estimated Expiration
- 2041-02-09
AI Technical Summary
Existing games require players to manually select enemy characters outside the game screen as attack targets, which can lead to a lack of engagement and reduced player interest if the player cannot accurately aim at unseen enemies, potentially deterring participation.
An information processing system that includes a second user who does not directly move on the game field, providing specification information to indicate the positional relationship between a first user's object and target objects through guide objects displayed on the first user's terminal, enhancing visibility and aiding in targeting unseen enemies.
This system improves game engagement by allowing players to accurately target and engage with unseen enemies, increasing player interest and encouraging more users to participate in the game.
Smart Images

Figure 0007617443000001 
Figure 0007617443000002 
Figure 0007617443000003
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] Conventionally, there has been known a computer game in which a portion of a field containing multiple enemy characters is displayed on the game screen, and other characters outside the game screen (e.g., enemy characters not displayed on the game screen) can be selected as targets for attack and attacked. For example, Patent Document 1 discloses that an enemy character outside the game screen can be set as an attack target, and further, when an enemy character outside the game screen is set as an attack target, an associated display object is displayed that connects the corresponding enemy character and the attacking player character. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-012423 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in Patent Document 1, in order to display the related display object, the player (user) must set the enemy character outside the game screen as an attack target in advance. In other words, if the user does not know the position of the enemy character outside the game screen, the enemy character cannot be set as an attack target in the first place, and the related display object cannot be displayed. Therefore, the user cannot accurately aim and attack the enemy character outside the game screen whose position the user does not know. If the game becomes less interesting in this way, there is a risk that the number of users participating in the game will not increase.
[0005] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that can increase the interest of a game and encourage many users to participate in the game. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention has an information acquisition unit that acquires designation information based on a designation operation performed by a second user who does not perform a movement operation on a first object that can move on a game field in response to an operation by a first user to designate a target object present on the field, and a display control unit that displays, on at least a first terminal used by the first user, a guide object indicating the positional relationship on the field between the first object and the target object based on the designation information. Effect of the Invention
[0007] According to one aspect of the present invention, the entertainment value of the game is improved, and more users can be encouraged to participate in the game. [Brief description of the drawings]
[0008] [Figure 1] 1 is a schematic configuration diagram of a game system including an information processing device according to an embodiment of the present invention. [Diagram 2] FIG. 13 is a diagram illustrating an example of a field. [Diagram 3] FIG. 13 is a diagram showing an example of a first screen displayed during a game. [Figure 4] FIG. 13 is a diagram showing an example of a second screen displayed during the game. [Diagram 5] FIG. 13 is a diagram showing an example of the first screen during a guide object display presentation. [Figure 6] FIG. 13 is a diagram showing an example of the second screen during a guide object display presentation. [Figure 7] FIG. 13 is a diagram showing an example of a field during cooperative play. [Figure 8] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 9] FIG. 11 is a diagram showing an example of user information of a first user. [Figure 10] FIG. 11 is a diagram showing an example of user information of a second user. [Figure 11] FIG. 11 is a diagram showing a first user side flow according to an embodiment of the present invention. [Figure 12] FIG. 11 is a diagram showing a second user side flow according to an embodiment of the present invention. [Figure 13] FIG. 11 is a diagram showing a guide object display processing flow according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. The embodiment described below is merely an example given to facilitate understanding of the present invention, and is not intended to limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Naturally, the present invention also includes equivalents thereof.
[0010] In addition, the examples of screens described in this specification and the drawings are merely examples, and the screen configuration and design, content of the displayed information, and GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and user preferences, etc., and can be changed as appropriate.
[0011] <About the game according to this embodiment> The communication system (hereinafter referred to as information processing system S) shown in Figure 1 is a communication system including an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention, and provides a game to a user (when simply written as user, this includes a first user, a second user, and a third user; the same applies below).
[0012] A game is a content that a user plays by operating a user terminal for game play (when simply written as a user terminal, it includes the first terminal 11, the second terminal 12, and the third terminal 13. The same applies below) while viewing a game screen, and in this embodiment, it is an online game (electronic game) provided by using an information processing system S. When a user performs an operation for game play on the user terminal, the user terminal receives data for game progress distributed from a server computer (hereinafter, server 10) of a game provider. The user terminal outputs images and sounds according to the received data, and the user progresses through the game while checking the output images and sounds. In addition, the user terminal transmits data indicating the user's operation contents to the server 10, and the server 10 transmits data for game progress according to the user's operation contents. Such data transmission and reception between the server 10 and the user terminal is repeated until the user finishes playing the game.
[0013] 2, in the game of this embodiment, a first user operates a first object, which is a type of object (game object), to play in a plurality of game units called areas provided in the game. An area is a space within the game that is set for the purpose of clearing, and is a two-dimensional or three-dimensional virtual space.
[0014] In each area, a field is set as a play area, and obstacles and other background objects are arranged on the field. The field is set within the area, and is an area (an area with a floor) in which the first object can move. In addition, auxiliary objects such as items are scattered on the field, and when the first object comes into contact with these auxiliary objects, some effect is exerted on the first object, such as recovering the physical strength of the first object. Then, enemy characters appear on the field, and attack or interfere with the first object while approaching or moving away from the first object operated by the first user. In the game of this embodiment, the contents (clearing conditions, difficulty level, and the type, strength, or number of enemy characters that appear, etc.) change for each area. For example, if the clearing conditions are set to defeat the boss character of the area among the enemy characters that appear on the field, or to annihilate all enemy characters that appear on the field, the area is cleared when the clearing conditions are met, and the player can proceed to the next area.
[0015] An object is a general term for game media such as characters (including enemy characters) and items that appear in a game, and a first object is one of these objects, a character (player character) that is operated by the first user as an avatar of the first user when playing the game. In addition, parameters that are values indicating attributes, as well as abilities such as level, vitality (life), attack power, defense power, and movement power (speed) are set for the first object. These parameters increase and decrease according to the user's progress in the game. For example, vitality decreases when attacked by an enemy character, and attack power and the like increase and decrease according to the parameters set for an item such as a weapon by using or equipping that item.
[0016] Characters that make up the first object and enemy characters, etc. include living things such as people, animals and plants, machines such as vehicles and robots, non-machine objects, fictional characters such as ghosts and monsters, or other characters similar to these.
[0017] An item is an object used by a user in a game, and is a material that can help or hinder the user. Items include, for example, items that change the parameters of the first object, such as restoring the physical strength of the first object or increasing the attacking power of the first object. Items also include not only items that have advantageous effects for the user, but also items that have disadvantageous effects for the user, such as temporarily reducing the movement power of the first object. Items also include in-game currency. In-game currency can be used as currency (medium of exchange) in the game, and can be exchanged for other items or characters, or consumed when performing special plays, etc.
[0018] In addition, in the game of this embodiment, the roles in the game are divided for each user, and the play style of the user who plays the game differs between the first user and the second user. That is, the play for the first user is to operate the first terminal 11, move the first object on the field as described above, and escape from or attack the enemy character. On the other hand, the second user does not operate the first object by himself, and does not directly attack the enemy character. That is, the play (drone play) for the second user is to operate the second terminal 12, move the second object not on the field but above the field (a movable range different from that of the first object), and support or hinder the first user while watching the play of the first user (the action on the field of the first object operated by the first user) from a bird's-eye view. Specifically, a guide object, which will be described later, is displayed on the field. Also, an object such as an item that exerts some effect on the first user is thrown into the field, and a target pin is hit at any coordinate on the field. Note that some effect is not limited to an effect advantageous to the first user, such as an improvement in the game play situation, but also includes an effect disadvantageous to the first user, such as a deterioration in the game play situation, such as an increase in enemy characters.
[0019] The second object is a character operated by the second user when playing the game. As a character constituting the second object, a character imitating an aircraft such as a drone, a balloon, an airship, an airplane, or a helicopter is suitable because the character moves in the sky above the field. The first object cannot move to a position where there is a background object such as an obstacle on the field, whereas the second object is not restricted in movement by the background object such as an obstacle on the field. In addition, the second object irradiates light from the sky above the field toward the field at all times or when instructed by the second user. The second object does not directly attack an enemy character or is not directly attacked by an enemy character, so parameters such as attack power or defense power are not set for the second object, but parameters related to the level, movement power (speed), light irradiation range, and irradiation possible time are set. These parameters increase or decrease according to the user's progress in the game.
[0020] As shown in FIG. 3, the first screen G1 displayed on the first terminal 11 operated by the first user displays a first object, which is the avatar operated by the first user, and a field (a part of the field) in the vicinity of the current position of the first object. In addition, when the first object moves on the field, a portion including the first object is displayed according to the movement. At this time, the area of the field displayed on the first screen G1 is limited to the periphery of the first object (the vicinity of the current position), and is narrower than the range displayed on the second screen G2 described later. Therefore, the first user has a narrower field of vision than the second user, and can only see enemy characters that exist near the first object, and cannot see the presence of enemy characters that exist on the field outside the first screen G1 (for example, enemy characters waiting at the destination of the movement or enemy characters before invading the first screen G1 from outside the first screen G1, etc.). In this embodiment, the movement operation for moving the first object on the field and the attack operation against the enemy character are performed by touching the screen (touch panel) of the first terminal 11 with a fingertip and performing a predetermined action, but the present invention is not limited to this. For example, the operations can be performed by a controller separate from the screen.
[0021] On the other hand, as shown in FIG. 4, the second screen G2 displayed on the second terminal 12 operated by the second user displays a gameplay image showing the first user playing the game. At this time, the second screen G2 displays a part or the whole field from a bird's-eye view, and it is possible to display parts of the field other than the part displayed on the first screen G1. Therefore, the second user can view a wider range than the range displayed on the first screen G1, and has a visual advantage over the first user. At this time, the range of the field displayed on the second screen G2 is preferably at most 1 / 2 of the whole field and at least approximately the same as the first screen G1. Note that the area transition is performed at the same timing as the first user, and the second user can only view the area where the first user plays, and the second user cannot see the fields of the next and subsequent areas before the first user.
[0022] The location and range of the field to be displayed on the second screen G2 can be arbitrarily specified and changed by the second user as long as it is within the field of the area where the first user is playing. For example, a range including the vicinity of the current position of the first object operated by the cheering first user (or the first user of the same team) can be specified and displayed. In this embodiment, the location of the field to be displayed on the second screen G2 corresponds to the position of the second object operated by the second user. That is, since the field within a predetermined range based on the position of the second object is displayed on the second screen G2, the second user can change the location of the field to be displayed on the second screen G2 by moving the second object above the field. In addition, the range of the field displayed on the second screen G2 can also be changed (enlarged / reduced). In this case, the second user may change the range by touching and moving a zoom slider (not shown) arranged on the screen (touch panel) of the second terminal 12 with the fingertip, or by pinching in and out on the screen of the second terminal 12. Also, the second object may be operated by a controller or the like separate from the screen, and the range of the field displayed on the second screen G2 may be changed.
[0023] As described above, the second user who has visual dominance can obtain information that the first user cannot see on the second screen G2, and can provide and share that information with the first user. For example, by driving a pin into any coordinate on the field, the first user can be informed that there is an enemy character that is invisible to the first user, that there are many enemy characters on the field ahead, or that auxiliary objects (items) are placed on the field ahead. When the pin is driven outside the first screen G1, information indicating the presence of the pin may be notified on the outer periphery of the first screen G1. Information about the second user who drove the pin (information that can identify the second user, such as a name) may be displayed on the pin.
[0024] Also, the second user can operate the second object to specify a target object such as a boss character present on the field, and display a guide object showing the positional relationship between the first object and the specified target object on the field. Specifically, when the relationship between the position of the target object and the position of the second object satisfies a predetermined condition, for example, when the target object on the field comes within the irradiation range of light irradiated from the second object moving above the field, the guide object is displayed on the first screen G1 and the second screen G2.
[0025] Here, an example of the display effect of the guide object will be described with reference to Fig. 5 and Fig. 6. In this embodiment, the effect screen is displayed on both the first screen G1 of the first user and the second screen G2 of the second user, but it is sufficient that it is displayed at least on the first screen G1 of the first user. In this embodiment, the boss character of the area is described as an example of the target object, but the target object is not limited to the boss character, and may be a predetermined enemy character (for example, a sub-boss character that is the second strongest after the boss character), a predetermined background object (for example, a building that is a condition for clearing the area when reached), a predetermined auxiliary object (for example, an item that significantly increases a parameter when obtained), etc.
[0026] As shown in FIG. 6, in this embodiment, when all or a part of the target object is within the irradiation range of the light irradiated from the second object operated by the second user, that is, when the positional relationship between the two satisfies a predetermined condition, the target object is in a specified state and the guide object is displayed. At this time, once the target object enters the irradiation range, the guide object may be continuously displayed until a predetermined end condition is satisfied, or the guide object may be hidden each time the target object leaves the irradiation range. Here, the predetermined end condition includes a case where a certain time has passed, a case where the first object is attacked by an enemy character, a case where the first object attacks an enemy character, or a case where the target object is defeated. In this embodiment, if the second object is moved close to the target object, the light is automatically irradiated, but the light may be irradiated based on an instruction from the second user.
[0027] The guide object is a mark on the field indicating the positional relationship between the first object and the target object on the field, and is displayed in an area on the field connecting the first object and the target object. The guide object in this embodiment is a line (dotted line) connecting the first object and the target object. The display mode of the guide object, that is, the display time of the guide object, the display pattern such as lighting or blinking, the color, and the size (thickness), etc., are appropriately changed according to various conditions such as those exemplified below. The display mode of the guide object also includes a case where the guide object is not displayed.
[0028] The display mode of the guide object is changed based on, for example, the following conditions. (a) The length of time that the second object illuminates the target object. For example, if the illumination time is long, the display time of the guide object is extended (if illumination is possible for 3 seconds, the guide object is displayed for 5 seconds, etc.) Also, if the illumination time exceeds a predetermined threshold, the guide object is continuously displayed (it is maintained even if it is outside the illumination range). (b) The distance on the field between the first object and the target object. For example, a guide object showing a positional relationship with a target object existing at a distant position is displayed with a thin line or a light-colored line. Also, as the distance increases, the thickness of the line gradually decreases or the color of the line gradually decreases. (c) Whether or not there is another object, such as a background object or an auxiliary object, between the first object and the target object on the field, which may act as an obstacle. For example, if there is an obstacle between the first object and the target object that may hinder an attack, the guide object is made to blink. In addition, at this time, if the obstacle is outside the first screen G1 and cannot be seen by the first user, information about the obstacle (information that can identify the obstacle, such as its name or characteristics) may also be displayed. (d) A relationship between an attack characteristic associated with the first object and the distance on the field between the first object and the target object. For example, a guide object indicating the positional relationship with a target object located at a distance is displayed when the first object is carrying a weapon such as a gun that can attack a distant target object, but is not displayed when the first object is carrying a weapon such as a sword that can attack a nearby target object. (e) The relationship between the attack characteristics associated with the first object and other objects that may act as obstacles, such as background objects or auxiliary objects, that exist between the first object and the target object on the field. For example, if an obstacle exists in the area connecting the first object and the target object, a guide object is displayed if the weapon held by the first object can attack the target object without being affected by the obstacle, whereas a guide object is not displayed if the weapon held by the first object is affected by the obstacle and cannot attack the target object. (f) Whether the first object is in a state in which it can attack the target object. For example, in the case where the first object possesses a weapon that can be used when a predetermined amount of energy is accumulated, a guide object is displayed at the time when the energy is accumulated. (g) Whether or not the target object exists in the first screen G1. For example, the color of the guide object may be changed depending on whether the target object is outside the first screen G1 or inside the first screen G1 (including cases where the target object moves back and forth between the inside and outside of the first screen G1), or the guide object may not be displayed when the target object is inside the first screen G1. (h) The relationship between the first user and the second user who specified the target object. For example, when the attributes of a first user and a second user are compatible with each other, such as when they are on the same team in a team battle, the color of the guide object is changed or the guide object is displayed.
[0029] It should be noted that the display mode of the guide object is changed based on the conditions exemplified above. However, for example, with regard to (a) above, various parameters associated with the second object may be changed, such as increasing the moving speed of the second object or increasing the illumination range of the irradiated light as the illumination time becomes longer (making it easier to specify the target object).
[0030] Also, information about the second user who performed the designation operation may be displayed on the field together with the guide object. This is particularly effective when there are multiple second users, because it allows the first user to know which second user's designation caused the guide object to be displayed.
[0031] The first object has a weapon such as a gun or a sword, and can attack the target object and other enemy characters. For example, if the weapon held by the first object is a gun, when a bullet (attack object) fired from the first object moves from the first object as a base point and hits the target object, etc., thereby satisfying a specific condition, the parameters of the target object, such as the physical strength, are reduced. If the weapon held by the first object is a sword, when the sword (attack object) swung down by the first object moves from the first object as a base point and hits the target object, etc., thereby satisfying a specific condition, the parameters of the target object, such as the physical strength, are reduced. Then, when the parameters of the target object, such as the physical strength, become 0, the target object can be defeated. Note that the amount of damage (change in parameters) inflicted on the target object when a specific condition is satisfied is determined based on the type of weapon (including the compatibility between the target object and the weapon), as well as the distance between the first object and the target object, the presence or absence of an obstacle between the first object and the target object, etc.
[0032] For example, if the weapon held by the first object is a projectile weapon such as a gun, the fired bullet may move in the direction instructed by the first user (for example, moving linearly), or may move according to the position of the second object or the position of the target object operated by the second user, that is, may track the second object or the target object. The bullet may also move to avoid obstacles. If a guide object is not displayed, the bullet may move in the direction instructed by the first user, but if a guide object is displayed, the bullet may move along the guide object. In other words, if a guide object is displayed, the bullet may always hit the target object. If the first user instructs a direction and the direction instructed by the first user matches the direction indicated by the guide object, the first user may be notified of this (matching information) by an image, video, audio, or the like.
[0033] The game of this embodiment is a cooperative play-compatible game (a so-called multiplayer game) in which multiple users can operate their own user terminals to play together. That is, a user can play alone (solo play), and can also play in a common area simultaneously with another user (e.g., a third user), a so-called multiplayer game (hereinafter referred to as cooperative play). Note that cooperative play-compatible games include cooperative play games in which multiple users cooperate with each other, and battle games in which multiple users battle each other, but either type may be used.
[0034] In this embodiment, the role of the third user in the game is the same as that of the first user. That is, the play style of the third user is to operate the third terminal 13, move the third object on the field, and escape from or attack the enemy character. Here, the third object is a character (player character) operated by the third user as an avatar of the third user when playing the game.
[0035] As shown in FIG. 7, in the cooperative play, like the guide object indicating the positional relationship between the first object and the target object on the field, the guide object indicating the positional relationship between the third object and the target object on the field is also displayed on at least the third terminal 13 used by the third user. At this time, the guide object may be displayed on either the screen of the first terminal 11 (first screen G1) or the third terminal 13 (third screen) depending on the progress of the game. For example, the guide object is displayed for the first object or the third object that is relatively closer to the target object (FIG. 7). It is preferable to display both the guide object indicating the positional relationship with the first object and the guide object indicating the positional relationship with the third object on the second terminal 12 (second screen G2).
[0036] In the game of this embodiment, the number of users who play the game together is not particularly limited and may be set to any number, but the maximum number of players or the minimum number of players may be specified in advance. For example, the minimum number of players for the first user may be specified as 1, while the minimum number of players for the second user may be specified as 0. Also, based on the timing of entry into the game, etc., a combination of 8 people in total, including 4 first users (or 3rd users) and 4 second users, may be automatically matched before the start of game play. Also, in the game of this embodiment, the first users (or 3rd users) can play together, or the first user (or 3rd user) and the second user can play in a team. For example, the first user X1 and the second user Y1 can form a team A, and the third user Z1 and the second user Y2 can form a team B, and the game can be played in a team battle. In the case of a team battle, if the first user (or 3rd user) of the team wins, the second user also wins.
[0037] There are no particular limitations on the combination of users who play a game together, the members of a team, or the members of a joint play, but for example, users who have a friendship with a certain user and have mutually approved each other (hereinafter referred to as friends) may be able to play together or form a team.
[0038] As a result, the second user can participate in the game by watching the first user play from a bird's-eye view and supporting or hindering the first user, which is called drone play. In drone play, the second user, who has a different role from the first user, can see up to a range that the first user cannot see, so that, for example, the second user can not only watch the first user play the game, but also enjoy supporting the first user's game play by displaying a guide object to inform the first user of the position information of a target object when the first user is unable to grasp the position of the target object.
[0039] <Configuration of information processing device and user terminal according to this embodiment> Next, the configuration of an information processing device and a user terminal according to an embodiment of the present invention will be described. The information processing device according to this embodiment is configured by a computer for distributing game data, specifically a server computer (hereinafter referred to as a server 10). The server 10 is an example of a computer, and as shown in FIG. 1, is communicatively connected to a first terminal 11, a second terminal 12, and a third terminal 13 (only in the case of joint play. The same applies below) via a network 14, and together with the first terminal 11, the second terminal 12, and the third terminal 13, constitutes an information processing system S for a game. Note that the respective user terminals may communicate with each other via the network 14, or may communicate directly via Bluetooth (registered trademark), Wifi-Direct, or the like without going through the network 14.
[0040] In the information processing system S of the present embodiment, the server 10 and the first terminal 11, the second terminal 12, and the third terminal 13 cooperate with each other to progress the game. Specifically, part of the game progress processing is performed on the server 10 side, and part of the graphic processing and the like is executed on the first terminal 11, the second terminal 12, and the third terminal 13. For example, the server 10 side executes a program including certain rules, logic, and algorithms. Meanwhile, the first terminal 11, the second terminal 12, and the third terminal 13 side synchronize with the server 10 and progress the game according to the same rules, logic, and algorithms as the program executed on the server 10.
[0041] During joint play, a communication path for joint play is established between the first terminal 11, the second terminal 12, and the third terminal 13, and various data required for joint play is transmitted and received according to a known communication method. The data at this time may be transmitted in a client-server manner via the server 10, or in a peer-to-peer (P2P) manner without the server 10. The manner of joint play is classified into a fully synchronous type and an asynchronous type, and either type may be adopted. The fully synchronous type includes a key input synchronous type and a command input type, and the asynchronous type includes a server-centralized processing type and a client-distributed processing type.
[0042] The server 10 may be composed of one computer or may be composed of multiple computers distributed in parallel. The server 10 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of steps in the information processing flow described below (excluding input and display of information) are executed by the server computer, so that the first terminal 11, the second terminal 12, and the third terminal 13 only need to input information to be handed over to the server computer and display information distributed from the server computer.
[0043] As shown in FIG. 1, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. In addition, the server 10 has installed therein, as software, an operating system (OS) and a dedicated program for processing information related to the game. These programs correspond to the "programs" of the present invention. When the processor 21 operates in accordance with the above programs, the server 10 functions as an information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network such as the Internet or an intranet.
[0044] The processor 21 may be composed of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.
[0045] The memory 22 may be configured with semiconductor memory such as a Read Only Memory (ROM) and a Random Access Memory (RAM).
[0046] The communication interface 23 may be, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples thereof include communication by wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, and communication based on LTE (Long Term Evolution).
[0047] The storage 24 may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), or a universal serial bus memory (USB memory). The storage 24 may be built into the server 10, or may be attached to the server body in an external form. Furthermore, the storage 24 may be configured with an external computer (e.g., a database server) communicably connected to the server body. As a technology for recording various data, a distributed ledger technology such as a block chain may be used to avoid unauthorized data tampering.
[0048] The server 10 distributes information necessary for the progress of the game to each user, and also collects and stores information from each user. The information stored by the server 10 includes information about each user (e.g., user identification information and information about game play history, etc.), and information about the area, etc. The server 10 also executes various information processes related to the progress of the game, including a process of displaying a guide object on the user terminal.
[0049] The first terminal 11 is a client terminal operated by a first user, the second terminal 12 is a client terminal operated by a second user, and the third terminal 13 is a client terminal operated by a third user to play the game, and may be, for example, a personal computer, a smartphone, a mobile phone, a tablet terminal, a game console, a television receiver capable of inputting information, a wearable terminal, etc. For convenience of illustration, FIG. 1 shows one each of the first terminal 11, the second terminal 12, and the third terminal 13, but of course, in reality, there are the same number of first terminals 11, second terminals 12, and third terminals 13 as the number of first users, second users, and third users.
[0050] The first terminal 11, the second terminal 12, and the third terminal 13 receive data for game progress from the server 10, and display images (video) indicated by the data on the display of the first terminal 11, the second terminal 12, or the third terminal 13, or on a display device such as a TV connected to the first terminal 11, the second terminal 12, or the third terminal 13, and output audio from a speaker or the like. That is, in this embodiment, the first terminal 11, the second terminal 12, and the third terminal 13 function as a display unit and an audio output unit. Specifically, the first terminal 11 operated by the first user displays a first screen G1, the second terminal 12 operated by the second user displays a second screen G2, and the third terminal 13 operated by the third user displays a third screen.
[0051] Furthermore, the first terminal 11, the second terminal 12, and the third terminal 13 accept user operations performed during the game and transmit information corresponding to the operation content to the server 10. For example, the first user performs a movement operation to move the first object on the field at the first terminal 11, and transmits information based on the movement operation to the server 10. The third user performs a movement operation to move the third object on the field at the third terminal 13, and transmits first information based on the movement operation to the server 10. Meanwhile, the second user performs a designation operation (operation on the second object) to designate a target object at the second terminal 12, and transmits information based on the designation operation to the server 10. In addition to the above, the first user (or the third user) performs an operation to select a play style, an operation to increase the parameters of the first object (or the third object), and an attack operation to attack an enemy character such as a target object at the first terminal 11 (or the third terminal 13). Furthermore, the second user performs operations on the second terminal 12, such as an operation for selecting a play style and a display change operation for changing the portion (range of the field) displayed on the second screen G2.
[0052] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will be explained again from the functional aspect. As shown in Fig. 8, the server 10 has a storage unit 30, an information acquisition unit 40, a display control unit 50, an information notification unit 60, and a game processing unit 70. Of these, the storage unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by the cooperation of the hardware devices constituting the server 10 and the programs installed in the server 10. When the server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.
[0053] (Storage part) The storage unit 30 stores information necessary for the game progress and various information necessary for playing the game. Specifically, as shown in FIG. 8, the storage unit 30 includes a user information storage unit 31 and an area information storage unit 32.
[0054] The user information storage unit 31 stores, for each user, first user information about the first user, second user information about the second user, and third user information about the third user. The types (items) of information stored for the first and third users are different from those for the second user.
[0055] As shown in FIG. 9, the first user information stores various information linked to a user name (identification ID or game account name) that identifies each user. For example, the first user information includes the appearance of the first object, which is an avatar, the initial value, upper limit value, and current value of each parameter of the first object, the current position of the first object in the area and field, and information (user name) about other users registered as friends. In addition, the first user information may include information other than the above, such as personal information of the user, such as contact information, total game play time (game play time), login history (game play date and time and number of game plays), game progress such as status, identification information and number of items owned, and payment history and total amount charged. Note that the third user information has the same configuration as the first user information, so a detailed description will be omitted.
[0056] As shown in FIG. 10, the second user information is associated with a user name (identification ID or game account name) that identifies each user, and various information is stored in the second user information. For example, the second user information includes the display range (range on the area and field) displayed on the second screen G2, the initial value, upper limit value, and current value of each parameter of the second object, the current position of the second object on the area and field, the designation history for the target object (accumulated time for designating the target object, etc.), and information (user name) about other users registered as friends. In addition, the second user information may include information other than the above, such as personal information of the user, such as contact information, total game play time (game play time), login history (date and time of game play and number of game plays), progress of the game, such as status, identification information and number of items owned, and payment history and total amount charged.
[0057] The area information storage unit 32 stores, for areas that can be played in the game, characteristics of the play, such as the field configuration (arrangement of background objects and auxiliary objects), the type and number of enemy characters that appear as target objects, difficulty level, play conditions, rewards for clearing, etc., linked to the identification information of the area.
[0058] (Information acquisition department) The information acquisition unit 40 acquires information (data) based on operations performed by the user on the first terminal 11, the second terminal 12, or the third terminal 13 while playing a game, by communicating with the first terminal 11, the second terminal 12, or the third terminal 13. As shown in FIG. 8, the information acquisition unit 40 has a first information acquisition unit 41 and a second information acquisition unit 42.
[0059] The first information acquisition unit 41 acquires information based on an operation performed by the first user (or the third user) on the first terminal 11 (or the third terminal 13) by communicating with the first terminal 11 (or the third terminal 13). The information acquired by the first information acquisition unit 41 includes movement information based on a movement operation performed by the first user (or the third user) to move the first object (or the third object) on the field, and attack information based on an attack operation to attack an enemy character such as a target object using the first object (or the third object), as well as various selections, designations, instructions, requests, commands, permission or refusal, registration, and other input operations performed by the first user (or the third user) in each scene during the game. The information acquired by the first information acquisition unit 41 also includes information based on operations related to joint play, such as a call for joint play, an application for joint play, and an operation related to the acceptance or rejection of the application.
[0060] The second information acquisition unit 42 acquires information based on an operation performed by the second user on the second terminal 12 by communicating with the second terminal 12. The information acquired by the second information acquisition unit 42 includes movement information based on a movement operation performed by the second user to move the second object in the air above the field, designation information based on a designation operation performed to designate a target object by operating the second object, and display change information based on a display change operation that changes the part displayed on the second screen G2 (including a movement operation on the second object in this embodiment), as well as various selections, designations, instructions, requests, commands, permission or refusal, registration, and other input operations performed by the second user in each scene during the game. The information acquired by the second information acquisition unit 42 also includes information based on operations related to joint play, such as a call for joint play, an application for joint play, and an operation related to the acceptance or rejection of the application. The movement operation on the second object may also serve as a designation operation for designating a target object by the second object.
[0061] (Display control unit) The display control unit 50 communicates with the first terminal 11, the second terminal 12, or the third terminal 13 to deliver information (data) necessary for the user to progress in the game while playing the game to the first terminal 11, the second terminal 12, or the third terminal 13, and displays a game screen, i.e., a screen reflecting the results of information processing by the game processing unit 70 described later. The display control unit 50 has a first display control unit 51 and a second display control unit 52, as shown in FIG. 8.
[0062] The first display control unit 51 displays, on the first terminal 11 (or the third terminal 13) of the first user (or the third user), a first screen G1 (or a third screen) that reflects a part of the field including the current position of the first object (or the third object) in response to the movement of the first object (or the third object). The first display control unit 51 also displays, on the first screen G1 (or the third screen), a guide object that indicates the positional relationship between the first object (or the third object) and the target object on the field. When displaying the guide object, the first display control unit 51 may change the display mode of the guide object based on the length of time during which the positional relationship between the second object and the target object satisfies a predetermined condition. The first display control unit 51 may also change the display mode based on the distance between the first object (or the third object) and the target object on the field, and the presence or absence of other objects such as obstacles that exist between the first object (or the third object) and the target object on the field. At this time, the first display control unit 51 may change the display mode based on the distance on the field between the first object (or third object) and the target object, and the relationship with other objects such as obstacles that exist between the first object (or third object) and the target object on the field, while taking into account the attack characteristics of the weapon etc. possessed by the first object (or third object).
[0063] The first display control unit 51 may display a guide object on either the first terminal 11 or the third terminal 13 during a joint play. For example, the guide object is displayed on a user terminal of a user who operates the first object or the third object that is located near the target object, or on a user terminal of a specific user (such as a user on the same team) associated with the second user who specified the target object. In addition, when there are multiple second users, information on the second user who specified the target object (the second user who caused the guide object to be displayed) may be displayed together with the guide object.
[0064] The second display control unit 52 displays the second screen G2, which is a game play video showing the first user (or the third user) playing the game, on the second terminal 12 of the second user. The second screen G2 displays a part or the whole of the field from a bird's-eye view depending on the position of the second object. In addition, the second screen G2 can display not only the area of the field where the first object (or the third object) exists, but also parts other than the parts displayed on the first screen G1 and the like. In addition, it is also possible to change the part of the field displayed on the second screen G2 (the range of the field) according to display change information based on a display change operation. In addition, the second display control unit 52 displays a guide object indicating the positional relationship between the first object (or the third object) and the target object on the field on the second screen G2, similar to the first screen G1 and the like. In addition, the second display control unit 52 executes substantially the same process as the first display control unit 51 when displaying the guide object.
[0065] (Information Notification Department 60) The information notification unit 60 communicates with the first terminal 11, the second terminal 12, or the third terminal 13 to deliver various information (data) related to the game to the first terminal 11, the second terminal 12, or the third terminal 13, and notifies the user of the information by image, video, audio, or the like. The information notified by the information notification unit 60 includes, for example, matching information notified to the first user (or the third user) when a direction (e.g., a direction in which a bullet or the like is fired) indicated by the first user (or the third user) matches a direction indicated by a guide object in an attack operation in which the first user (or the third user) attacks an enemy character such as a target object, as well as information necessary for the user to play the game, such as information regarding the start of recruitment for joint play, information regarding an application for joint play and whether the application is accepted, and the like.
[0066] (Game processing unit 70) The game processing unit 70 executes information processing necessary for the progress of the game, and specifically, executes information processing for progressing the game in accordance with various pieces of information acquired by the information acquisition unit 40.
[0067] For example, the game processing unit 70 controls the first object (or the third object) to move and the first object (or the third object) to attack an enemy character such as a target object based on the information acquired by the first information acquisition unit 41. Also, the game processing unit 70 controls the second object to move and the second object to specify a target object based on the information acquired by the second information acquisition unit 42. When the first object (or the third object) attacks, if a specific condition is satisfied, such as an attack object such as a bullet fired from the first object (or the third object) hitting an enemy character such as a target object, the game processing unit 70 reduces a parameter such as physical strength associated with the enemy character such as the target object based on a parameter associated with the attack object. At this time, the attack object such as a bullet may be controlled to move in a direction (direction aimed at) instructed by the first user (or the third user), or may be controlled to move automatically according to the guide object. Also, the attack object may be controlled to move according to the position of the second object or the enemy character operated by the second user, that is, to track the second object or the enemy character.
[0068] The above describes the configurations of the server 10, the first terminal 11, the second terminal 12, and the third terminal 13. Generally, the server 10, the first terminal 11, the second terminal 12, and the third terminal 13 have various functions other than those described above, but here, only the characteristic functions that provide the operational effect in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.
[0069] <Information processing flow according to one embodiment of the present invention> Next, with reference to Fig. 11 to Fig. 13, a flow for progressing a game using the first terminal 11 and the second terminal 12 (hereinafter referred to as a game progress flow) among information processing flows by the information processing system S configured as described above will be described. The game progress flow employs the information processing method of the present invention, in other words, each step in the game progress flow corresponds to a component of the information processing method of the present invention. Note that, in the following, in order to easily explain the game progress flow, a first user side flow related to the first terminal 11 (Fig. 11) and a second user side flow related to the second terminal 12 (Fig. 12) will be described separately.
[0070] [First user side flow] The first user side flow progresses, for example, along the flow shown in FIG. As shown in FIG. 11, first, the server 10 (more specifically, the first display control unit 51), which is a computer, generates display control data for displaying the first screen G1 on the first terminal 11 and transmits it to the first terminal 11 of the first user via the network 14 (S101).
[0071] The first terminal 11, which has received the display control data transmitted from the server 10, displays the first screen G1 (FIG. 3) on the screen (S102). Then, when the first terminal 11 accepts a movement operation or an attack operation on the first object by the first user on the first screen G1 (S103: YES), the server 10 (more specifically, the first information acquisition unit 41) acquires movement information or attack information based on the movement operation or attack operation from the first terminal 11 through the network 14 (S104). Then, the server 10 (more specifically, the game processing unit 70) controls the first object based on the movement information or attack information (S105). That is, the first object is moved on the field based on the movement information, or the first object is made to attack an enemy character (including a target object) based on the attack information. Then, the server 10 (more specifically, the first display control unit 51) generates display control data for displaying the first screen G1 reflecting the movement or attack of the first object on the first terminal 11, and transmits the display control data to the first terminal 11 of the first user via the network 14 (S106).
[0072] The first terminal 11, which has received the display control data transmitted from the server 10, displays a movement or attack performance of the first object on the first screen G1 (FIG. 3) displayed on the screen (S107). If the movement or attack performance of the first object by the first user has not been accepted (S103: NO), the process proceeds directly to the subsequent process (S108).
[0073] Next, if the server 10 (more specifically, the game processing unit 70) determines that display data for the guide object has been generated by the guide object display process described below (S108: YES), the server 10 (more specifically, the first display control unit 51) generates display control data for displaying the first screen G1 reflecting the display performance of the guide object on the first terminal 11, and transmits the display control data to the first terminal 11 of the first user via the network 14 (S109).
[0074] The first terminal 11, which has received the display control data transmitted from the server 10, displays a guide object on the first screen G1 (FIG. 5) displayed on the screen (S110).
[0075] The server 10 (more specifically, the game processing unit 70) repeats the processing from S103 to S110 until the game ends (S111: NO), and ends the processing when the game ends (S111: YES). Note that even if it is determined that the display data of the guide object has not been generated (S108: NO), the server 10 repeats the processing from S103 to S110 unless the game ends.
[0076] The above describes the processing of the first terminal 11 in solitary play. In the case of cooperative play, the same processing as the first user side flow executed in the first terminal 11 is repeated in the third terminal 13. In this case, the first screen G1 is read as the third screen, and the first object is read as the third object.
[0077] [Second user side flow] On the other hand, the second user side flow proceeds along the flow shown in FIG. 12, for example. As shown in FIG. 12, first, the server 10 (more specifically, the second display control unit 52), which is a computer, generates display control data for displaying the second screen G2 on the second terminal 12 and transmits it to the second terminal 12 of the second user via the network 14 (S201).
[0078] The second terminal 12, which has received the display control data transmitted from the server 10, displays the second screen G2 (FIG. 4) on the screen (S202). Then, when the second terminal 12 receives a display change operation (including a moving operation on the second object) by the second user on the second screen G2 (S203: YES), the server 10 (more specifically, the second information acquisition unit 42) acquires display change information based on the display change operation from the second terminal 12 through the network 14 (S204). Then, the server 10 (more specifically, the game processing unit 70) controls the second object based on the display change information (S205). That is, the second object is moved above the field based on the display change information. Then, the server 10 (more specifically, the second display control unit 52) generates display control data for displaying the second screen G2 reflecting the display change operation on the second terminal 12, and transmits the display control data to the second terminal 12 of the second user through the network 14 (S206).
[0079] The second terminal 12, which has received the display control data transmitted from the server 10, moves the second object, changes the portion shown on the screen of the second screen G2, and displays the second screen G2 (FIG. 4) again (S207). Note that if the display change operation by the second user has not been accepted (S203: NO), the process proceeds directly to the subsequent process (S208).
[0080] Next, when the second terminal 12 receives a designation operation on the target object by the second user on the second screen G2 (S208: YES), that is, when the target object enters the irradiation range of the light irradiated from the second object by the operation of the second user, the server 10 (more specifically, the second information acquisition unit 42) acquires designation information based on the designation operation from the second terminal 12 through the network 14 (S209). Then, the server 10 (more specifically, the display control unit 50) executes a guide object display process based on the designation information (S210), and the server 10 (more specifically, the second display control unit 52) generates display control data for displaying the second screen G2 reflecting the display performance of the guide object on the second terminal 12, and transmits the display control data to the second terminal 12 of the second user through the network 14 (S211). Details of the guide object display process (S210) will be described later.
[0081] The second terminal 12, which has received the display control data transmitted from the server 10, displays the guide object on the second screen G2 displayed on the screen (S212).
[0082] The server 10 (more specifically, the game processing unit 70) then repeatedly executes the processes from S203 to S212 until the game ends (S213: NO), and ends the process when the game ends (S213: YES). Note that even if no designation operation has been accepted (S208: NO), the process from S203 to S212 is repeated unless the game ends.
[0083] The game progress flow ends when the series of steps shown in Fig. 11 or 12 above is completed. Thereafter, while the first user and the second user are playing the game, strictly speaking, when the first user is playing the game by operating the first object and the second user is playing the drone game, the series of steps above is repeatedly performed. The above is an example of the game progression flow.
[0084] [Guide object display processing] Next, an example of the guide object display process will be described with reference to FIG. The guide object display process is a process executed by the server 10 (more specifically, the display control unit 50) and is a process executed in step S210 of the above-mentioned second user side flow. Specifically, it is a process of determining the display mode of the guide object according to the designation information based on the designation operation by the second user, and displaying the guide object in the determined display mode.
[0085] 13, first, the server 10 (more specifically, the display control unit 50; the same applies below) which is a computer, sets the display mode of the guide object according to various conditions when it acquires the designation information, that is, when the positional relationship between the second object and the target object satisfies a predetermined condition (S301). Then, the server 10 generates data for displaying the guide object according to the set display mode (S302), and ends the process.
[0086] When the above series of steps is completed, the guide object display process is completed. After that, while the user is playing the game, strictly speaking, when the second user acquires designation information based on the designation operation, the above series of steps is repeatedly performed. The above is an example of the guide object display process.
[0087] <Other embodiments> Up to this point, specific examples have been given of the information processing device, information processing method, and program of the present invention, but the above-described embodiments are merely examples, and the present invention is not limited to the above-described embodiments, and other embodiments may also be considered.
[0088] In the above embodiment, a server computer for distributing game data (i.e., server 10) functions as the information processing device of the present invention, but this is not limited thereto, and some of the functions of server 10 may be provided in first terminal 11 or second terminal 12. For example, some or all of the functions of game processing unit 70 may be provided in first terminal 11 or second terminal 12.
[0089] In addition, in this embodiment, user information, etc. is stored and possessed in a server computer for distributing game data (i.e., server 10), but it is also possible to provide a separate database server (not shown) and store the information all together in that database server, or to store the information on the first terminal 11 or second terminal 12 side.
[0090] The genre (classification) of the game is not particularly limited. The game includes, for example, a social game that can be used only with a web browser and an SNS (Social Networking Service) account. In the present embodiment, the user can enjoy all functions free of charge in principle, but some functions may be limited and the limited functions may be available by paying a certain fee. For users who have paid a certain fee, various conditions may be set to give them an advantage in playing the game. The fee may be a pay-as-you-go system, or may be effective for the user for a certain period (for example, one month or one year) once the fee is paid (subscription).
[0091] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.
[0092] [1] The information processing device of this embodiment has an information acquisition unit that acquires designation information based on a designation operation performed by a second user who does not perform a moving operation on a first object that can move on a game field in response to an operation of a first user, to designate a target object present on the field, and a display control unit that displays, on at least a first terminal used by the first user, a guide object that indicates the positional relationship on the field between the first object and the target object based on the designation information. According to the information processing device, the first user can easily grasp the positional relationship between the first object and the target object by the designation operation of the second user different from the first user who operates the first object. In this way, the second user who has a different role can support the first user who operates the first object so that the first user can advance the game advantageously, which increases the interest of the game and encourages many users to participate in the game.
[0093] [2] In the above-mentioned information processing device, the display control unit causes the first terminal to display a first screen that shows a portion of the field corresponding to the position of the first object, and causes the second terminal used by the second user to display a second screen that shows at least a portion of the field regardless of the position of the first object. This gives the second user a visual advantage over the first user, making the game more interesting and encouraging even more users to participate in the game.
[0094] [3] In the above-mentioned information processing device, the information acquisition unit acquires designation information based on a designation operation performed by the second user by manipulating the second object, and the display control unit displays a guide object when a positional relationship between the second object and the target object satisfies a predetermined condition, and the display control unit changes the display mode of the guide object based on the length of time for which the predetermined condition is satisfied. This changes the display mode of the guide object, making the game more entertaining and encouraging even more users to participate in the game.
[0095] [4] In the above information processing device, the display control unit changes the display mode of the guide object based on the distance on the field between the first object and the target object. This changes the display mode of the guide object, making the game more entertaining and encouraging even more users to participate in the game.
[0096] [5] In the above information processing device, the display control unit changes the display mode of the guide object when another object exists between the first object and the target object on the field. This changes the display mode of the guide object, making the game more entertaining and encouraging even more users to participate in the game.
[0097] [6] The above-mentioned information processing device further has a game processing unit which progresses the game, and the information acquisition unit acquires attack information based on an attack operation performed by the first user to operate the first object to attack the target object, and the game processing unit changes parameters of the target object based on the attack information when the attack object moved from the first object as a base point and the target object satisfy certain conditions. This makes the purpose of the displayed guide object clear, further increasing the interest of the game and encouraging even more users to participate in the game.
[0098] [7] In the above information processing device, the display control unit changes the display mode of the guide object based on the relationship between the attack characteristic associated with the first object and the distance on the field between the first object and the target object. This changes the display mode of the guide object, making the game more entertaining and encouraging even more users to participate in the game.
[0099] [8] In the above-mentioned information processing device, the display control unit changes the display mode of the guide object based on the attack characteristics associated with the first object and the relationship with other objects that exist between the first object and the target object on the field. This changes the display mode of the guide object, making the game more entertaining and encouraging even more users to participate in the game.
[0100] [9] In the above information processing device, the display control unit changes the display mode of the guide object when the first object is in a state where it can attack the target object. This makes the purpose of the displayed guide object clear, further increasing the interest of the game and encouraging even more users to participate in the game.
[0101]
[10] In the above information processing device, the game processing unit controls the attack object to move in a direction indicated by the first user, and the display control unit displays a guide object in an area on the field connecting the first object and the target object. This makes the purpose of the displayed guide object clear, further increasing the interest of the game and encouraging even more users to participate in the game.
[0102]
[11] The above-mentioned information processing device further has an information notification unit that notifies the first user of matching information when the direction indicated by the first user matches the direction indicated by the guide object when the first user indicates a direction. This makes the purpose of the displayed guide object clear, further increasing the interest of the game and encouraging even more users to participate in the game.
[0103]
[12] In the above information processing device, the game processing unit controls the attack object to move in accordance with the position of a second object operated by the second user. As a result, the positional relationship between the target object and the second object becomes important, which further increases the interest of the game and encourages even more users to participate in the game.
[0104]
[13] In the above-mentioned information processing device, the game processing unit controls the attack object to move in a direction indicated by the first user when a guide object is not displayed, and controls the attack object to move in accordance with the guide object when a guide object is displayed. This makes the purpose of the displayed guide object clear, further increasing the interest of the game and encouraging even more users to participate in the game.
[0105]
[14] In the above-mentioned information processing device, when a first user plays a game collaboratively with a third user, the display control unit displays a guide object indicating the positional relationship on the field between a third object that can move on the field in response to an operation by the third user and a target object, on at least a third terminal used by the third user, and the display control unit displays the guide object on either the first terminal or the third terminal depending on the progress of the game. As a result, when a plurality of users play together, the guide objects can be displayed differently, which further increases the interest of the game and encourages even more users to participate in the game.
[0106]
[15] In the above-mentioned information processing device, the display control unit causes the first terminal to display a guide object when the position of the first object on the field is closer to the target object than the third object, and causes the third terminal to display a guide object when the position of the third object on the field is closer to the target object than the first object. As a result, when a plurality of users play together, the guide objects can be displayed differently, which further increases the interest of the game and encourages even more users to participate in the game.
[16] In the above information processing device, when a plurality of second users play the game, the display control unit displays information about the second user who performed the designation operation together with the guide object. This allows the first user to recognize which second user has caused the guide object to be displayed, which further increases the interest of the game and encourages even more users to participate in the game.
[0107]
[17] Furthermore, according to the information processing method of this embodiment, a computer acquires designation information based on a designation operation performed by a second user, who does not perform a moving operation on a first object that can move on a game field in response to an operation by a first user, to designate a target object present on the field, and the computer displays, on at least a first terminal used by the first user, a guide object indicating the positional relationship on the field between the first object and the target object, based on the designation information. According to the above information processing method, the first user can easily grasp the positional relationship between the first object and the target object by the designation operation of the second user different from the first user who operates the first object. In this way, the second user who has a different role can support the first user who operates the first object so that the first user can advance the game advantageously, which increases the interest of the game and encourages many users to participate in the game.
[0108]
[18] Furthermore, according to the program of this embodiment, the computer is caused to obtain designation information based on a designation operation performed by a second user, who does not perform a movement operation on a first object that can move on a game field in response to an operation by a first user, to designate a target object present on the field, and based on the designation information, a guide object indicating the positional relationship between the first object and the target object on the field is displayed on at least a first terminal used by the first user. According to the above program, the first user can easily grasp the positional relationship between the first object and the target object by the designation operation of the second user different from the first user who operates the first object. In this way, the second user who plays a different role can support the first user so that the first user who operates the first object can advance the game advantageously, which increases the interest of the game and encourages many users to participate in the game. [Explanation of symbols]
[0109] 10 Server 11 Terminal 1 12 Terminal 2 13 Third Terminal 14 Network 21 Processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage section 31 User information storage unit 32 Area information storage unit 40 Information acquisition department 41 1st Information Acquisition Department 42 2nd Information Acquisition Department 50 Display control unit 51 First display control unit 52 Second display control unit 60 Information Notification Department 70 Game Processing Unit G1 1st screen G2 2nd screen S Information Processing System
Claims
1. A processor is included. The processor, before starting game play, organizes a team of a plurality of users including at least a first user who participates in the game play in a first role and a second user who participates in the game play in a second role different from the first role; the first role is a role that can receive a game effect from a first object on a game field by operating the first object on the field, the second role is a role of operating a second object movable in the air above the field and not receiving game effects from the game object on the field; when the processor receives an operation from the second user to designate the game object on the field after start of game play, the processor causes a guide object indicating a position of the game object to be displayed on a terminal used by the first user; The processor displays the guide object in an area connecting the first object and the game object. Information processing device.
2. The processor, before starting game play, organizes a team of a plurality of users including at least a first user who participates in the game play in a first role and a second user who participates in the game play in a second role different from the first role; the first role is a role that can receive a game effect from a first object on a game field by operating the first object on the field, the second role is a role of operating a second object movable in the air above the field and not receiving game effects from the game object on the field; when the processor receives an operation from the second user to designate the game object on the field after start of game play, the processor causes a guide object indicating a position of the game object to be displayed on a terminal used by the first user; A processor causes the guide object to be displayed in an area connecting the first object and the game object. Information processing methods.
3. causing the processor to organize, before a game play starts, a team of a plurality of users including at least a first user who participates in the game play in a first role and a second user who participates in the game play in a second role different from the first role; the first role is a role that can receive a game effect from a first object on a game field by operating the first object on the game field, the second role is a role of operating a second object movable in the air above the field and not receiving a game effect from the game object on the field; a processor, when receiving an operation from the second user to designate the game object on the field after start of game play, causing a guide object indicating a position of the game object to be displayed on a terminal used by the first user; causing a processor to display the guide object in an area connecting the first object and the game object; program.
4. A server and a user terminal, The server organizes a team of a plurality of users including at least a first user who participates in the game play in a first role and a second user who participates in the game play in a second role different from the first role, before the start of the game play; the first role is a role that can receive a game effect from a first object on a game field by operating the first object on the game field, the second role is a role of operating a second object movable in the air above the field and not receiving a game effect from the game object on the field; when the server receives an operation of designating the game object on the field from the second user after the start of game play, the server displays a guide object indicating a position of the game object on the terminal used by the first user; a server displays the guide object in an area connecting the first object and the game object; system.
Citation Information
Patent Citations
Game management device, game system, and program
JP2015097803A
Program, game device, and server system
JP2017012423A
Application control program, application control method, and application control system
JP2018092249A
Viewing program, viewing method, and information terminal device
JP2021010181A