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

JP7633531B2Active Publication Date: 2025-02-20MIXI INC
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Patent Information

Application Number
JP2022006089
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-01-23
Publication Date
2025-02-20
Estimated Expiration
2041-03-27

AI Technical Summary

Benefits of technology

【0009】 本発明の一態様によれば、相手に向けて放出される被放出物の挙動及びその挙動による作用に基づいて、対戦ゲームの興趣性を向上させることができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technique for improving the interest of a battle game based on the behavior of an object to be released toward an opponent and the effect of the behavior. [Solution] An information processing program is provided which, when a designation operation including designation of a height direction is received from a first player, causes a computer to execute a behavior control process which controls the behavior of a released object which is released into a virtual space in a direction based on the designation operation, and an action control process which controls a predetermined action on a target object when the released object comes into contact with a target object in the virtual space, wherein the action control process differs the action on the target object based on the number of times the released object has come into contact with specific objects before reaching the target object.
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Description

[Technical field]

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

[0002] In recent years, communication terminals with touch panel displays such as smartphones have become widespread, and each user has his or her own communication terminal. In this context, a service that provides users with community-type services on the Internet, that is, a social networking service (hereinafter referred to as "SNS"), is known. One such SNS provides online games (social games) to users.

[0003] Also, technology has been disclosed relating to a ball-rolling game in which players roll a ball and attach (adhere) other objects to its surface in a snowman-like fashion, competing to see who can make the biggest ball they can within a time limit (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 3843241 A Summary of the Invention [Problem to be solved by the invention]

[0005] For example, in a competitive game like a snowball fight in which players are divided into friendly and enemy camps, if the behavior of the ball thrown at the opponent changes in an unprecedented way, particularly if the behavior of the thrown ball as it bounces is different from conventional methods, it is believed that the excitement of the competitive game can be increased.

[0006] However, since the above-mentioned conventional technology relates to a ball rolling game, it does not disclose anything about throwing a ball or the behavior of the thrown ball.

[0007] Therefore, the present invention provides a technique for improving the entertainment value of a competitive game based on the behavior of an object that is released toward an opponent and the effect caused by that behavior. [Means for solving the problem]

[0008] An information processing program according to one embodiment of the present invention causes a computer to execute a behavior control process that, when a designation operation including designation of a height direction is received from a first player, controls the behavior of a released object released into a virtual space in a direction based on the designation operation, and an action control process that, when the released object contacts a target object in the virtual space, controls a predetermined action on the target object, wherein the action control process differs the action on the target object based on the number of times the released object contacts a specific object before reaching the target object. Effect of the Invention

[0009] According to one aspect of the present invention, the interest of a competitive game can be increased based on the behavior of the object released toward the opponent and the effect caused by that behavior. [Brief description of the drawings]

[0010] [Figure 1] FIG. 1 is a diagram illustrating an example of an information processing device according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram showing an example of a network configuration of the game system according to the present embodiment. [Diagram 3] FIG. 2 is a diagram showing an example of a game screen in the present embodiment. [Figure 4] 11A to 11C are diagrams for explaining the behavior of a bouncing snowball in the present embodiment. [Diagram 5] FIG. 2 is a diagram showing an example of functional blocks of the game system according to the present embodiment. [Figure 6]13A to 13C are diagrams illustrating a coordinated attack with an allied player character when fighting in groups in this embodiment. [Figure 7] 11 is a sequence diagram of a snowball throwing operation according to the present embodiment. FIG. [Figure 8] 11 is a flowchart of a process for releasing snowballs in the present embodiment. [Figure 9] 13 is a flowchart relating to a process performed when an enemy player character that has come into contact with a snowball further comes into contact with a snowball in this embodiment. [Figure 10] FIG. 2 is a block diagram showing an example of the configuration of a hardware environment of a computer that executes a program according to the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] 1 is a diagram showing an example of an information processing device in this embodiment. Examples of the information processing device 1 include a processor of a player terminal 12, which will be described later, and a processor of a server 15. The information processing device 1 includes a behavior control unit 2 and an action control unit 3.

[0012] When the behavior control unit 2 receives a designation operation including a designation of a height direction from the first player, it controls the behavior of the released object to be released in a virtual space (for example, a game space, etc.) in a direction based on the designation operation. The designation of the height direction may be, for example, the height of the highest point of the parabola that the released released object first draws, or the angle at which the object is released. An example of the released object is a snowball 24 described later, but is not limited thereto. The released object may be, for example, a ball-shaped object, a bullet-shaped object, or any object that can be thrown in the virtual space. In this embodiment, "release" includes "throw", "hit", "shoot", "fire", and "eject", and the noun form "release" includes the terms of these noun forms. An example of the behavior control unit 2 is the motion control unit 35 (35a, 35) described later.

[0013] The action control unit 3 controls a predetermined action on the target object when the released object contacts the target object in the virtual space. Furthermore, the action control unit 3 varies the action on the target object based on the number of contacts of the released object with specific objects before the released object reaches the target object. An example of the target object is an enemy character object described later. The predetermined action may be, for example, inflicting a predetermined damage on the enemy character object hit by the released object, staggering or immobilizing the enemy character object for a predetermined time, or suppressing the action of the enemy character object. An example of the action control unit 3 is a motion control unit 35 (35a, 35) described later. The specific object is an object on which the released object bounces, and may be, for example, a ground object (including the ground with snow piled up), a wall object, or the like. Furthermore, varying the action on the target object based on the number of contacts of the specific object may mean, for example, that the type of action to be applied is the same but the amount / magnitude / degree of the action is different, or that the type of action to be applied is different. An example of a case where the type of effect is the same but the amount / magnitude / degree of the effect is different is when, for example, when a released object hits a target object, the target object staggers for a certain period of time, and the duration of the staggering becomes longer as the number of contacts increases. An example of a case where the type of effect is different is when a released object that has been in contact once hits a target object, the target object is only staggered, and when a released object that has been in contact once hits a target object, in addition to the staggering effect, the target object's parameters (life value) may be reduced or damage values ​​may be accumulated. However, when the number of contacts exceeds an upper limit, the released object may explode without exerting these effects.

[0014] By configuring in this manner, the interest of the competitive game can be increased based on the behavior of the object released toward the opponent and the effect caused by that behavior.

[0015] The behavior control unit 2 may control the behavior of the released object so that when the released object comes into contact with a specific object based on the specified height direction, the highest point in the height direction of the parabola drawn by the released object becomes higher than before the contact.

[0016] With this configuration, the released object can behave in a manner that results in a restitution coefficient of 1 or more, which would not occur in reality, thereby making the fighting game more interesting.

[0017] When the number of contacts is the second number of times, which is greater than the first number of times, the action control unit 3 may perform control so that an action more advantageous to the first player is exerted upon contact of the released object than an action exerted upon contact of the first number of times.

[0018] Such a configuration allows the players to progress through the game with an advantage, and the number of contacts becomes important in devising strategies and tactics, making the competitive game more entertaining.

[0019] The action control unit 3 may control the duration of the action on the target object depending on the number of contacts.

[0020] By configuring in this way, the movement of the enemy player character can be temporarily stopped by lengthening the stagger time as the number of contacts increases, and the length of the stagger time is important in terms of strategy in a fighting game, thereby improving the interest.

[0021] The action control unit 3 may suppress the action of the target object for a certain period of time as the action to be exerted.

[0022] By configuring in this way, the movement of the enemy player character can be restrained for a certain period of time, and since this period is important in terms of strategy in a battle game, it is possible to increase the interest of the game. When the number of contacts exceeds an upper limit number set for the released object, the action control unit 3 may suppress the action on the target object compared to before the upper limit number was exceeded.

[0023] With this configuration, the player is urged to try to hit the enemy player character with the released object within a predetermined number of contacts, which makes the game more entertaining.

[0024] The action control unit 3 may control a second action greater than the first action to be applied to the target object when a first character object operated by a first player and a second character object operated by a second player having a predetermined relationship with the first player are placed in a virtual space and a released object based on a designation operation of the second player comes into contact with the target object while a first action based on a designation operation of the first player is being applied to the target object.

[0025] With this configuration, players can gain an advantage in the game by attacking together with their allies rather than attacking alone, providing an opportunity for players to play the game in groups.

[0026] When an action based on a designating operation of a first player occurs on the target object, the action control unit 3 may notify the terminal device of the second player in an identifiable manner that a first action has occurred on the target object.

[0027] With this configuration, the second player can easily recognize the arrival of an opportunity to attack in cooperation with the first player.

[0028] The action control unit 3 may notify only the terminal device of the second player selected based on the relative position from the target object on which the action is occurring.

[0029] With this configuration, the closest friendly player character can join the battle earlier, and can attack within the time that the enemy player character is being affected. The action control unit 3 may select the number of second players to be notified based on the duration of the action occurring on the target object.

[0030] With this configuration, the longer the effect occurring on the target object continues, the more allied players can be notified, making it easier to carry out a coordinated attack.

[0031] The action control unit 3 may notify a terminal device of a second player who operates a second character object placed within a range on the field in the virtual space that is determined based on the duration of the action occurring on the target object.

[0032] With this configuration, the range on the field is determined according to the duration of the effect occurring on the target object, making it easier to carry out coordinated attacks with friendly players within that range.

[0033] 2 is a diagram showing an example of a network configuration of a game system in this embodiment. The game system 11 includes one or more terminal devices (hereinafter referred to as "player terminals") 12, a server device (hereinafter referred to as "server") 15, and a communication network 16. The player terminals 12 and the server 15 are connected to each other via the communication network 16 so as to be able to communicate with each other.

[0034] The player terminal 12 is a portable electronic terminal device having a communication function that can be connected to a communication network, such as a smartphone, tablet terminal, or mobile phone carried by a player. The player terminal 12 has an operation display unit 13, a microphone for inputting sound, a speaker for outputting sound, and the like. The operation display unit 13 is a device that allows input operations to be made to a screen 14 and displays images on the screen 14, and is, for example, a touch panel display. The player terminal 12 may be a so-called personal computer.

[0035] The player terminal 12 can download and install a game application program purchased from an application program sales site on the Internet. This allows the player to play the game of the application program by performing an input operation on the operation display unit 13 of the player terminal 12. In this embodiment, a game application program for a group battle format in which each player forms a group with characters selected by the players and battles each other is installed in the player terminal 12. This game application program is referred to as the program according to this embodiment.

[0036] In the following, the player terminal 12 used by the first player is referred to as the player terminal 12a, and the operation display unit 13 and screen 14 of the player terminal 12a are referred to as the operation display unit 13a and screen 14a, respectively. The player terminal 12 used by the second player is referred to as the player terminal 12b, and the operation display unit 13 and screen 14 of the player terminal 12b are referred to as the operation display unit 13b and screen 14b, respectively.

[0037] The server 15 is an information processing device that manages the application program according to this embodiment installed in the player terminal 12. For example, the server 15 manages information about players who use the game application program (e.g., play content, status information of the character being played, point information, etc.) and manages information about billing. The server 15 may be a server system made up of one or more physical information processing devices, or may be a virtual server system made up of one or more virtual server devices.

[0038] Here, as an example of a game used in this embodiment, an outline of a shooting game will be described in which players are divided into a friendly camp and an opposing (enemy) camp, throwing a specific object at each other to attack the other, and the first player to seize a flag set up in the opposing camp becomes the winner, as in a snowball fight. For example, a first player operates a character object operated by himself, and throws a specific object at a character object operated by a second player of the opposing camp. The specific object is, for example, a snowball, and if the landing point of the thrown snowball is a place where it can bounce, it bounces up. Each time the snowball bounces up, its size increases and the height to which it bounces also increases. The first player can hit the second player directly without bouncing the snowball, or can bounce it and hit the second player.

[0039] Fig. 3 is a diagram showing an example of a game screen in this embodiment. Fig. 3 shows an outline of a game screen displayed on the screen 14 of the operation display unit 13 when a player plays the game in this embodiment. Fig. 3(A) shows the state of the game screen before the player character throws a snowball, and Fig. 3(B) shows the state of the game screen after the player character throws the snowball.

[0040] The game space is mainly composed of a field 21 and an off-field (not shown). The field 21 is, in principle, an area in which a character object (hereinafter referred to as a "player character") operated by a player can move and in which released snowballs 24 can bounce. However, the character object operated by the player cannot move into an area in which objects that may become obstacles, etc. are placed. The off-field area (not shown) is an area in which a character object cannot move and snowballs cannot bounce.

[0041] In FIG. 3(A), a player character (referred to as the "first player character") 22a operated by a first player is located at the front of the screen 14a, and a player character (referred to as the "second player character") 22b operated by a second player, who is the opponent in the battle (in this example, the snowball fight), is located at the back of the screen 14a.

[0042] In this example, the player character hits the snowball 24 with a racket-shaped object for throwing 23, but there are no particular limitations on the shape or type of the object for throwing 23. The object for throwing 23 may be a hitting object such as a racket, bat, or golf club for shooting the snowball 24, a shooting object such as a gun, bow, or slingshot for firing the snowball 24, or even a bare hand.

[0043] In addition, the battle game according to this embodiment can be played by two or more people, and in that case, the players can be divided into a friendly camp and an enemy camp and compete against each other. For example, when the third player is on the side of the first player's ally, the player character operated by the third player is displayed on the front side of the screen 14a. In addition, for example, if the fourth player becomes an ally of the second player (enemy of the first player), the player character operated by the fourth player (referred to as the "fourth player character") 22a is placed on the Okugawa side of the screen 14a.

[0044] Objects that serve as shields may be placed on the field 21. The shield objects are objects for hiding from snowballs 24 thrown by an enemy. In Fig. 3, snow igloos 25 (25a, 25b) are placed on the field as an example of the shield objects.

[0045] When the first player performs an operation (swipe) 30 of sliding his / her finger across a specified area on the right side of the screen 14, the viewpoint of the angle of view displayed on the screen 14 can be changed according to the direction of the swipe (hereinafter referred to as the "viewpoint adjustment swipe operation 30").

[0046] In addition, when the first player performs an operation (swipe) 28 of sliding his / her finger over a specified area on the left side of the screen 14, the first player character 22a can be moved according to the direction of the swipe (hereinafter referred to as a "character movement swipe operation 28").

[0047] The direction in which the snowballs 24 are released can be adjusted by performing the viewpoint adjustment swipe operation 30 and the character movement swipe operation 28. The direction in which the snowballs are released is determined by a touch operation on the release button 27.

[0048] When the first player touches the release button 27 displayed in the lower right area of ​​the screen 14 with his / her finger and then releases the finger (touch-off), the snowball 24 can be released at a predetermined speed and at a predetermined height (angle) in the direction in which the first player character 22a is facing. The height may be specified according to the time from touching the release button 27 to touch-off. For example, the longer the time from touching the release button 27 to touch-off, the higher the snowball is released. Alternatively, when the release button 27 is touched, a gauge 29 that periodically changes from a lower limit to an upper limit may be displayed on the screen 14. In this case, when the touch-off is performed in accordance with the change in the gauge 29, the height at which the snowball is released may change according to the change in the gauge 29 at the time of touch-off. For example, when the touch-off is performed when the gauge 29 reaches its lower limit, a straight ball may be released at the enemy character without any angle in height. Also, when the touch-off is performed when the gauge 29 reaches its upper limit, a parabolic snowball may be released at the enemy character with a release angle at the maximum height.

[0049] After the release button 27 is touched, the snowball is released according to the direction in which the first player character 22a is facing, a predetermined speed, and a predetermined height (angle). If an enemy player character (second player character 22b) is present at the location where the snowball is released, it will hit the enemy player character and cause damage to the enemy player character. In FIG. 3(B), the released snowball bounces on the ground twice and jumps toward the second player character 22b. After that, if the second player character 22b cannot dodge the snowball 24, the snowball 24 will hit the second player character 22b and cause damage to the second player character 22b.

[0050] When the snowballs 24 are released by the player character, they are consumed. Therefore, the player character can hold a predetermined number of snowballs (for example, 5, 10, 20, etc.) in advance. As shown by reference numeral 26 in FIG. 3(A), the first player character 22a can hold a predetermined number of snowballs around his waist.

[0051] Also, the snowballs 24 may be made by the player character himself by stopping the player character on the field 21 for a predetermined time (e.g., 5 seconds, 10 seconds, etc.). For example, when the first player character 22a is stopped on the field 21, the balls start to be made automatically, and at this time, the player character may be unable to move from the spot for a predetermined time. Also, the first player character 22a may replenish his snowballs by picking up snowballs 24 made by an ally player character and placed on the ground. Also, when the maximum number of snowballs that can be possessed is exceeded, the first player character 22a may place snowballs in excess of the maximum on the spot, and when an ally player character touches the placed snowballs, the snowballs may be automatically picked up.

[0052] Also, the snow huts 25 containing items or the like may be marked. In this case, when the player character approaches the snow hut 25 containing the items or the like, the player character may automatically kick the snow hut 25, causing weapons or snowballs to appear from the snow hut 25, and the player character may acquire the weapons or snowballs. By acquiring a weapon, the player character may change the role that the player character excels in according to the attributes of the weapon, such as "fast snowball making", "fast movement", "can push obstacle snow huts", and "can throw far away". Such roles may include, for example, a supply type, a high-speed type, a defense type, and a shooting type. The supply type is a type that excels in support because it makes snowballs quickly. The high-speed type is a type that excels in close combat to deliver the final blow to an enemy player character because it moves quickly. The defense type is a type that excels in pushing the front line because it can push and move obstacle snow huts that it can hide in when it comes into contact with them. The shooting type has a longer parabolic projection line and is good at long-range combat.

[0053] Fig. 4 is a diagram for explaining the behavior of a bouncing snowball in this embodiment. Fig. 4 corresponds to a plane cut out along two axes, the direction in which the first player character 22a releases the snowball 24 and the height direction, in Fig. 3.

[0054] FIG. 4(A) shows an example where the snowball 24 hits the enemy (second player character 22b) directly. For example, if the first player touches the release button 27 and then touches off at the timing when the gauge 29 reaches the lower limit or a value close to it, the first player can release a straight ball at a speed v0 without setting a release angle θ. In this way, if there is no obstacle between the first player character 22a and the second player character 22b, the first player can directly aim and attack the second player character 22b who is in a relative position within a predetermined range. However, the snowball 24 may not reach the enemy player character who is beyond the relative position of the predetermined range, and may fall to the ground and bounce.

[0055] FIG. 4(B) shows an example of the behavior of a snowball when it is released to trace a parabola with a low trajectory. For example, if the first player touches the release button 27 and then touches off when the gauge 29 reaches a value close to the lower limit, the snowball 24 with a small release angle θ can be released at a speed v0. The more the snowball 24 bounces on the snow-covered ground, the larger it becomes and the higher it jumps up. Here, the height of the highest point of the parabola from the first release to the first bounce is represented by h0, the height of the highest point of the parabola from the first bounce to the second bounce is represented by h1, and the height of the highest point of the parabola from the second bounce to the third bounce is represented by h2. In this case, h0

[0056] ​Also, the size of the snowball 24 increases with each bounce, so hitting an enemy player character with a larger snowball can cause greater damage to the enemy player character. Therefore, as shown in Fig. 4(A), if there is no obstruction between the first player character 22a and the enemy player character and the enemy player character is located within a relative position within a predetermined range, the snowball 24 can be released straight. On the other hand, if more damage is to be caused to the enemy player character, the release of the snowball can be adjusted so that it bounces and hits the enemy player character.

[0057] FIG. 4(C) shows an example of the behavior of a snowball when it is released in a high parabolic trajectory. For example, if the first player touches the release button 27 and then touches off when the gauge 29 reaches its upper limit or a value close to it, the snowball 24 can be released at a speed v0 with a large release angle θ. The more the snowball 24 bounces, the larger it becomes and the higher it jumps up. Again, in this case, h0 Case (C) is effective, for example, when the enemy (second player character 22b) is in a position beyond a predetermined range of relative positions or when there is an obstruction (e.g., a snow hut object 25b) between the first player character 22a and the enemy player character.

[0058] It should be noted that there may be an upper limit to the number of times the snowball 24 can bounce and grow, and if it exceeds this upper limit, the snowball 24 may explode. Alternatively, the snowball 24 may explode if it exceeds this upper limit and hits an enemy player character.

[0059] Also, if the point where the snowball bounces (the bouncing surface) is uneven, the snowball may be scattered and bounce in a direction other than the intended direction, causing the snowball 24 to bounce in a direction other than the intended direction. Also, if the snowball 24 hits an object without snow, it may simply bounce back without increasing in size.

[0060] ​Also, when two snowballs of the same size collide with each other, they may cancel each other out and explode.Also, when one large snowball collides with a smaller snowball, only the smaller snowball may explode.

[0061] Here, each player character may have parameters such as a life value and a damage accumulation value. The life value indicates the life value (or playability index) of the player character, and when this value becomes 0, the player character cannot continue playing. The damage accumulation value is a value obtained by accumulating damage that the player character takes a certain amount of damage each time it is attacked. When the damage accumulation value exceeds a certain value, the player character cannot continue playing.

[0062] Also, a lobby screen (not shown) may be provided before the game screen in Fig. 3. On the lobby screen, for example, it may be possible to select equipment for the first player character 22a, check the equipment and status, invite other player characters such as friendly player characters, organize members to form a group, select an opponent group, select a battle stage, etc. Organizing members to form a group includes joining a group, leaving a group, etc.

[0063] Furthermore, in the game according to this embodiment, in addition to capturing the flag set up in the opponent's base, the condition for clearing the game may also be, for example, to attack until the life values ​​of all player characters in the opponent's group are reduced to zero or their accumulated damage exceeds a certain value, making it impossible to continue playing.

[0064] The conditions for clearing the game are not limited to these, and may be, for example, obtaining a specified item object, earning a specified score, finding the door to the next stage, etc.

[0065] FIG. 5 is a diagram showing an example of functional blocks of the game system 11 in this embodiment. The player terminals 12 (12a, 12b) include an operation display unit 13 (13a, 13b), a communication unit 31 (31a, 31b), a control unit 32 (32a, 32b), and a storage unit 37 (37a, 37b). In the following, the player terminal 12 used by the first player, its components, functions, player characters, etc. will be described with the suffix a. In addition, the player terminal 12 used by the second player, its components, functions, player characters, etc. will be described with the suffix b. However, the suffixes a and b will not be used in the description shared by the player terminals 12 (12a, 12b).

[0066] The operation display unit 13 is a touch panel display that can receive inputs from the player's input operations and can also display information. Note that, in this embodiment, a touch panel display is used as an example, but the present invention is not limited to this, and the input unit and the display unit may be independent of each other.

[0067] The communication unit 31 is an interface that enables communication with devices connected to the communication network 16. Here, the communication unit 31 communicates with the server 15 via the communication network 16.

[0068] The control unit 32 is a calculation device (processor) that controls the overall operation of the player terminal 12. The control unit 32 executes a program according to this embodiment, thereby functioning as an operation reception unit 33 (33a, 33b), a transmission / reception control unit 34 (34a, 34b), an operation control unit 35 (35a, 35b), and a display control unit 46 (36a, 36b).

[0069] The operation acceptance unit 33 accepts operations input to the operation display unit 13. For example, the operation acceptance unit 33 accepts touch operations such as tapping, double tapping, long touching, scrolling, swiping (or sliding), flicking, dragging, pinching in, and pinching out performed by the player on the screen 14.

[0070] In addition, when the input is made using a game console controller in which the directional keys and the enter key are separated, the operation receiving unit 33 may, for example, identify the direction based on the directional key pressed by the player, and identify the completion of the operation instruction by pressing the enter key.

[0071] The transmission / reception control unit 34 (34a, 34b) acquires necessary information transmitted from each player terminal 12 (12a, 12b, ...) sharing the game space realized by the program 38 (38a, 38b) in this embodiment, and transmits necessary information to each player terminal 12 (12a, 12b, ...). In other words, each player terminal 12 transmits and receives information to and from a player terminal operated by an opponent player.

[0072] The movement control unit 35 (35a, 35b) controls the movement of the object in the game space. That is, the movement control unit 35 controls the movement of the player character, the behavior of the snowball 24, etc. The movement of the player character includes the movement of the player character hit by the snowball 24 (e.g., staggering, immobilization for a certain period of time, etc.). That is, when the movement control unit 35 receives a designation operation including designation of the height direction (including angle) from the player, it controls the behavior of the snowball 24 that is released in the game space in a direction based on the designation operation, as described in FIG. 4. In addition, when the snowball 24 comes into contact with an enemy player character in the game space, the movement control unit 35 controls a predetermined action on the enemy player character. The predetermined action may be, for example, giving a predetermined damage to the enemy player character hit by the snowball 24, making the enemy player character stagger or immobilize for a certain period of time, or suppressing the action of the enemy player character.

[0073] The display control unit 36 ​​(36a, 36b) controls the display state of the screen 14 (including the case where the display state of the screen 14 is controlled based on a control instruction from the operation control unit 35). For example, the display control unit 36 ​​causes images necessary for the player to play the game, such as the field 21, the first player character 22a, the second player character 22b, the snow igloo object 25, the snowballs 24, the release button 27, the gauge 29, etc., to be displayed on the screen 14. In addition, the display control unit 36 ​​issues instructions for display control not only for the display of the screen 14 of the player terminal 12 including the display control unit 36, but also for the display of the screens of other player terminals.

[0074] The storage unit 37 (37a, 37b) stores the installed program 38 (38a, 38b) according to this embodiment, game element data 39 (39a, 39b), and various other data. In this embodiment, the storage unit 37 stores, as an example, background data, object data, item data, effect data, sound data, and the like. Here, the data includes not only status information and character data, but also graphical data.

[0075] The background data includes, for example, data related to the field 21 that constitutes the game space, etc. The object data includes object data of the player character, the snow igloo 25, other objects, etc.

[0076] The item data includes data on item objects stored in treasure chests and the like arranged on the field 21. When a player character acquires an item during the game, the player character's attack power, defense power, stamina, and / or predetermined status parameters are increased temporarily or permanently. Items include, for example, release objects 23, snowballs 24, recovery items for recovering damage accumulation parameters, and parameter increase items for temporarily or permanently increasing attack power, maintenance power, and the like.

[0077] In addition, when the player character obtains a treasure chest during the game or uses an obtained treasure chest, a random effect may be imparted. For example, when the player character obtains a treasure chest and hits an ally, an effect equivalent to a combination technique may be activated, or a predetermined status parameter (for example, a parameter such as attack power, defense power, or stamina) may be increased.

[0078] The effect data is data for highlighting, for example, an effect (described later) that is exerted on a player character hit by a snowball so that the player character can easily see it. The sound data is data related to music played during game play and sound effects used in various scenes.

[0079] The server 15 includes a communication unit 41, a control unit 42, and a storage unit 43. The communication unit 41 is an interface that enables communication with devices connected to the communication network 16. Here, the communication unit 41 communicates with each player terminal 12 via the communication network 16.

[0080] The control unit 42 controls the operation of the entire server 15, executes processes in response to requests from the player terminals 12, returns execution results to the player terminals 12, relays transmission information to other player terminals, etc. For example, the control unit 42 authenticates players who play the game, shares screen information used between players when multiple players play, manages the play content on the player terminals 12, manages billing, etc.

[0081] The storage unit 43 stores a user management database, a charge management database, an application program interface (API), etc. The user management database is a database related to the player who has installed the game. The charge management database is a database that manages processing related to charges within the Sugoroku game. The API is an application program interface used by the program according to this embodiment installed in the player terminal 12.

[0082] Next, the function of the action control unit 35 will be described in detail. As described above, the action control unit 35 controls a predetermined action on an enemy player character when the snowball 24 comes into contact with the enemy player character. The predetermined action can be, for example, a predetermined damage to the enemy player character hit by the snowball 24, a staggering or immobilization of the enemy player character for a predetermined time, or a suppression of the enemy player character's actions. By overlapping the actions performed by a plurality of player characters through cooperation between a plurality of players, a more effective and powerful action can be obtained. This will be described with reference to FIG. 6.

[0083] Fig. 6 is a diagram for explaining a cooperative attack with a friendly player character when players are divided into groups to fight in this embodiment. Fig. 6(A) is a diagram for explaining the behavior of an enemy player character hit by the first snowball. Fig. 6(B) is a diagram for explaining the behavior of an enemy player character when the enemy player character is hit by a second snowball in a staggering state after being hit by the first snowball.

[0084] Here, it is assumed that a first player character 22a operated by a first player and a third player character 22c operated by a third player are in the same group and are fighting against an enemy, a second player character 22b, etc., operated by a second player. Also, it is assumed that Fig. 6(A) and Fig. 6(B) are examples of screens displayed on a screen 14c of a third player terminal 12c operated by a third player.

[0085] In Fig. 6(A), suppose that the snowball 24 released by the first player character 22a hits the second player character 22b. Then, the second player character 22b hit by the snowball 24 is put into a staggered state for a predetermined time (1 second, 2 seconds, 3 seconds, etc.). When the second player character 22b is in a staggered state, the second player character 22b cannot move freely. In this way, when the snowball 24 hits an enemy player character, the enemy player character staggers for a certain period of time and accumulates damage caused by being hit by the snowball.

[0086] Then, the third player terminal 12c used by a player in the same group may display auxiliary display information 51 that identifiably notifies that the enemy player character is currently in a staggering state. This allows the third player on whose screen 14c the auxiliary display information 51 is displayed to recognize that the second player character 22b is in a staggering state.

[0087] The auxiliary display information 51 may be displayed on the player terminals 12 of all members of the same group, or may be displayed on the player terminals 12 of a predetermined member. The predetermined member may be a player who operates a player character that is located closest relative to the first player character.

[0088] Then, while the second player character 22b is staggering and unable to move, the third player character 22c hits the second player character 22b with a snowball 24, as shown in Fig. 6(B). This causes the second player character 22b to receive more damage than usual, and the damage accumulates. Then, when the damage accumulates as shown in Fig. 6(A)(B) and reaches an accumulation limit, the enemy player character goes down, and the player character's entire body is buried in snowballs (snowball state), and the player character may be unable to do anything.

[0089] Furthermore, as described above, when a player character goes down and becomes like a snowball and is unable to move, the player character may be made to move again (revive) with snow piled up on it after a certain period of time has passed.

[0090] Also, when a player character comes into contact with a downed enemy player character in a snowball state, the player character may kick it and roll it, enabling an attack that involves other enemy player characters. In this case, when the enemy player character in a snowball state hits the other enemy player character, the other enemy player character may die, for example, and may restart from the place where the player's army flag is placed in the player's base after a predetermined waiting time (for example, 15 seconds, 30 seconds, etc.).

[0091] Furthermore, when a player character comes into contact with a downed ally player character that has turned into a snowball, the player character may brush off the snow and revive the ally player character on the spot.

[0092] Fig. 7 is a sequence diagram relating to the operation of throwing snowballs in this embodiment. In Fig. 7, each of multiple players can operate the player terminal 12 that he or she operates, and the operations may be performed simultaneously.

[0093] The first player performs a viewpoint adjustment swipe operation 30 and a character movement swipe operation 28 on the operation display unit 13a of the player terminal 12a to hit the second player character 22b, an enemy, on the screen 14a. Then, the first player touches the release button 27, checks the gauge 29, gauges the timing to release the snowball 24, and touches off. Then, in the player terminal 12a, the operation acceptance unit 33a performs an operation acceptance process (S1). In S1, the operation acceptance unit 33a accepts information (input operation information) related to the input operation (touch operation) detected by the operation display unit 13a.

[0094] Next, the movement control unit 35a performs a movement control process based on the input operation information (S2). In S2, the movement control unit 35a analyzes the received input operation information, and specifies the direction and height (angle) at which the first player character 21a will throw the snowball 24 based on the analysis result. Here, information related to the throwing of the snowball 24 is also referred to as throwing information. The throwing information includes the speed at which the snowball is thrown, the direction and the height (angle) at which the snowball is thrown. The movement control unit 35a analyzes the behavior of the throwing of the snowball 24 based on the throwing information. The movement control unit 35a also controls the effect of the snowball 24 on an enemy player character when the snowball 24 hits the enemy player character.

[0095] The display control unit 36a performs a display control process based on the analysis result by the operation control unit 35a (S3). In S3, the display control unit 36a determines whether to output the analyzed information to the screen 14a, the screen 14b, or both based on the analysis result. If it is determined that the analyzed information is to be output to the screen 14a or to both, the display control unit 36a outputs the analyzed information to the screen 14a and displays it. If it is determined that the analyzed information is to be output to the screen 14b or to both, the display control unit 36a synchronizes and displays the analyzed information on the screen 14b via the server 15.

[0096] In order to synchronize the analyzed information via the server 15, the transmission / reception control unit 34a transmits synchronization instruction information including the analyzed information to the server 15 (S4).

[0097] The server 15 acquires the synchronization instruction information received from the player terminal 12a and transmits it to the player terminal 12b (S5).

[0098] In the player terminal 12b, the transmission / reception control unit 34b performs a transmission / reception control function (S6). In S6, the transmission / reception control unit 34b acquires synchronization instruction information transmitted from the player terminal 12a via the server 15.

[0099] The display control unit 36b then performs a display control process based on the synchronization instruction information (S7). In S7, when the display control unit 36b acquires the synchronization instruction information, it generates an image related to the release information of the snowball based on the release information included in the synchronization instruction information, and displays the image on the screen 14b (S7). The image related to the release information of the snowball includes an image related to the bouncing state of the snowball, the state of the second player character hit by the snowball, and the like. Furthermore, when the synchronization instruction information includes information to display auxiliary display information 51, the display control unit 36b displays the auxiliary display information 51 on the screen 14b based on the information.

[0100] 8 is a flowchart of the process of releasing snowballs in this embodiment. The control unit 32a reads out a program according to this embodiment from the storage unit 37, executes the program, and functions as an operation reception unit 33a, a transmission / reception control unit 34a, an operation control unit 35a, and a display control unit 36a. The operation reception unit 33a, the transmission / reception control unit 34a, the operation control unit 35a, and the display control unit 36a execute the flow of FIG.

[0101] The first player performs a viewpoint adjustment swipe operation 30 and a character movement swipe operation 28 on the operation display unit 13a of the player terminal 12a in order to hit the enemy (second player character 22b) on the field 21 with the snowball 24. Then, the first player touches the release button 27, checks the gauge 29, gauges the timing to release the snowball 24, and touches off. Then, the operation acceptance unit 33a detects the series of touch operations, i.e., the viewpoint adjustment swipe operation 30, the character movement swipe operation 28, touching the release button 27, and the touch operations from touching to touching off (S11).

[0102] The action control unit 35a acquires information on the position of the first player character on the field 21, the direction of release of the snowball 24, and the height of release (release angle) as release information from the detected touch operation (S12). That is, the action control unit 35a identifies the position of the first player character on the field 21 specified by the viewpoint adjustment swipe operation 30 and the character movement swipe operation 28 at the time of touch-off of the release button 27, and acquires the position information (release position information). The action control unit 35a also determines the direction specified by the viewpoint adjustment swipe operation 30 and the character movement swipe operation 28 at the time of touch-off of the release button 27 as the release direction, and acquires the determined release direction. The action control unit 35a also identifies the height (release angle) to the highest point of the first parabola by the release of the snowball specified by the time from touching the release button 27 to touch-off, and acquires the release angle information. The release information includes release position information, release direction information, and release angle information.

[0103] The motion control unit 35a initializes the number of bounces to zero (S13). The motion control unit 35a calculates the velocity v0 (vector), the height of the highest point of the parabola in the case of the acquired release information (release position, release direction, release angle), and the first bounce position (first bounce position) (S14). The velocity v0 (vector) is determined in advance, but may be changed depending on, for example, the type of the release object 23 (including the case of a bare hand).

[0104] The display control unit 36a draws the snowballs 24 being released in accordance with the calculation result of S14, and transmits instruction information to the display control unit 36b of the player terminal 12b via the server 15 to draw the snowballs 24 in accordance with the calculation result of S14 (S15).

[0105] The motion control unit 35a determines whether the snowball 24 collides with an enemy before reaching the most recently calculated bounce position (S16). If the snowball 24 collides with an enemy before reaching the most recently calculated bounce position (YES in S16), the process proceeds to S26.

[0106] If the snowball 24 does not collide with the opponent before reaching the calculated bounce position, i.e., if the snowball bounces (NO in S16), the motion control unit 35a judges whether the bounce surface is within the field and is a ground or object on which the snowball can bounce (S17). If it is judged that the bounce surface is within the field and is not a ground or object on which the snowball can bounce, i.e., the bounce surface is outside the field, or is a ground or object on which the snowball cannot bounce even if it is within the field (NO in S17), the motion control unit 35a instructs the display control unit 36a to explode the snowball 24 (S26). The display control unit 36a draws the snowball 24 exploding based on the instruction from the motion control unit 35a, and transmits instruction information to the display control unit 36b of the player terminal 12b via the server 15 to draw the snowball 24 exploding based on the instruction from the motion control unit 35a.

[0107] If it is determined that the bounding surface is within the field and is a ground or object on which the snowball 24 can bounce (YES in S17), the operation control unit 35a instructs the display control unit 36a to collide the snowball 24 with the bounding surface (S18). The display control unit 36a renders the snowball 24 colliding with the bounding surface based on the instruction from the operation control unit 35a, and transmits instruction information via the server 15 to the display control unit 36b of the player terminal 12b to render the snowball 24 colliding with the bounding surface based on the instruction from the operation control unit 35a.

[0108] The motion control unit 35a increments the number of bounces (S19). The motion control unit 35a determines whether there is snow on the bouncing surface (S20). If it is determined that there is snow on the bouncing surface (YES in S20), the motion control unit 35a sets a parameter that increases the size of the snowball 24 by a predetermined factor (S21).

[0109] When it is determined that there is no snow on the bounce surface (NO in S20), or after the process of S21, the operation control unit 35a calculates the height of the highest point of the following parabola and the next bounce position based on the bounce position, the velocity v (vector) at the time of collision with the bounce surface, and the coefficient of restitution e (S22). The coefficient of restitution e can be expressed as e = (h1 / h0)^(1 / 2). As described above, the relationship is h0 < h1. At this time, if the component parallel to the bounce surface of the velocity v (vector) of the snowball 24 immediately before the bounce is vx, the component perpendicular to the bounce surface is vy, the component parallel to the bounce surface of the velocity vx' (vector) immediately after the bounce is vx', and the component perpendicular to the bounce surface is vy', it may be expressed as vx' = vx and vy' = -evy. Also, the value of the coefficient of restitution e (>1) may be changed according to the type of object forming the bounce surface (for example, the ground, a wall, a tree, etc.).

[0110] In this way, when the snowball 24 contacts the ground or an object on which it can bounce based on the height direction (including the release angle) specified by the first player, the operation control unit 35a controls the behavior of the snowball so that the highest point in the height direction of the parabola drawn by the snowball 24 becomes higher than before the contact.

[0111] The operation control unit 35a instructs the display control unit 36a to draw the state in which the snowball 24 is released based on the parameters set in S21 and the results calculated in S22 (S23). The display control unit 36a draws the state in which the snowball 24 is released in response to the instruction from the operation control unit 35a, and transmits instruction information to the display control unit 36b of the player terminal 12b via the server 15 to draw the state in which the snowball 24 is released in response to the instruction from the operation control unit 35a.

[0112] The loop process of S15 to S23 is repeated until the end condition (that is, YES in S16 or NO in S17) is met.

[0113] If the snowball 24 collides with an enemy before reaching the most recently calculated bounce position (YES in S16), the motion control unit 35a judges whether the number of bounces is a predetermined number or less (S24). The predetermined number is, for example, two or three times. If the number of bounces is a predetermined number or less (YES in S24), the motion control unit 35a performs control based on the number of bounces so as to inflict damage on the enemy player character hit by the snowball 24 or to make the enemy player character stagger and unable to move for a predetermined period of time (S25). That is, the motion control unit 35a increases the size of the snowball 24 that bounces more times, and increases the damage and degree of stagger that the enemy player character inflicts when the snowball hits the enemy player character.

[0114] In this way, the operation control unit 35a may vary the effect on the enemy player character based on the number of bounces. The variation of the effect on the enemy player character based on the number of bounces may mean, for example, that the type of effect is the same but the amount, magnitude, or degree of the effect is different, or that the type of effect is different. The same type of effect but different amount, magnitude, or degree of the effect may mean, for example, that when a released object hits a target object, if the target object staggers for a certain period of time, the staggering time may become longer as the number of contacts increases. As a case where the type of effect is different, for example, when a released object that has been in contact once hits a target object, only the staggering effect may be given to the target object, and when a released object that has been in contact once hits a target object, in addition to the staggering effect, the parameter (life value) of the target object may be decreased or the damage value may be accumulated.

[0115] The action control unit 35a instructs the display control unit 36a to change the display form of the enemy player character based on the damage inflicted on the enemy player character hit by the snowball 24. The display control unit 36a draws the display form of the player character hit by the snowball 24 so as to change in accordance with the instruction from the action control unit 35a, and transmits, via the server 15, to the display control unit 36b of the player terminal 12b, instruction information for drawing the display form of the player character hit by the snowball so as to change in accordance with the instruction from the action control unit 35a.

[0116] If the number of bounces exceeds a predetermined number (NO in S24), the operation control unit 35a instructs the display control unit 36a to explode the snowball 24 just before it comes into contact with the enemy character object (S26). The display control unit 36a renders the snowball 24 exploding based on the instruction from the operation control unit 35a, and also transmits instruction information via the server 15 to the display control unit 36b of the player terminal 12b to render the snowball 24 exploding just before it comes into contact with the enemy character object based on the instruction from the operation control unit 35a.

[0117] In addition, when the number of bounces of the snowball 24 exceeds a predetermined number, the operation control unit 35a explodes the snowball 24, but the present invention is not limited to this, and the snowball 24 may hit an enemy player character as it is. In this case, however, the snowball 24 may give damage or the like to the enemy player character with which it comes into contact with 1 / 4, 1 / 3, 1 / 2, etc. of the effect given in S25. For example, when the effect given in S26 is damage to the enemy player character, the operation control unit 35a may give 1 / 4, 1 / 3, 1 / 2, etc. of that damage in S27. Also, for example, when the effect given in S26 is a staggering state for a predetermined time to the enemy player character, the operation control unit 35a may give a staggering state for 1 / 4, 1 / 3, 1 / 2, etc. of that predetermined time in S27.

[0118] In this way, when the number of bounce contacts exceeds the upper limit number set for the snowball 24, the action control unit 35a can suppress the effect on the enemy player character compared to before the upper limit number was exceeded.

[0119] According to this flow, when the number of bounces is a second number (e.g., the second time) that is greater than the first number (e.g., the first time), the motion control unit 35 controls the snowball to have a more advantageous effect on the first player than the effect of the first number at the time of collision. In other words, the effect (damage, staggering, immobilization, etc.) on the enemy player character when it hits the enemy player character is greater for the snowball that has bounced n+1 times than for the snowball that has bounced n times.

[0120] The motion control unit 35 may also control the duration of the effect on the enemy player character depending on the number of bounces. That is, the motion control unit 35a may control the duration for which the enemy player character staggers or is temporarily unable to move when hit by a snowball that bounces more often. In this way, the motion control unit 35 may suppress the action of the enemy character that collides with the snowball 24 for a certain period of time.

[0121] 9 is a flowchart of the process when an enemy player character that has come into contact with a snowball in this embodiment comes into contact with another snowball. In this flow, for the sake of convenience, the action of the enemy player character being hit by a snowball will be mainly described as the case where the enemy player character staggers for a predetermined period of time, but the action is not limited to this, and the enemy player character may be immobilized for a predetermined period of time, or the action of the enemy player character may be suppressed for a predetermined period of time.

[0122] Also, in the flowchart of FIG. 9, it is assumed that the player character who throws the first snowball 24 is the first player character 22a, and the player character who throws the second snowball 24 is an allied player character (third player character 22c), but this is not limited to this, and the player character who throws the first snowball 24 may also throw the second snowball after a time lag.

[0123] In the process of this flow, the action control unit 35a waits until the snowball 24 hits an enemy character object (NO in S31). When the snowball 24 hits an enemy character object (YES in S31), the action control unit 35a instructs the display control unit 36a to decrease a predetermined life value L1 from the current life value of the enemy player character and to stagger the enemy character for a predetermined period of time. Based on the instruction from the action control unit 35a, the display control unit 36a controls the display form so as to stagger the enemy character for a predetermined period of time (S32). In addition, the display control unit 36a transmits instruction information from the action control unit 35a to the other player terminals 12 via the server 15.

[0124] The action control unit 35a performs control to identifiably display on the player terminal of the friendly player (the third player in the case of FIG. 6) that the enemy player character is in a staggering state (S33). The display control unit 36a transmits instruction information from the action control unit 35a to the third player terminal 12c via the server 15. The display control unit 36c of the third player terminal 12c causes the screen 14c to identifiably display that the enemy player character is in a staggering state based on the instruction information. Displaying in an identifiably manner to the friendly player is, for example, the above-mentioned auxiliary display information 51, and includes highlighting (changing the color, surrounding with a frame, etc.) the enemy player character on the screen 14 of the player terminal 12 of the friendly player, the third player, so that the enemy player character can be identified as being in a staggering state, or displaying a message indicating that it is an "attack chance."

[0125] The action control unit 35a determines whether or not the snowball 24 has further hit the enemy player character while the enemy player character is staggering for a predetermined time (S34). If the snowball 24 has further hit the enemy player character while the enemy player character is staggering for a predetermined time (YES in S34), the action control unit 35a decreases a predetermined life value L2 from the current life value of the enemy player character. Here, L1 < L2. Further, the action control unit 35a instructs the display control unit 36a to draw a state in which a large amount of damage corresponding to the predetermined life value L2 is given to the enemy player character. Based on the instruction from the action control unit 35a, the display control unit 36a controls the display form to draw a state in which a large amount of damage corresponding to the predetermined life value L2 is given to the enemy player character (S35). Also, the display control unit 36a transmits the instruction information from the action control unit 35a to other player terminals 12 via the server 15.

[0126] If the snowball has not hit the enemy player character while the enemy player character is staggering for a predetermined time (NO in S34), the action control unit 35a instructs the display control unit 36a to return the enemy player character from the staggering state and set the display mode of the enemy player character to that of a normal player character (S36). Based on the instruction from the action control unit 35a, the display control unit 36a controls the display mode of the enemy player character to that of a normal player character. Also, the display control unit 36a transmits the instruction information from the action control unit 35a to other player terminals 12 via the server 15.

[0127] According to this flow, in a case where a first player character operated by a first player and a second player character operated by a second player having a predetermined relationship with the first player are placed on the field 21, if a snowball based on a designation operation by the second player contacts the enemy player character while a first action based on a designation operation by the first player is being applied to the enemy player character, the action control unit 35a can control so that a second action larger than the first action is applied to the enemy player character. For example, if the first action gives a predetermined damage to the enemy player character, the second action may give a predetermined multiple (2x, 3x, etc.) of the predetermined damage to the enemy player character. Also, for example, if the first action makes the enemy player character stagger, immobilize, or inhibit the action of the enemy player character for a predetermined time, the second action may make the enemy player character stagger, immobilize, or inhibit the action of the enemy player character for a predetermined multiple (2x, 3x, etc.) of the predetermined time.

[0128] Regarding S33, the action control unit 35a may notify only the player terminal of the friendly player selected based on the relative position from the friendly player to which the action is being applied, in a manner that allows the player terminal to discern that the friendly player character is in a staggering state. For example, assume that there are multiple player characters operated by friendly players of the first player on the field 21. In this case, the action control unit 35a may perform the process of S33 only on the player terminal used by the player who operates the player character whose relative position from the first player character is closest.

[0129] Furthermore, with regard to S33, the action control unit 35a may select the number of friendly players to be notified based on the duration of the action occurring on the enemy player character. That is, it is assumed that there are multiple player characters operated by friendly players of the first player on the field 21. In this case, the action control unit 35a may select more friendly players to be notified in S33 as the enemy player character staggers for a longer period of time (in other words, as the size of the snowball becomes larger). For example, when the enemy player character staggers for one second (or when the size of the snowball is the initial size), the action control unit 35a may select one friendly player to be notified in S33 and notify the selected one. Furthermore, when the enemy player character staggers for two seconds (or when the size of the snowball is the next largest size after the initial size), the action control unit 35a may select two friendly players to be notified in S33 and notify the selected two players. In addition, the action control unit 35a determines whether the enemy player character is staggering for 3 seconds. (Or, when the size of the snowball is the largest), three allied players to whom the notification of S33 is to be sent may be selected, and the notification may be sent to the three selected players. Here, the selection of players may be determined randomly by the action control unit 35a, or may be determined according to a predetermined priority order (for example, the strength of the attack power, the length of time that the player has been in a group, the time since the player was last selected, etc.). Also, the first player may determine the priority order of allied players in advance, or the first player may determine it when the processing of S33 occurs.

[0130] Regarding S33, the action control unit 35a may notify a player terminal operated by an ally player who operates an ally player character located within a predetermined range on the field in the game space determined based on the duration of the action occurring on the enemy player character. The ally player characters located within the range may be, for example, all ally player characters located at a predetermined relative position from the first player, all ally player characters included in an area in a predetermined direction, or all ally player characters on the field 21.

[0131] 9 is not limited to the case where snowballs hit each other with a time lag, but may also be applied to the case where two or more snowballs hit each other at the same time. When two or more snowballs hit an enemy player character at the same time, a larger effect may be generated compared to when the snowballs hit each other with a time lag. That is, when two snowballs hit an enemy player character at the same time, the damage given to the enemy player character may be larger, or the duration of the effect such as staggering, temporary immobilization, or suppression of action for a predetermined time may be longer compared to when the snowballs hit each other with a time lag.

[0132] Furthermore, effects such as staggering, being unable to move temporarily, or being restricted from acting for a certain period of time may be chained by snowballs coming into contact with each other in sequence or simultaneously within the certain period of time that this effect is in effect. For example, when the first snowball hits an enemy character, the duration of the effect of staggering, being unable to move temporarily, or being restricted from acting for a certain period of time, etc., is assumed to be 1 second. If the second snowball hits during the 1 second that this effect is in effect, the duration of the effect is extended by another 2 seconds. If the third snowball hits during the 2 seconds that this effect is in effect, the duration of the effect is extended by another 3 seconds.

[0133] 10 is an example of a configuration block diagram of a hardware environment of a computer that executes a program in this embodiment. A computer 61 functions as a player terminal 12 or a server 15. The computer 61 is composed of a CPU 62, a ROM 63, a RAM 64, a storage device 65, an input I / F 66, an output I / F 67, a communication I / F 68, a reading device 69, and a bus 70.

[0134] Here, CPU indicates a central processing unit. ROM indicates a read-only memory. RAM indicates a random access memory. I / F indicates an interface. The CPU 62, ROM 63, RAM 64, storage device 65, input I / F 66, output I / F 67, communication I / F 68, and, if necessary, a reading device 69 are connected to the bus 70.

[0135] The CPU 62 reads out the program according to this embodiment from the storage device 65, and executes the program as the operation reception unit 33a, the transmission / reception control unit 34a, the operation control unit 35a, and the display control unit 36a. The ROM 63 is a read-only memory. The RAM 64 is a temporary storage memory.

[0136] The storage device 65 is a device that stores a large amount of information. As the storage device 65, various types of storage devices such as a hard disk, a solid state drive (SSD), a flash memory card, etc. The storage device 65 stores programs and various data according to the embodiment of the present invention.

[0137] The input I / F 66 can be connected to input devices such as a keyboard, a mouse, an electronic camera, a web camera, a microphone, a scanner, a sensor, a tablet, a touch panel display, an information reading device, etc. The output I / F 67 can be connected to output devices such as a display, a touch panel display, a projector, a printer, a speaker, etc.

[0138] The communication I / F 68 is an interface such as a port for connecting to a communication network and communicating with other devices. The communication network may be the Internet, a local area network (LAN), a wide area network (WAN), a dedicated line, a wired line, a wireless line, etc. The reading device 69 is a device for reading out a portable recording medium.

[0139] The program for realizing the process described in the above embodiment may be stored in, for example, the storage device 65 from the program provider via the communication network and the communication I / F 68. The program for realizing the process described in the above embodiment may be stored in a portable storage medium that is commercially available and distributed. In this case, the portable storage medium may be set in the reading device 69, and the program may be read and executed by the CPU 62. As the portable storage medium, various types of storage media such as CD-ROM, flexible disk, optical disk, magneto-optical disk, IC card, USB memory device, and semiconductor memory card can be used. The program stored in such a storage medium is read by the reading device 69.

[0140] The program may be installed on a stand-alone computer, or may be installed by a cloud computer and provide only the functions to the player. In the present embodiment, an application program capable of communicating with the server 15 is installed on the player terminal 12 to control the game system in the present embodiment, but the present embodiment is not limited to this. For example, a web browser installed on the player terminal 12 may be used to access the server 15 and use the game system according to the present embodiment operated on the server side.

[0141] In addition, in this embodiment, the case where the number of member players in the group is two has been described, but this is not limited thereto, and for example, the number of member players in the group may be three or more. In addition, the other player characters in the group and the enemy player characters may be non-player characters (NPCs).

[0142] Although the present aspect has been described above based on the embodiment and modified examples, the above-mentioned embodiment of the aspect is intended to facilitate understanding of the present aspect and does not limit the present aspect. The present aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents are included in the present aspect. Furthermore, if a technical feature is not described as essential in this specification, it may be deleted as appropriate.

[0143] In addition to the above embodiment, the following is further noted. (Appendix 1) On the computer, a behavior control process for controlling, when a designation operation including designation of a height direction is received from a first player, a behavior of the released object to be released in the virtual space in a direction based on the designation operation; an action control process for controlling a predetermined action on a target object when the released object comes into contact with the target object in the virtual space; The information processing program, wherein the action control process varies the action exerted on the target object based on the number of times the released object has come into contact with a specific object before reaching the target object. By configuring in this manner, the interest of the competitive game can be increased based on the behavior of the object released toward the opponent and the effect caused by that behavior. (Appendix 2) The information processing program described in Appendix 1, characterized in that the behavior control process controls the behavior of the released object so that when the released object contacts the specific object based on the specified height direction, the highest point in the height direction of the parabola drawn by the released object is higher than before the contact. With this configuration, the released object can behave in a manner that results in a restitution coefficient of 1 or more, which would not occur in reality, thereby making the fighting game more interesting. (Appendix 3) The information processing program described in Appendix 1 or 2, characterized in that the effect control process controls the contact of the released object to have an effect more advantageous to the first player than the effect caused by the contact of the released object at the first time when the contact number is a second number greater than the first number. Such a configuration allows the players to progress through the game with an advantage, and the number of contacts becomes important in devising strategies and tactics, making the competitive game more entertaining. (Appendix 4) The information processing program according to any one of appendices 1 to 3, wherein the action control process controls the duration of the action on the target object depending on the number of contacts. By configuring in this way, the movement of the enemy player character can be temporarily stopped by lengthening the stagger time as the number of contacts increases, and the length of the stagger time is important in terms of strategy in a fighting game, thereby improving the interest. (Appendix 5) The information processing program according to claim 4, wherein the action control process suppresses the behavior of the target object for a certain period of time as the action to be exerted. By configuring in this way, the movement of the enemy player character can be restrained for a certain period of time, and since this period is important in terms of strategy in a battle game, it is possible to increase the interest of the game. (Appendix 6) The information processing program described in any one of Appendices 1 to 5, characterized in that when the number of contacts exceeds an upper limit set for the released object, the effect on the target object is suppressed compared to before the upper limit was exceeded. With this configuration, the player is urged to try to hit the enemy player character with the released object within a predetermined number of contacts, which makes the game more entertaining. (Appendix 7) The information processing program described in any one of Appendices 1 to 6, characterized in that when a first character object operated by the first player and a second character object operated by a second player who has a predetermined relationship with the first player are placed in the virtual space, when the released object based on a designation operation of the second player comes into contact with the target object while a first action based on a designation operation of the first player is occurring on the target object, a second action greater than the first action is applied to the target object. With this configuration, players can gain an advantage in the game by attacking together with their allies rather than attacking alone, providing an opportunity for players to play the game in groups. (Appendix 8) The information processing program described in Appendix 7, characterized in that, when an action based on a designated operation of the first player occurs on the target object, the action control process notifies the terminal device of the second player in an identifiable manner that the first action has occurred on the target object. With this configuration, the second player can easily recognize the arrival of an opportunity to attack in cooperation with the first player. (Appendix 9) The information processing program according to claim 8, wherein the action control process notifies only the terminal device of the second player selected based on the relative position from the target object where the action is occurring. With this configuration, the closest friendly player character can join the battle earlier, and can attack within the time that the enemy player character is being affected. (Appendix 10) The information processing program described in Appendix 8 or 9, wherein the action control process selects the number of second players to be notified based on the duration of the action occurring on the target object. With this configuration, the longer the effect occurring on the target object continues, the more allied players can be notified, making it easier to carry out a coordinated attack. (Appendix 11) The information processing program according to any one of appendices 8 to 10, characterized in that the action control process notifies a terminal device of a second player who operates a second character object that is placed within a range on a field in the virtual space that is determined based on the duration of the action occurring to the target object. With this configuration, the range on the field is determined according to the duration of the effect occurring on the target object, making it easier to carry out coordinated attacks with friendly players within that range. (Appendix 12) a behavior control unit that, when a designation operation including designation of a height direction is received from a first player, controls a behavior of the released object to be released in a direction based on the designation operation within the virtual space; an action control unit that controls a predetermined action to be applied to a target object when the released object comes into contact with the target object in the virtual space, The information processing device, wherein the action control unit varies the action applied to the target object based on the number of times the released object has come into contact with a specific object before reaching the target object. By configuring in this manner, the interest of the competitive game can be increased based on the behavior of the object released toward the opponent and the effect caused by that behavior. (Appendix 13) when a designation operation including designation of a height direction is received from a first player, the computer controls a behavior of the released object to be released in a direction based on the designation operation within the virtual space; When the released object comes into contact with a target object in the virtual space, a computer controls a predetermined action on the target object; An information processing method, characterized in that, in controlling the predetermined action, the action on the target object is varied based on the number of times the released object has come into contact with a specific object before reaching the target object. By configuring in this manner, the interest of the competitive game can be increased based on the behavior of the object released toward the opponent and the effect caused by that behavior. [Explanation of symbols]

[0144] 1. Information processing device 2 Behavior control section 3. Action control section 11 Game System 12 (12a, 12b) Player terminal 13(13a,13b) Operation display section 14(14a,14b) screen 15 Server 16 Communication Networks 31(31a,31b) Communication Department 32 (32a, 32b) Control section 33 (33a, 33b) Operation reception section 34 (34a, 34b) Transmission / reception control section 35 (35a, 35b) Operation control section 36 (36a, 36b) Display control unit 37(37a,37b) Storage section 38(38a,38b) Program 39(39a,39b) Game Element Data

Claims

1. a processor, the processor comprising: controlling a behavior of a first object that moves within a virtual space in response to an operation by a player; When the first object comes into contact with a second object in the virtual space, a predetermined action on the second object is controlled; controlling a behavior of the first object such that, when the first object moving in a parabolic curve comes into contact with a third object provided in the virtual space, a maximum point in a height direction of the first object bouncing off the third object becomes higher than that of the second object; when the number of contacts of the first object with the third object before the first object reaches the second object is a second number of contacts that is greater than the first number of contacts, a time period during which the action on the second object continues is lengthened; Information processing device.

2. the processor controls a behavior of a first object that moves within the virtual space in response to an operation by a player; a processor controls a predetermined action to be exerted on a second object when the first object comes into contact with the second object in the virtual space; a processor controls a behavior of the first object such that, when the first object moving in a parabolic curve comes into contact with a third object provided in the virtual space, a maximum point in a height direction of the first object bouncing off the third object becomes higher than that of the second object; a processor extending a duration of the action on the second object when a number of times that the first object contacts the third object before the first object reaches the second object is a second number of times that is greater than the first number of times when the first object contacts the third object. Information processing methods.

3. displaying on a display the behavior of a first object moving within a virtual space in response to an operation by a player; when the first object comes into contact with a second object in the virtual space, displaying a predetermined effect on the second object on a display; displaying on a display a behavior of the first object that is controlled such that, when the first object moving in a parabolic curve comes into contact with a third object provided in the virtual space, the highest point in a height direction of the first object bouncing off the third object becomes higher than that of the second object; when the number of contacts of the first object with the third object before the first object reaches the second object is a second number, which is greater than the first number, displaying on a display a time period during which the action on the second object continues for a longer period than when the first object contacts the third object a first number of times. A program that causes a processor to execute a process.

Citation Information

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