Program, system, and method for providing a game
Patent Information
- Application Number
- JP2021009305
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-01-25
- Publication Date
- 2025-02-25
- Estimated Expiration
- 2041-01-25
AI Technical Summary
【0009】 本発明の様々な実施形態は、プレイヤによる操作に関する情報の適切な提示を支援する。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a system, and a method for providing a game. [Background technology]
[0002] Conventionally, in various kinds of games, a technique for presenting information on the operation contents by a player to the player has been implemented. For example, the following Patent Document 1 discloses a game control device for enabling a user to easily know whether a continuous touch operation on a touch panel is successful or not. Specifically, in this device, the display mode of a touch operation object displayed in response to a touch operation differs between a case where a single touch operation is performed and a case where a continuous touch operation is performed, and the player can know whether the continuous touch operation is successful or not through the display mode of the object. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-158984 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, although the above-mentioned conventional device can present whether or not a continuous touch operation has been successful, there may be cases where it is not enough for the player to know only whether or not such an operation has been successful. For example, even if a specific operation for moving a player character is successful, if the character does not move as the player wishes due to the value of a parameter such as stamina, it is considered that it is not enough to simply inform the player of the success or failure of the specific operation.
[0005] One of the objects of the embodiment of the present invention is to support appropriate presentation of information regarding operations performed by a player. Other objects of the embodiment of the present invention will become apparent by referring to the entire specification. [Means for solving the problem]
[0006] A program according to one embodiment of the present invention is a program for providing a game, which causes a computer to execute a process of outputting an image based at least on a detected operation input on a screen of the game, a process of determining whether a command has been established based at least on the detected operation input, and a process of controlling the progress of the game based at least on the established command, wherein the process of outputting the image includes outputting a first image when the detected operation input does not result in the establishment of a command, and outputting a second image when the detected operation input results in the establishment of a command.
[0007] A system according to one embodiment of the present invention is a system for providing a game, comprising one or more computer processors, wherein the one or more computer processors execute, in response to execution of readable instructions, a process of outputting an image based at least on a detected operational input onto a screen of the game, a process of determining whether a command has been established based at least on the detected operational input, and a process of controlling progress of the game based at least on the established command, wherein the process of outputting the image includes outputting a first image when the detected operational input does not result in the establishment of a command, and outputting a second image when the detected operational input results in the establishment of a command.
[0008] A method according to one embodiment of the present invention is executed by one or more computers and is a method for providing a game, comprising the steps of: outputting an image based at least on a detected operational input on a screen of the game; determining whether a command has been established based at least on the detected operational input; and controlling progress of the game based at least on the established command, wherein the step of outputting the image includes outputting a first image when the detected operational input does not result in the establishment of a command, and outputting a second image when the detected operational input results in the establishment of a command. Effect of the Invention
[0009] Various embodiments of the present invention support appropriate presentation of information regarding operations by a player. [Brief description of the drawings]
[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a network including a player terminal 10 according to an embodiment of the present invention. [Diagram 2] 13 is a diagram illustrating data items managed by a player information table 451. [Diagram 3] FIG. [Figure 4] FIG. 1 is a diagram illustrating a game space 100. [Diagram 5] 13 is a diagram showing the correspondence between the types of operations in the normal operation area and the contents of commands for the character 104. FIG. [Figure 6] 10 is a flow diagram illustrating a process executed by the player terminal 10 when outputting an effect image based on an operational input. [Figure 7] 11A to 11C are diagrams illustrating examples of correspondence between types of operations and effect images (operation input images and command establishment images). [Figure 8] FIG. 13 is a diagram illustrating an example of the game screen 60 in a state in which a press operation input image 661 is output. [Figure 9] FIG. 13 is a diagram illustrating an example of the game screen 60 in a state in which a tap command success image 662 is output. [Figure 10] FIG. 13 is a diagram illustrating an example of the game screen 60 in a state in which a flick operation input image 663 is output. [Figure 11] FIG. 13 is a diagram illustrating an example of the game screen 60 in a state in which a flick command success image 664 is output. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In each drawing, the same reference numerals may be used to denote the same or similar components.
[0012] FIG. 1 is a diagram showing a schematic configuration of a network including a player terminal 10 according to an embodiment of the present invention. As shown in the figure, the terminal 10 is communicatively connected to a game management server 40 via a communication network 30 such as the Internet. Although only one player terminal 10 is shown in FIG. 1, a plurality of player terminals 10 may be communicatively connected via the server 40 or directly. The terminal 10 provides a game to a user who operates the terminal 10. The player terminal 10 is an example of a device that implements all or a part of the system of the present invention.
[0013] First, a description will be given of the hardware configuration of the player terminal 10. The player terminal 10 is configured as a general computer, and as shown in Fig. 1, includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (storage device) 15, and these components are electrically connected via a bus or the like (not shown).
[0014] The computer processor 11 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 15 or the like into a main memory 12, and executes various instructions included in the programs. The main memory 12 is configured, for example, by a DRAM or the like.
[0015] The input / output I / F 13 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 13 includes, for example, an information input device such as a keyboard or a pointing device (e.g., a mouse, a touch panel, etc.), an audio input device such as a microphone, and an image input device such as a camera. The input / output I / F 13 also includes an image output device such as a display, and an audio output device such as a speaker. In this embodiment, the input / output I / F 13 includes a touch panel 131 as an information input device, as shown in the figure.
[0016] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to realize wired or wireless communication via a communication network 30 or the like.
[0017] The storage 15 is composed of, for example, a magnetic disk, a flash memory, etc. The storage 15 stores various programs including an operating system, various data, etc. The programs stored in the storage 15 can be downloaded and installed from an application market, etc. In this embodiment, the storage 15 stores a game application 20 according to one embodiment of the present invention. The application 20 is an example of a program that implements all or a part of the program of the present invention.
[0018] In this embodiment, the player terminal 10 may be configured as a smartphone, a tablet terminal, a wearable device, a personal computer, a dedicated game terminal, or the like.
[0019] Next, a description will be given of the hardware configuration of the game management server 40. The game management server 40 is configured as a general computer, and as shown in Fig. 1, includes a computer processor 41, a main memory 42, an input / output I / F 43, a communication I / F 44, and a storage (storage device) 45, and these components are electrically connected via a bus or the like (not shown).
[0020] The computer processor 41 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 45 or the like into a main memory 42 and executes various instructions included in the programs. The main memory 42 is configured, for example, by a DRAM or the like.
[0021] The input / output I / F 43 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 43 includes, for example, an information input device such as a keyboard or a pointing device (e.g., a mouse, a touch panel, etc.), an audio input device such as a microphone, and an image input device such as a camera. The input / output I / F 43 also includes an image output device such as a display, and an audio output device such as a speaker.
[0022] The communication I / F 44 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to realize wired or wireless communication via the communication network 30 or the like.
[0023] The storage 45 is configured by, for example, a magnetic disk or a flash memory. The storage 45 stores various programs including an operating system, various data, and the like. For example, as shown in FIG. 1, the storage 45 has a player information table 451 that manages player information related to game players. The storage 45 also stores a server-side program 50. At least a part of the program 50 can be executed on the player terminal 10 side via a web browser or other application (including, for example, the game application 20).
[0024] In this embodiment, the game management server 40 may be configured using a plurality of computers each having the above-mentioned hardware configuration. For example, the server 40 may be configured by one or a plurality of server devices.
[0025] The game management server 40 configured in this manner functions as a web server and an application server, executes various processes in response to requests from a web browser or other applications executed in the player terminal 10, and transmits screen data (e.g., HTML data) and control data according to the results of the processes to the player terminal 10. The player terminal 10 displays a web page or other screen based on the received data.
[0026] For example, in response to the start of the game application 20, the player terminal 10 can obtain information and various data related to the corresponding player from the game management server 40. Also, for example, while the game application 20 is being executed, the player terminal 10 can obtain various data and the like from the game management server 40 and transmit the latest information on the player to the game management server 40. Note that in this embodiment, the player terminal 10 can also be configured to provide a game without communicating with the game management server 40.
[0027] Next, a description will be given of the functions possessed by the player terminal 10 and the game management server 40 configured as described above. The computer processor 11 of the player terminal 10 is configured to function as a game progress control unit 111 by executing instructions included in a program (e.g., at least a part of the game application 20) loaded into the main memory 12, as shown in FIG.
[0028] The game progress control unit 111 is configured to execute various processes related to the control of the progress of the game in this embodiment. For example, the game progress control unit 111 is configured to generate and display various screen images related to the game. Also, for example, the game progress control unit 111 is configured to execute various calculations for progressing the game. For example, the game progress control unit 111 executes various calculations for progressing the game in response to an operation input to the touch panel 131 or the like, and generates and displays screen images according to the calculation results. Also, for example, the game progress control unit 111 executes various calculations for progressing the game based on operation input information on the other player terminals 10 transmitted from the other player terminals 10.
[0029] As shown in FIG. 1, the computer processor 41 of the game management server 40 is configured to function as a management function control unit 411 by executing instructions contained in a program (e.g., at least a part of the server-side program 50) loaded into the main memory 42.
[0030] The management function control unit 411 is configured to execute various processes related to the control of the management function of the game in this embodiment. For example, the management function control unit 411 transmits screen data and control data of various screens related to the management function to the player terminal 10, executes various processes in response to an operation input by a player via the screen displayed on the player terminal 10, and transmits screen data and control data according to the results of the processes to the player terminal 10. Functions controlled by the management function control unit 411 include, for example, login processing (user authentication), billing control, player matching processing, and player management (for example, updating the player information table 451, etc.).
[0031] In this embodiment, the game progress control unit 111 of the player terminal 10 is configured to output an image based at least on a detected operational input onto a game screen. For example, the game progress control unit 111 outputs an image based at least on a specific operational input to the touch panel 131 onto the screen.
[0032] The game progress control unit 111 is configured to determine whether a command is established based at least on the detected operation input, and to control the progress of the game based at least on the established command. In other words, the game in this embodiment is configured as a game that progresses based at least on commands, and the establishment of the command is determined based at least on the operation input.
[0033] In this embodiment, the image based on at least the operation input is different depending on whether the operation input is accompanied by the execution of a command. That is, the game progress control unit 111 is configured to output a first image when the detected operation input does not involve the execution of a command, and to output a second image when the operation input is accompanied by the execution of a command.
[0034] In this way, in the game provided through the player terminal 10 of this embodiment, an image based on the detected operation input is output, and a different image is applied depending on whether the operation input is accompanied by the establishment of a command. Therefore, the player of the game can know not only whether his / her operation input is successful, but also whether the command associated with the operation input is successful through the output image. In this way, the player terminal 10 supports the appropriate presentation of information related to the operation by the player.
[0035] In this embodiment, the output of the first and second images can be controlled in various ways. For example, the game progress control unit 111 can be configured to output a first image in response to a determination that a command based on a detected operation input is not established (not established), and to output a second image in response to a determination that the command based on the operation input is established.
[0036] Furthermore, the game progress control unit 111 may be configured to output a first image in response to detection of an operational input, and to output a second image in response to the establishment of a command based on the operational input. For example, the first image output in response to detection of an operational input may change to a second image in response to the establishment of a command thereafter. Also, for example, the first image output in the same manner may then be overwritten by the second image. Such a configuration may enable rapid output of the first image.
[0037] The game in this embodiment includes various kinds of games that progress based on commands, such as combat games (including fighting games), action games, puzzle games, and RPGs. For example, the game in this embodiment may be configured as a game that uses player objects (including characters and items (traps, gimmicks, terrain, etc.)) included in the game space. In this case, the game progress control unit 111 is configured to control the player object according to the established command. Such a configuration supports the appropriate presentation of information related to operations in a game that controls a player object.
[0038] In this embodiment, a command may be configured to be established based on a single operation input, or a command may be configured to be established based on a combination of a plurality of successive operation inputs.
[0039] The game progress control unit 111 may be configured to output an image having a feature corresponding to the type of detected operational input, and to determine whether a command corresponding to the type of operational input is established. For example, the output image has features such as a shape, color, visual effect, or a combination thereof, corresponding to the type of detected operational input. This configuration makes it possible to inform the player of the type of detected operational input via the output image.
[0040] In the case where an image having a shape corresponding to the type of detected operation input is output, for example, if the type of operation input is a press (operation of touching with a finger, etc.) input or a tap (operation of touching with a finger, etc. and then removing it in a short time) input on the touch panel 131, an image having a ripple shape is output, and if the type of detected operation input is a flick (operation of touching with a finger, etc. and then removing it at a position moved a predetermined distance or more) input on the touch panel 131, an image having an arrow shape (for example, an arrow pointing in the direction of the flick input, etc.) can be output. In this case, for example, if a specific type of operation input does not involve the establishment of a command, a first image having a specific shape is output, while if the specific type of operation input involves the establishment of a command, a second image having the specific shape is output. The first and second images can be configured to have different features (color, visual effect, or a combination thereof, etc.) other than the shape.
[0041] Note that the operations on the touch panel 131 are not limited to the above-mentioned press, tap, and flick, but include other types of operations such as hold (long tap), double tap, pinch in, pinch out, etc. Furthermore, the shapes corresponding to the types of operations are also not limited to ripples and arrows, but various other shapes (polygons, etc.) may be applied.
[0042] In this embodiment, the image that differs depending on whether or not the operation input is accompanied by the establishment of a command is realized as an image with various different aspects, for example, as an image with different colors. In this case, the game progress control unit 111 is configured to output an image having a first color when the detected operation input is not accompanied by the establishment of a command, and to output an image having a second color when the detected operation input is accompanied by the establishment of a command. Each of the first and second colors may be configured to be a single color, or to include a plurality of colors (for example, including a gradation). In addition, each of the first and second colors may be configured to change depending on the value of another parameter (for example, the number of combos, etc.). Such a configuration makes it possible to inform the player of the existence or nonexistence of the command through the color of the output image.
[0043] Moreover, the images with different aspects are realized, for example, as images with different visual effects. In this case, the game progress control unit 111 is configured to output an image with a first visual effect when the detected operation input does not involve the establishment of a command, and to output an image with a second visual effect when the detected operation input involves the establishment of a command. Also, for example, the game progress control unit 111 is configured to output an image with a specific visual effect (for example, blinking) when the detected operation input does not involve the establishment of a command, and to output an image without the specific visual effect (for example, not blinking) when the detected operation input involves the establishment of a command. Such a configuration makes it possible to inform the player of the existence or non-existence of the establishment of a command through the visual effect of the output image.
[0044] In this embodiment, an image based on a detected operation input may be output at various positions on the game screen. For example, the game progress control unit 111 may be configured to output an image based on a detected operation input at a position on the game screen corresponding to a starting point of the operation input. For example, the image is output at a position on the screen (a position touched by a finger or the like) corresponding to a starting point on the touch panel 131 of the operation input to the touch panel 131. This configuration, for example, supports easy recognition of the correspondence between an image based on an operation input and the operation input.
[0045] In this embodiment, the determination of whether a command is established may be performed based on various conditions. For example, the game progress control unit 111 may be configured not to determine that a command is established during a predetermined period corresponding to the establishment of a preceding command. For example, operation inputs detected during the predetermined period are excluded from the determination of whether a command is established. The predetermined period includes, for example, a period during which a character's motion is being played in a fighting game or the like, and may also be referred to as a period outside the command input reception period. This configuration makes it possible to inform the player of operation inputs during a period during which a command is not determined to be established.
[0046] Also, for example, the game progress control unit 111 may be configured not to determine that a command is established when the position of the player object in the game space is within a predetermined range. For example, when the position of the player object is within a predetermined range, even if an operation input of a type corresponding to a predetermined command (e.g., a command related to the movement of a character, etc.) is detected, the predetermined command is determined to be not established. This configuration makes it possible to inform the player of an operation input when the player object is located within a range in which the command is not determined to be established.
[0047] Also, for example, the game progress control unit 111 may be configured not to determine that a command is established when the value of a parameter associated with the player is within a predetermined range. For example, when the value of the parameter is within the predetermined range (for example, when the physical strength of the character is less than a predetermined value, etc.), even if an operation input of a type corresponding to a predetermined command (for example, a command related to an attack, etc.) is detected, the predetermined command is determined to be not established. This configuration makes it possible to inform the player of an operation input when the value of the player parameter is within a range in which the command is not determined to be established.
[0048] In this embodiment, the output of at least one of the first image when the command is not satisfied and the second image when the command is satisfied may be disabled. For example, the game progress control unit 111 is configured to disable the output of at least one of the first image and the second image in response to an instruction from the player or automatically in response to the satisfaction of a predetermined condition. This configuration makes it possible to control whether or not to output the first and second images according to various situations, and as a result, the visibility of the game screen can be improved.
[0049] Next, a specific example of one aspect of the player terminal 10 having such a function will be described. In this example, the player terminal 10 provides a fighting game in which characters fight each other. The fighting game in this example is played by two characters, and the two characters may include a player character operated by a real player as well as a non-player character operated by a computer.
[0050] 2 illustrates data items managed by the player information table 451 in this example. The player information table 451 in this example manages information about the players of the game, and as shown in the figure, manages data items such as "basic information" including account name, gender, date of birth, etc., and "level" that increases the more victories are made in the fighting game, in association with "player accounts" that identify individual players.
[0051] In this example, a player who wishes to play a fighting game requests the game management server 40 to match an opponent via a player terminal 10, and the server 40 (management function control unit 411) performs matching from among players waiting to play the fighting game. Matching is performed, for example, based on the level of each player (for example, players of similar levels are matched with each other). When playing the fighting game, the player terminals 10 of the two matched players are directly connected to each other so as to be able to communicate with each other in a P2P manner, and the progress of the game is controlled in each player terminal 10 based on operation input information received from the player terminal 10 of the other player in addition to the player's own operation input. Note that a non-player character may also be matched as an opponent.
[0052] 3 illustrates a game screen 60 for playing a fighting game in this example. The screen 60 is displayed on the player terminal 10 after opponent matching. As shown in the figure, the game screen 60 displays a game space 100 in which fighting between characters takes place in the entire screen area. The game screen 60 also has an information display area 62 located at the top of the screen for displaying various information, and a skill attack instruction area 64 located at the bottom right corner of the screen for instructing the execution of a skill attack. These areas 62, 64 are displayed superimposed on the game space 100.
[0053] In the information display area 62, a first indicator 621 that displays the status of the player's own character is placed on the left side, and a second indicator 622 that displays the status of the opponent's character (enemy character) is placed on the right side. Each of the first and second indicators 621, 622 displays the HP (hit point) status (degree of decrease from the maximum value) in its left half, and displays the SP (skill point) status (degree of decrease from the maximum value) in its right half.
[0054] Furthermore, the information display area 62 displays the remaining time of the fighting game in the lower right corner (in the example of FIG. 3, "180 seconds remaining" is displayed).
[0055] In the skill attack instruction area 64, one ultimate skill object 641 for instructing the character to perform an ultimate skill is placed in the lower right corner, and three normal skill objects 642 for instructing the character to perform normal skills are placed above, to the upper left, and to the left of the ultimate skill object 641, respectively.
[0056] FIG. 4 illustrates the game space 100 in this example. In this example, the game space 100 is configured as a three-dimensional virtual space, and as shown in the figure, includes a ground 102, two characters 104, and a player display object 106 that is located above each character 104, has an inverted triangular shape, and indicates a corresponding player (any of 1P to 2P). The object 106 follows the corresponding character 104 according to the movement of the character 104. Each character 104 is selected by each player from a plurality of characters that are set in advance. In addition, when the same type of character is selected by a plurality of players, the appearances of the characters, including the color, are changed to be different from each other so that the characters can be distinguished.
[0057] In addition, in the game space 100 of this example, a path along which the character 104 can move is set. Specifically, as shown in Fig. 4, in the game space 100, a first line 1021 extending linearly in the left-right direction on the front side of the ground 102 and a second line 1022 extending linearly in the left-right direction on the rear side of the ground 102 are set as paths along which the character 104 can move. The character 104 can move in the left-right direction along each of the first and second lines 1021, 1022, and can also move between the first and second lines 1021, 1022 (line movement).
[0058] In this example, when the fighting game is started, the player controls the movement of the corresponding character 104 through an operation on the touch panel 131 of the player terminal 10. For example, the character 104 is controlled according to an operation on an area (hereinafter sometimes referred to as a "normal operation area") other than the skill attack instruction area 64 within the entire screen area of the game screen 60. Specifically, when an operation is input into the normal operation area, a command corresponding to the type of operation input is executed, and the character 104 moves according to the command.
[0059] 5 shows the correspondence between the types of operations in the normal operation area and the contents of commands for the character 104. As shown in the figure, in this example, a "tap" operation in the normal operation area corresponds to a "normal attack" command for the character 104, and similarly, a "hold" (long press) operation corresponds to a "defense" command, a "flick (left / right)" operation corresponds to a "dash" command, and a "flick (up / down)" operation corresponds to a "line movement" command.
[0060] When a normal attack command is executed, the character 104 performs a normal attack corresponding to the type of character. When a normal attack is performed, an attack determination is made on the enemy character based on the attackable range corresponding to the character and / or type of attack, the presence or absence of defense by the enemy character, etc., and if it is determined that the attack hits, corresponding damage is given to the enemy character. The HP of the character that received the damage is reduced by an amount equivalent to the damage.
[0061] Furthermore, when a defense command is executed, the character 104 transitions to a defense state. When a dash command is executed, the character 104 performs an action of running in the direction of the flick (leftward or rightward). When a line movement command is executed, the character 104 moves to the first line 1021 or the second line 1022 existing in the direction of the flick (upward or downward). The movement is performed, for example, accompanied by an animation of the character 104 jumping.
[0062] Also, for example, the character 104 is controlled in response to an operation on the skill attack instruction area 64. Specifically, when either the ultimate skill object 641 or the normal skill object 642 is selected via a tap input on the skill attack instruction area 64, a command for the corresponding skill attack (ultimate skill attack or normal skill attack) is executed.
[0063] When a skill attack is performed, an attack judgment is made on the enemy character based on the attackable range corresponding to the character and / or the type of attack, the presence or absence of defense by the enemy character, etc., and if it is determined that the attack hits, the corresponding damage is inflicted on the enemy character. The HP of the character that received the damage is reduced by an amount equivalent to that damage. In addition, the SP of the character that performed the skill attack is reduced by an amount corresponding to the type of that skill attack.
[0064] Through this offense and defense between the characters, the player wins when the enemy character's HP reaches 0, and the opponent wins when the player's character's HP reaches 0.
[0065] Here, in this example, in response to an operational input to the touch panel 131, an effect image based on the operational input is output (displayed) on the screen. Hereinafter, the output of the effect image will be described in detail.
[0066] 6 is a flow diagram illustrating the processes executed by the player terminal 10 when outputting an effect image based on an operational input to the touch panel 131. These processes are repeatedly executed during play of the game.
[0067] 6, the player terminal 10 waits for a press input on the touch panel 131 (NO in step S100), and when a press input is detected (YES in step S100), it outputs a press operation input image as an effect image (step S110). A "press" is an operation of touching the touch panel 131.
[0068] In this example, for some types of operations on the touch panel 131, an operation input image (first image) which is an effect image output in response to an operation input, and a command establishment image (second image) which is an effect image output in response to the establishment of a command corresponding to the type of operation input are set.
[0069] FIG. 7 illustrates the correspondence between the type of operation and the effect image (operation input image and command establishment image). As illustrated, the operation input image of a press is a white effect image having a ripple shape, and an animation effect corresponding to the ripple is added, and there is no command corresponding to a press. Moreover, an operation input image of a tap is not set, and a command establishment image of a tap is a yellow effect image having a ripple shape, and an animation effect corresponding to the ripple is added. Moreover, neither an operation input image nor a command establishment image of a hold is set. Moreover, an operation input image of a flick is a white effect image having an arrow shape, and an animation effect of moving in the direction of the arrow is added, and similarly, a command establishment image of a flick is a yellow effect image having an arrow shape, and an animation effect is not added.
[0070] In this example, the operation input image output in response to the operation input is set to a white image, and the command completion image output in response to the completion of the command is set to a yellow image. The shapes of the operation input image and the command completion image are set to correspond to the type of operation input.
[0071] 8 illustrates the game screen 60 in a state where a press input is detected and a press operation input image 661 is output. In this example, the effect image is output at the start point of the corresponding operation input. Therefore, in the example of FIG. 8, the press operation input image 661 is output at the position where the press input was performed (upper right side of the 1P character 104). As described above, the press operation input image 661 has a ripple shape, and is output with an animation effect corresponding to the ripples.
[0072] Returning to the flow diagram of Fig. 6, after outputting the press operation input image, the player terminal 10 next judges whether or not a tap input has been made (step S120). A "tap" is an operation in which a finger or the like is removed from the touch panel 131 within a tap judgment period that is a predetermined time (e.g., 0.3 seconds) or less after the touch operation input image is output (i.e., after the "press" is input).
[0073] Then, when a tap input is detected before the tap determination period ends (YES in step S120), the player terminal 10 then determines whether or not the corresponding command has been established (step S130). As described above, the command corresponding to a tap on the normal operation area is a normal attack (see FIG. 5), and the command corresponding to a tap on the special skill object 641 and the normal skill object 642 in the skill attack instruction area 64 is a skill attack. Therefore, in step S130, it is determined whether or not a command for a normal attack or a skill attack has been established.
[0074] In this example, a normal attack command is established if it is within the command input acceptance period of the character 104, but is not established if it is outside the command input acceptance period of the character 104. For example, in this example, while a motion corresponding to a preceding command (for example, a normal attack, skill attack, or line movement motion) is being played, it is set as being outside the command input acceptance period, and a normal attack command is not established even if a tap input is detected.
[0075] Also, in this example, a skill attack command is valid if the character 104 is within the command input acceptance period and the character 104's remaining SP is equal to or greater than the amount of SP required for the skill attack, but is not valid if the character 104 is outside the command input acceptance period or the character's remaining SP is less than the amount of SP required for the skill attack. The amount of SP required for a skill attack can be set to a different value depending on the type of skill attack.
[0076] Then, when the command corresponding to the tap is established (YES in step S130), the player terminal 10 outputs a tap command established image as an effect image (step S140). This effect image is not output when the corresponding command is not established (NO in step S130). As described above, the tap command established image is a yellow effect image that has the same ripple shape as the press operation input image and is different from the press operation input image, and an animation effect corresponding to the ripples is added (see FIG. 7).
[0077] Fig. 9 illustrates an example of the game screen 60 in a state in which a command corresponding to the tap is established and a tap command established image 662 is output after the state in Fig. 8. As described above, the effect image in this example is output at the start point of the corresponding operation input, so in the example of Fig. 9, the tap command established image 662 is output superimposed on the press operation input image 661 at the same position as the image 661 was output in Fig. 8. The tap command established image 662 is output with an animation effect corresponding to ripples.
[0078] Here, as described above, the press operation input image 661 and the tap command establishment image 662 have the same ripple shape but different colors. Therefore, when the command corresponding to the tap is established in step S130, the effect image of the white ripple shape that was output in response to the detection of the press input is overwritten with the effect image of the yellow ripple shape. On the other hand, when the command corresponding to the tap is not established, the display of the effect image of the white ripple shape is maintained. Therefore, the player can recognize the success of the press input by the output of the effect image of the ripple shape, and can recognize the establishment of the corresponding command (the command based on the subsequent tap input) by the presence or absence of a change in color of the effect image. These effect images disappear when a predetermined time (for example, 1 second) has passed since they were output.
[0079] 6, on the other hand, after the output of the press operation input image 661 in step S110, if the tap determination period ends without detecting a tap input (YES in step S125), the player terminal 10 then determines whether or not a flick input has been made (step S150). A "flick" is an operation in which a finger or the like is moved (moved) away from the touch panel 131 at a position that has moved a predetermined distance or more since the finger or the like touched the touch panel 131 (i.e., since the "press" was input) and then is released from the touch panel 131.
[0080] Then, when a flick input is detected (YES in step S150), the player terminal 10 then outputs a flick operation input image as an effect image (step S160). As described above, the flick operation input image is a white effect image having an arrow shape pointing in the direction of the flick, and an animation effect is added to move in the direction of the arrow (see FIG. 7).
[0081] FIG. 10 illustrates an example of the game screen 60 in a state in which an upward flick input is detected and a corresponding flick operation input image 663 is output after the state in FIG. 8 (a state in which a press input is detected and a press operation input image is output). As described above, the effect image in this example is output at the start point of the corresponding operation input, so in the example of FIG. 10, a flick operation input image 663 of an arrow pointing upward is output at the same position as the position where the press operation input image 661 is output in FIG. The flick operation input image 663 is output with an animation effect of moving upward. Note that when the display of the press operation input image 661 is maintained (for example, when the time elapsed from the press input to the flick input is relatively short, etc.), the flick operation input image 663 is output superimposed on the image 661.
[0082] Returning to the flow diagram of Fig. 6, after outputting the flick operation input image, the player terminal 10 next judges whether or not a corresponding command has been established (step S170). As described above, the command corresponding to a left-right flick is a dash, and the command corresponding to an up-down flick is a line movement (see Fig. 5). Therefore, in step S170, it is judged whether or not a dash or line movement command has been established.
[0083] In this example, the dash command is valid if it is within the command input acceptance period of the character 104, but is not valid if it is outside the command input acceptance period of the character 104. As described above, for example, the time during which the motion corresponding to the preceding command is being played is set to be outside the command input acceptance period, and the dash command is not valid even if a left / right flick input is detected.
[0084] Also, in this example, the line movement command is valid when the character 104 is within the command input acceptance period and there is another line in the direction of the flick (in other words, when the flick is upward and the character 104 is located on the first line 1021 on the front side, or when the flick is downward and the character 104 is located on the second line 1022 on the back side), but is not valid when the character 104 is outside the command input acceptance period or when there is no other line in the direction of the flick.
[0085] Then, when the corresponding command is established (YES in step S170), the player terminal 10 outputs a flick command established image (step S180). This effect image is not output when the corresponding command is not established (NO in step S170). As described above, the flick command established image has the same arrow shape as the flick operation input image, but is a yellow effect image different from the flick operation input image, and no animation effect is added (see FIG. 7).
[0086] Fig. 11 illustrates an example of the game screen 60 in a state in which, after the state in Fig. 10 (in which a flick input is detected and a flick operation input image 663 is output), a command corresponding to the flick is established and a flick command establishment image 664 is output. As described above, the effect image in this example is output at the start point of the corresponding operation input, so in the example in Fig. 11, the flick command establishment image 664 is output superimposed on the flick operation input image 663 in Fig. 10 at the same position as the position at which the press operation input image 661 is output in Fig. 8 (i.e., the same position as the flick operation input image 663 in Fig. 10).
[0087] Here, as described above, the flick operation input image 663 and the flick command establishment image 664 have the same arrow shape but different colors. Therefore, when a command corresponding to the flick is established in step S170, the effect image in the shape of a white arrow is overwritten with the effect image in the shape of a yellow arrow, whereas when the command corresponding to the flick is not established, the display of the effect image in the shape of a white arrow is maintained. Therefore, the player can recognize the success of the flick input by the output of the effect image in the shape of an arrow, and can recognize whether or not the corresponding command (a command based on the flick input) has been established by the color of the effect image. As described above, these effect images disappear when a predetermined time (for example, one second) has elapsed since they were output.
[0088] It should be noted that when the flick command establishment image 664 is output, the image 664 is output consecutively (within a short period of time) after the output of the flick operation input image 663, and since no animation effect is added to the image 664, the white flick operation input image 663 output with the animation effect may be displayed as if it has changed to yellow.
[0089] 6, if the press / hold state (the state of touching the touch panel 131) is released (the finger or the like is removed from the touch panel 131) without detecting a flick input (YES in step S155), the process ends and the system waits for a press input again (step S100). For example, if the press or hold state is released after the end of the tap determination period following a press input without moving a predetermined distance for a flick input (within the range of the predetermined distance), the process ends without detecting a flick input.
[0090] Thus, in this example, an effect image having a shape corresponding to the type of operation detected is output, and the effect image is output in white when an operation input is detected, and in yellow when a command is established, so that the player can know the type of operation input that was detected and whether or not the corresponding command has been established through the shape and color of the output effect image.
[0091] In the above-mentioned example, ripples and arrows are applied as the shape of the effect image, but in other examples of this embodiment, other shapes are applied, for example, various polygons may be applied. Also, the shape or color of the effect image may be specified by the player, or may be changed according to the type of character 104 or the type of virtual space 100 (type of terrain, etc.), etc.
[0092] In the above example, the output of at least one of the operation input image and the command execution image may be automatically disabled in response to an instruction from a player or in response to the satisfaction of a predetermined condition. For example, disabling the output of the operation input image improves the visibility of the command execution image, making it possible to easily recognize the execution of a command, and conversely, disabling the output of the command execution image improves the visibility of the operation input image, making it possible to easily recognize the detection of an operation input. Also, for example, when a "spectator mode" for watching a match between other players is set, the output of the operation input image may be automatically disabled.
[0093] In the above example, the press operation input image is output in response to detection of the press input, but instead, the tap operation input image may be output in response to detection of the tap input. In this case, the tap operation input image is, for example, the same image as the press operation input image (i.e., an image having a white ripple shape). In the above example, neither the operation input image for hold nor the command establishment image is set, but the operation input image for hold may be output in response to detection of the hold input, and the command establishment image for hold may be output in response to establishment of the command (defense) corresponding to the hold. In this case, the hold operation input image may be a white image having a shape different from the ripples and the arrow, and the command establishment image for hold may be a yellow image having the same shape as the hold operation input image.
[0094] In the above example, the effect image has a shape corresponding to the type of operation and a color corresponding to the type of effect image (operation input image and command establishment image), but such setting of the effect image is merely an example, and in other examples of this embodiment, the effect image is set by applying other rules. For example, instead of or in addition to a color, a visual effect corresponding to the type of effect image may be added to the effect image. Also, for example, the effect image may have a color corresponding to the type of operation and a shape corresponding to the type of effect image.
[0095] In the above-mentioned example, press, tap, hold, and flick are applied as types of operations on the touch panel 131 for controlling the character 104, but in other examples of this embodiment, types of operations other than these (e.g., double tap, pinch in, pinch out, etc.) may be applied. In addition, it may be possible to determine whether a command is established based on an input of an operation other than an operation on the touch panel 131 (e.g., an operation of moving (e.g., shaking) the terminal 10 main body or a dedicated controller, etc.), and to output an effect image based on the input of such an operation. In this case, the player terminal 10 may not have the touch panel 131.
[0096] In the above example, the effect image is output at the start point of the corresponding operation input, but in other examples of this embodiment, the effect image may be output at a different position. For example, the effect image may be output at the end point of the corresponding operation input, or at a position not based on the position of the operation input (for example, a predetermined position on the game screen, etc.). Also, for example, the effect image may be output at a position slightly away (a position a predetermined distance away, etc.) from the position of the operation input (for example, a position based on the start point or end point, etc.). In this way, it is possible to prevent the output effect image from overlapping with a finger or the like performing the operation input and becoming difficult to see.
[0097] In the above example, an operation input image is output in response to detection of an operation input, and a command establishment image is output in response to establishment of a command, but instead of outputting an operation input image, an image equivalent to the operation input image (which can also be called a command non-established image) may be output in response to non-establishment of a command. In this case, an image equivalent to a press operation input image may be output, for example, after a tap input is detected and it is determined that the command corresponding to the tap is not established (NO in step S130 of the flow diagram in FIG. 6), and an image equivalent to a flick operation input image may be output after it is determined that the command corresponding to the flick is not established (NO in step S170 of the flow diagram in FIG. 6).
[0098] In the above example, a single operation on the touch panel 131 corresponds to a command, but a combination of a plurality of operations may correspond to a command. In this case, for example, whether a corresponding command is established may be determined based at least on a combination of a plurality of operations input in succession.
[0099] In the above-mentioned example, a fighting game was given as an example, but in other examples of this embodiment, various games other than fighting games are applied, and effect images based at least on various operational inputs for establishing commands to progress the game can be output.
[0100] In the game provided by the player terminal 10 according to the present embodiment described above, an image based on a detected operation input is output, and a different image (such as a white operation input image or a yellow command execution image) is applied depending on whether or not the operation input is accompanied by the execution of a command. Therefore, a game player can know not only whether or not his / her operation input is successful, but also whether or not the command associated with the operation input is executed, through the output image. In this way, the player terminal 10 supports the appropriate presentation of information related to the operation by the player.
[0101] In particular, in games using conventional touch panels, it cannot be said that feedback to the player's operational input is sufficiently realized compared to consumer games that use physical controllers, but as described above, the embodiments of the present invention can also be suitably applied to games that use touch panels.
[0102] In another embodiment of the present invention, some or all of the functions of the game progress control unit 111 of the player terminal 10 in the above-described embodiment may be realized by cooperation between the player terminal 10 and the game management server 40, or may be realized by the game management server 40. For example, when the functions of the game progress control unit 111 are realized by the game management server 40, the player terminal 10 may be configured to display images (images according to the progress of the game) provided from the game management server 40 (for example, in streaming format), and to accept operation inputs by the player and transfer them to the server 40 (transmit operation input information). A game configured in this way may be called a cloud game.
[0103] The processes and procedures described herein may be realized by software, hardware, or any combination thereof, other than those explicitly described. For example, the processes and procedures described herein may be realized by implementing logic corresponding to the processes and procedures in a medium such as an integrated circuit, a volatile memory, a non-volatile memory, or a magnetic disk. In addition, the processes and procedures described herein may be implemented as a computer program corresponding to the processes and procedures, and executed by various computers.
[0104] Although processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, software, components, and / or modules. Also, the software and hardware elements described herein may be realized by combining them into fewer components or breaking them down into more components.
[0105] In this specification, even if a component of the invention is described as either singular or plural, or described without limitation to either singular or plural, the component may be either singular or plural unless the context requires otherwise. [Explanation of symbols]
[0106] 10 Player terminal 11. Computer Processors 111 Game progress control unit 13 Input / Output Interface 131 Touch Panel 15. Storage 20. Gaming Applications 40 Game Management Server 41 Computer Processors 411 Management function control section 45 Storage 451 Player Information Table 50 Server-side programs 60 Game Screen 661, 663 Operation input image (effect image) 662, 664 Command success image (effect image) 100 Game Space 104 characters
Claims
1. A program for providing a game, comprising: outputting an image based at least on the detected operation input onto a screen of the game; A process of determining whether a command is established based at least on the detected operation input; and controlling the progress of the game based at least on the established command. the process of outputting the image includes outputting a first image when the detected operation input does not result in establishment of a command, and outputting a second image when the detected operation input results in establishment of a command; the first and second images have shapes corresponding to the type of the detected operation input; program.
2. the process of outputting the image includes outputting the first image in response to detection of an operation input, and outputting the second image in response to establishment of a command. The program of claim 1.
3. the process of outputting the image includes outputting the first image in response to a determination that a command is not established based at least on the detected operation input, and outputting the second image in response to a determination that a command is established based at least on the detected operation input. The program of claim 1.
4. the process of controlling the progress of the game includes controlling a player object in accordance with the established command; 4. The program according to claim 1.
5. The process of determining whether the command is established includes determining whether a command corresponding to a type of the detected operation input is established.
5. The program according to claim 1.
6. the process of outputting the image includes outputting an image having a ripple shape when the type of the detected operation input is a press input or a tap input on a touch panel.
6. The program according to claim 1.
7. the process of outputting the image includes outputting an image having an arrow shape when the type of the detected operation input is a flick input on a touch panel.
7. The program according to claim 1.
8. The first and second images have different aspects.
8. The program according to claim 1.
9. the first and second images have different colors; The program of claim 8.
10. the first and second images have different visual effects; The program of claim 8 or 9.
11. the process of outputting the image includes outputting an image at a position on a screen of the game corresponding to a starting point of the detected operation input; 11. The program of any one of claims 1 to 10.
12. the process of determining whether the command is established includes not determining that the command based on the detected operation input is established for a predetermined period of time corresponding to the establishment of a preceding command.
12. A program according to any one of claims 1 to 11.
13. the process of controlling the progress of the game includes controlling a player object included in a game space in accordance with the established command; the process of determining whether the command has been established includes not determining that the command based on the detected operation input has been established when a position of the player object in the game space is within a predetermined range.
13. A program according to any one of claims 1 to 12.
14. the process of determining whether the command is established includes not determining that the command based on the detected operation input is established when a value of a parameter associated with the player is within a predetermined range.
14. A program according to any one of claims 1 to 13.
15. and causing the computer to execute a process of invalidating output of at least one of the first and second images.
15. A program according to any one of claims 1 to 14.
16. A system for providing a game, comprising one or more computer processors, comprising: The one or more computer processors, in response to execution of the readable instructions, outputting an image based at least on the detected operation input onto a screen of the game; A process of determining whether a command is established based at least on the detected operation input; and controlling the progress of the game based at least on the established command. the process of outputting the image includes outputting a first image when the detected operation input does not result in establishment of a command, and outputting a second image when the detected operation input results in establishment of a command; the first and second images have shapes corresponding to the type of the detected operation input; system.
17. 1. A method for providing a game, executed by one or more computers, comprising: outputting an image based at least on the detected operation input onto a screen of the game; determining whether a command is established based at least on the detected operation input; and controlling the progress of the game based at least on the established commands; the step of outputting the image includes outputting a first image when the detected operation input does not result in establishment of a command, and outputting a second image when the detected operation input results in establishment of a command; the first and second images have shapes corresponding to the type of the detected operation input; method.
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