PROGRAM, GAME CONTROL METHOD, AND INFORMATION PROCESSING DEVICE

By using the program running on the information processing device to manage game media using object location information in the virtual space, the problem of insufficient map information in existing games is solved, and the fun and strategic nature of the game is improved.

JP7657489B2Active Publication Date: 2025-04-07GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2023205968
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-06
Publication Date
2025-04-07
Estimated Expiration
2035-09-16

AI Technical Summary

Technical Problem

Inadequate map information in existing games leads to lack of changes and fun in the game, and insufficient interest in the map for manipulating characters.

Method used

Through programs running on the information processing device, information storage and management of multiple objects is realized, object location information in the virtual space is used to determine the location and relationship of the game media, and thus change the game difficulty and content.

Benefits of technology

It improves the fun and development difficulty of the game, makes the game more challenging and strategic, and enhances users' operating interest.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program for increasing interest of a game, a control method for the game, and an information processing device.SOLUTION: A program allows an information processing device 12 for executing a game to execute the steps of: storing information on a plurality of objects and information on a first game medium associated with each of the plurality of objects in a storage unit 24; associating first position information indicating a position in a first virtual space with the object; determining whether a first condition is satisfied based on the information on one or more objects with which the first position information is associated; and associating second position information indicating a position in a second virtual space with the first game medium associated with one or more objects when it is determined that the first condition is satisfied.SELECTED DRAWING: Figure 13
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Description

[Technical field]

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

[0002] Conventionally, a user character placed on a map is operated to fight against an enemy character. For example, Patent Document 1 discloses a game in which a user casts a character in response to a user operation. The user character moves on the map, and when the user character encounters an enemy character, A game in which a character fights an enemy character is disclosed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 11-179048 Summary of the Invention [Problem to be solved by the invention]

[0004] However, information about the map, such as the shape of the map and the placement of enemies on the map, is often not known in advance. In games where the map is set, the map does not change much and the game is not necessarily interesting. On the other hand, in a game where map information is automatically created each time, The game is not necessarily interesting enough because of the variation in difficulty and structure. In games where you move a character on a map, there is room for improvement in the interest of the game. there were.

[0005] In view of the above, the present invention provides a program for improving the entertainment value of a game. The present invention aims to provide a game control method and an information processing device. [Means for solving the problem]

[0006] In order to solve the above problems, the program according to the present invention comprises: An information processing device that executes a game, Information about a plurality of objects and a first set of objects associated with each of the plurality of objects storing information about the game medium in a storage unit; a step of associating first position information indicating a position in the first virtual space with the object; One matching step; Based on information about one or more objects to which the first location information is associated, a first determination step of determining whether a condition is satisfied; If it is determined that the first condition is satisfied, Corresponding to the associated first game medium, second position information indicating a position within the second virtual space. and performing a second matching step to match the It is characterized by:

[0007] The game control method according to the present invention further comprises: A method for controlling a game executed by an information processing device, comprising: Information about a plurality of objects and a first set of objects associated with each of the plurality of objects storing information about the game medium in a storage unit; a step of associating first position information indicating a position in the first virtual space with the object; One matching step; Based on information about one or more objects to which the first location information is associated, a first determination step of determining whether a condition is satisfied; If it is determined that the first condition is satisfied, Corresponding to the associated first game medium, second position information indicating a position within the second virtual space. and a second matching step of matching the Characterized by

[0008] Further, the information processing device according to the present invention comprises: An information processing device for executing a game, Information about a plurality of objects and a first set of objects associated with each of the plurality of objects A storage unit that stores information related to the game medium; A control unit, The control unit is Associating first position information indicating a position within a first virtual space with the object; Based on information about one or more objects to which the first location information is associated, Determine whether the condition is satisfied, If it is determined that the first condition is satisfied, Corresponding to the associated first game medium, second position information indicating a position within the second virtual space. wear It is characterized by: Effect of the Invention

[0009] According to the program, the game control method, and the information processing device of the present invention, The interest is improved. [Brief description of the drawings]

[0010] [Figure 1] 1 is a block diagram of a game system according to an embodiment of the present invention. [Diagram 2] 2 is a diagram showing information about a user stored in a server storage unit of FIG. 1; [Diagram 3] FIG. 3 is a diagram showing information about the object in FIG. 2. [Figure 4] FIG. 3 is a diagram showing information regarding the first game medium of FIG. 2. [Diagram 5] FIG. 13 is a diagram illustrating an example of an object. [Figure 6] FIG. 3 is a diagram showing information regarding the second game medium of FIG. 2. [Figure 7] FIG. 13 is a diagram showing an example of a first game part screen. [Figure 8] FIG. 13 is a diagram showing an example of a first game part screen. [Figure 9] FIG. 13 is a diagram showing an example of a first game part screen. [Figure 10] FIG. 13 is a diagram showing an example of a first game part screen. [Figure 11] FIG. 11 is a diagram showing an example of a second virtual space. [Figure 12] FIG. 13 is a diagram showing an example of a second game part screen. [Figure 13] 13 is a flowchart showing the operation of a terminal device that executes a first game part process. [Figure 14] 13 is a flowchart showing the operation of a terminal device that executes a second game part process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described.

[0012] First, a game system 10 according to an embodiment of the present invention will be described with reference to FIG. The game system 10 includes a server device 11 and a plurality of terminal devices 12. For simplicity, only one terminal device 12 is shown in FIG. The server device 11 and the terminal device 12 are provided with a game. 2 is communicably connected via a network 13 such as the Internet.

[0013] Here, an overview of the game according to this embodiment will be described. The game is played using game media. Data, such as cards, items, characters, and avatars, can be used in any medium. In addition, the game media can be acquired, owned, used, and managed by users within the game. , exchanged, synthesized, enhanced, sold, destroyed, and / or gifted, etc., The manner in which the game medium is used is not limited to that explicitly stated in this specification.

[0014] Unless otherwise specified below, "game media owned by the user" refers to the user's The game content is associated with the user ID. indicates that the game media is associated with a user ID. "Discarding the media" refers to dissolving the association between the user ID and the game media. In addition, "selling a game medium owned by a user" means selling a game medium owned by a user ID and The association is dissolved and the user ID is changed to another game medium (e.g., virtual currency or items) In addition, "User A transfers the game media he owns to User B" "to dissolve the association between User A's user ID and the game media and User B's This indicates that the game media is to be associated with the user ID.

[0015] The game according to this embodiment generally comprises a first game part, a second game part, and Includes.

[0016] In the first game part, the user places a virtual object in the first virtual space. Here, the object may be one or more game objects such as a gun turret, a barracks, a wall, and a character. The object in the first virtual space is a game medium (a first game medium). The placement of the first game content in the second virtual space is determined according to the placement of the object. In this way, the first game part is performed in accordance with the arrangement of the objects in the first virtual space. A game program that generates information necessary to set up a second virtual space in which a game medium is placed. It is.

[0017] In the second game part, the user's terminal device 12 executes the first game part. The server device transmits information necessary for setting the second virtual space generated by the terminal device 12 of the other user to the server device. The user then receives the information from the server device 11. The user operates a user character (second game medium) placed in the second virtual space set by the The user then plays a match against the first game medium placed in the second virtual space. The objective is to conquer the second virtual space (achieve the game task). For example, the second game medium is The player moves to a specific location in the virtual space, or moves to a specific first game medium (Commander Key) in the second virtual space. When certain conditions are met, such as winning a match against a certain character, the player will be able to complete the game task. Then, the result of the second game part (for example, whether or not the game task was accomplished) is determined. In response, the user is given a predetermined reward (for example, a game medium).

[0018] In the game according to this embodiment, for example, an object (and The position of the first game medium in the second virtual space changes according to the position of the first game medium. The difficulty of the second virtual space changes. In order to prevent other users from attacking his / her second virtual space, The user can devise a combination and arrangement of objects in the first virtual space to create the second virtual space. The aim is to increase the difficulty of the game. In the second game part, the user can also The goal is to conquer the second virtual space.

[0019] Next, each component of the game system 10 will be described. The server device 11 It comprises a communication unit 14, a server storage unit 15, and a server control unit 16.

[0020] The server communication unit 14 communicates with an external device wirelessly or via wired communication to transmit and receive information. The server communication unit 14 is an interface. 2 and sends and receives information between them.

[0021] The server storage unit 15 is, for example, a storage device, and stores various information necessary for providing and controlling the game. Stores information and programs.

[0022] For example, the server storage unit 15 stores position information indicating a position in the first virtual space (first position information ) and position information (second position information) indicating a position in the second virtual space. Hereinafter, the first virtual space is a three-dimensional virtual space having an xyz coordinate system. Although the description will be given assuming that the location is a space, the location may be a two-dimensional virtual space. It is expressed by a combination of yz coordinates (x, y, z). The second virtual space is also expressed as the XYZ coordinate system. Although the description will be given assuming that the virtual space is a three-dimensional space having a plurality of pixels, the virtual space may be a two-dimensional space. The position information is represented by a combination of XYZ coordinates (X, Y, Z). For each primary location (x, y, z), there is a unique secondary location (X, Y, Z). There is a corresponding relationship as follows.

[0023] The server storage unit 15 also stores information about each user. For example, as shown in Figure 2, the information about the user is associated with the user ID and stored in the object. information about the game medium, information about the first game medium, and information about the second game medium, The user ID is information that can uniquely identify a user.

[0024] First, the information about the object will be described with reference to FIG. The information to be displayed includes shape data, connection position information, cost, and The object ID includes the first location information and a confirmation flag. It is identifiable information.

[0025] The shape data is information that indicates the shape of an object.

[0026] The connection position information is a specific position ( As will be described later, in the first game part, one or more objects Each object is arranged so that it has a predetermined relative positional relationship with one or more other objects. In this embodiment, the predetermined relative positional relationship is the connection position and other positions of the objects. The connection positions of the objects are located at approximately the same positions in the first virtual space. It is a relationship.

[0027] Costs will depend on the determination of whether the first condition is met and / or whether the second condition is met, as described below. The cost is a parameter that can be used to determine whether the condition is satisfied. Information about the first game medium associated with the object (object ID) (For example, the type and level of the first game medium, etc.) It may be a fixed value.

[0028] The first arrangement information is information that indicates the arrangement of the object in the first virtual space. In the embodiment, the first arrangement information is first position information of an object arranged in the first virtual space. The first virtual space includes information indicating the orientation of an object placed in the first virtual space and direction information indicating the orientation of an object placed in the first virtual space. It may include any information regarding the placement of objects in the virtual space.

[0029] Hereinafter, for example, "placing" an object means "putting placement information (including position information) on the object" In the following description, the description will be given assuming that the above also includes associating the information with an object.

[0030] In this embodiment, the object is located on the xy plane at z=0 in the first virtual space. Therefore, it is associated with an object placed in the first virtual space. The first position information is represented by a combination of coordinates (x, y, 0) in the xyz coordinate system. .

[0031] The confirmation flag indicates whether the first arrangement information associated with the object has been confirmed. In this embodiment, the flag is used to confirm the placement of an object, as will be described later. If it is determined that the second condition is satisfied in response to the user operation, The corresponding confirmation flag changes from OFF to ON. The object is an object for which the first location information associated with the object has been determined. The following is a first location table (including first position information) associated with the object. The determination of the information is also called the determination of the placement of the object.

[0032] Next, information regarding the first game medium will be described with reference to FIG. In this case, the information about the first game medium is associated with the user ID as described above. It also maps to the object ID contained in the information about the object. Then, for each object ID included in the information about the object, For example, in Figure 4, object ID "object001" (See FIG. 3) shows information related to the first game medium associated with the device.

[0033] As shown in FIG. 4, the information about the first game medium is associated with the first game medium ID. , object internal arrangement information, game parameters, second arrangement information, and an arrangement suppression flag. The first game medium ID is information that can uniquely identify the first game medium.

[0034] The intra-object placement information is information that indicates the placement of the first game content within the object. In this embodiment, the object placement information is In-object position information indicating a position in the object of the first game medium and The object includes directional information indicating the orientation of the first game medium placed within the object, The object position may include any information regarding the location of the first game content in the object. The information is the x coordinate in the xyz coordinate system based on a given origin set on the object. The first game medium is represented by a combination of the left and right coordinates (dx, dy). In this embodiment, the object placement information is The information is predetermined for each first game medium. For example, the user may use the terminal device 12 to It may be a changeable configuration.

[0035] Game parameters are various parameters related to the game media that are necessary for the progress of the game. The game parameters included in the information about the first game medium may include, for example, the second game medium of the user. In the second game part, etc., executed by the terminal device 12 of the other user who aims to conquer the virtual space In this embodiment, the game parameters included in the information about the first game medium are used. The meters include type, attribute, level, and HP.

[0036] The type indicates the type of the first game medium. For example, In the second game part, the first game medium has different roles, functions, and effects depending on the type. In this embodiment, the types of the first game content include a gun turret, a barracks, an adjutant character, etc. These include, but are not limited to, characters, commander characters, and walls.

[0037] The turret automatically attacks the second game media of other users placed in the second virtual space. The HP of the second game medium will decrease by the amount of damage dealt by the bombardment. For example, when the HP of the second game medium of another user becomes zero, the terminal In the device 12, it is determined that the game task has been unsuccessfully completed.

[0038] The barracks may be, for example, during the execution of the second game part by the terminal device 12 of another user. A soldier character (third game medium) is generated according to the passage of time. The body is associated with second position information. The third game medium includes the associated second position information. The second virtual space is placed at a position indicated by the For example, the amount of damage dealt by the attack of the third game medium is equal to the amount of damage dealt by the second game medium. The game's HP decreases.

[0039] The adjutant character can be used in the second game medium of another user in the same manner as the third game medium described above. As will be described later, the adjutant character will object) in the first virtual space, other objects having a predetermined relative positional relationship with the object For example, information about the first game medium associated with the adjutant object may change. Among the first game contents associated with other objects arranged adjacent to the object, e.g. For example, the game parameters of the first game medium to which the same attribute as the attribute of the adjutant character is associated The character changes (for example, HP increases).

[0040] The commander character, like the above-mentioned third game medium and adjutant character, can be used by other users. As will be described later, the commander character will play against the other user's second game medium. When the user loses the match against the second game medium, the terminal device 12 of the other user It may be determined that the task has been successfully accomplished.

[0041] The wall is an obstacle that blocks the movement of the second game content of other users. In an embodiment, a plurality of walls are disposed within the object around the entire perimeter of the object's shape. In addition, the walls are connected to one or more objects. In other words, the object includes walls arranged around the entire perimeter of the object. Among these, the intra-object position information associated with one or more walls is determined as a connection position.

[0042] The attribute is information indicating the superiority / inferiority relationship between game contents. In this embodiment, the attribute is, for example, For example, it indicates at least one of the attributes of fire, wood, and water. The body deals more damage to wood-based game media than usual, and water-based game media. Damage to the game medium is smaller than usual. The types of attributes are fire, wood, and Any type of attribute may be present, not limited to water.

[0043] The level is a parameter that indicates the degree of growth of the first game medium. For example, when the level increases, When you do this, other game parameters will change (for example, HP will increase).

[0044] HP is a parameter that decreases when attacked by other users' second game media. For example, if the HP becomes zero, the first game medium is deemed to have lost. The game medium may include the role, function, and effect of the first game medium, such as artillery fire, movement, or attack. The results will stop.

[0045] The game parameters are not limited to those mentioned above, but may be, for example, attack power, defense power, barracks power, etc. The speed at which the third game medium is generated and the game parameters to be associated with the third game medium to be generated It may also include meters (e.g., attributes and HP of the third game medium, etc.).

[0046] The second location information is information that indicates the location of the first game content in the second virtual space. In the embodiment, the second arrangement information is a second location of the first game medium arranged in the second virtual space. The position information includes the position information indicating the orientation of the first game medium placed in the second virtual space and the direction information indicating the orientation of the first game medium placed in the second virtual space, It may include any information regarding the placement of the first game medium in the second virtual space.

[0047] Here, the second position information is a combination of the first position information of the object and the first game medium. Based on the in-object position information and the correspondence information indicating the correspondence relationship between the first position information and the second position information, The decision is made based on the above.

[0048] Specifically, as described below, the first game part is executed to move the object to a first position. When the information is associated, the first position information of the object and the first game medium are associated with each other. Based on the in-object position information, a first game medium in the first virtual space is For example, in the first game part, the object is given first position information. When the information (x,y,0) is associated, that is, the first point of the origin set on the object When the first position information in the virtual space is (x, y, 0), the object is associated with The first position information of the first game medium is (x+dx,y+dy,f(x+dx,y+dy) Here, f(x, y) is a vector of possible x and y coordinates in the first virtual space. For example, the first virtual space is Then, when the first position information of the first game medium is determined, Using the correspondence information, the first position information (x+dx, y+dy, f(x+dx Then, second position information (X,Y,Z) corresponding to the position (x,y+dy) is determined.

[0049] The placement suppression flag indicates whether to suppress (stop) placement of the first game content in the second virtual space. In this embodiment, the connection position of an object and the connection position of another object are When the connection position of the first virtual space has a predetermined relative positional relationship with the connection position of the second virtual space (for example, when the first virtual space has a predetermined relative positional relationship with the connection position of the second virtual space), and the connection positions of the two objects are substantially the same in the first virtual space), A placement inhibition flag associated with a wall, which is the first game content, placed at the connection position is , changes from OFF to ON. The first game associated with the placement suppression flag set to ON The game medium is a second virtual space in a second game part executed by the terminal device 12 of the other user. Not placed within the

[0050] An example of the object 17 will now be described with reference to FIG. The projector 17 has a T-shape when viewed in the negative direction of the z-axis along the z-axis. In this embodiment, a plurality of walls 19 are formed around the entire perimeter 18 of the T-shape of the object 17. The object 17 is also provided with a battery 20 and a barracks 21. It is placed there.

[0051] In FIG. 5, the two connection positions set on the object 17 are indicated by triangular markers. The walls 19a and 19b are indicated by markers 22a and 22b. 1 and 2. The walls 19 are disposed at the connection positions shown.

[0052] As described above, when the object 17 is placed in the first virtual space, for example, In this case, the first position information (x, y, 0) is associated with the object 17. The first game medium (e.g., the gun 20) associated with the number 7 has the first position as described above. The information (x+dx, y+dy, f(x+dx, y+dy)) is associated.

[0053] Next, information regarding the second game medium will be described with reference to Fig. 6. The information about the second game medium includes game parameters in association with the second game medium ID. The game medium ID is information that can uniquely identify the second game medium.

[0054] As mentioned above, game parameters are types of information related to the game content that are necessary for the progress of the game. The game parameters included in the information about the second game medium are It is used in the second game part executed by the user's terminal device 12. In this case, the game parameters included in the information about the second game medium include an attribute, a level, and HP and includes.

[0055] The attribute corresponds to the attribute included in the information about the first game medium described above. For example, Indicates at least one of the attributes of fire, wood, and water.

[0056] The level is a parameter that indicates the degree of growth of the second game medium. For example, when the level increases, The more the player wins, the more a predetermined game parameter such as HP changes (for example, increases).

[0057] For example, the HP may be generated from the first game medium and the third game medium located in another second virtual space. In this embodiment, the HP of the second game medium is becomes zero, it is determined that the achievement of the game task in the second game part has been failed.

[0058] The game parameters are not limited to those mentioned above, and may be, for example, attack power, defense power, and second game power. This may include commands, skills, special moves, etc. that the game media can execute.

[0059] The second game medium may be, for example, a character that the user owns in the game. For example, a game that combines multiple characters or game media such as cards For example, information regarding the second game medium may be and information about another game medium that changes a game parameter of the second game medium. The other game media may be, for example, equipment items to be equipped to the second game media, etc. This includes game media that are associated with game media.

[0060] Here, the configuration in which information about the user is stored in the server storage unit 15 has been described. Both the server device 11 and the user's terminal device 12 share information about the user. For example, the server device 11 and the terminal device 12 may store the user-related information. When the information is updated, the information related to the update is transmitted to the other, and the server device 11 and the terminal device The same information is stored in both 12.

[0061] In addition, the information about the user may include, for example, information about the game media owned by the user in the game. It may further include any information necessary for the user to play the game, such as game information.

[0062] The server control unit 16 shown in FIG. 1 is, for example, a dedicated microprocessor or a specific program. The server control unit 16 is a CPU that realizes a specific function by reading the server program. For example, the server control unit 16 controls the operation of the server device 11 as a whole. This is used to send and receive information.

[0063] The server control unit 16 also stores information about the user in the server storage unit 15 .

[0064] As described above, the server control unit 16 also controls the terminal device 12 of the user to Share and remember information about the

[0065] Specifically, the server control unit 16 transmits information about the user to the terminal device 12 of the user. The server control unit 16 also transmits the user information stored in the server storage unit 15 to the server. When the user updates the information related to the user, the updated information among the information related to the user is stored on the terminal of the user. For example, the server control unit 16 transmits the first request from the terminal device 12 as described later. 2. Game part result information (e.g., indicating whether the user succeeded in completing the game task) When the game player receives the game information, the game player receives a predetermined reward (e.g., game media) depending on whether the game task is accomplished. ) is associated with the user ID of the user, and the user-related information stored in the server storage unit 15 is The server control unit 16 then updates the information indicating the reward associated with the user ID. The information is transmitted to the terminal device 12 .

[0066] More specifically, the server control unit 16 receives information related to the user from the user's terminal device 12. When the information related to the update is received, the server uses the received information to store the information in the server storage unit 15. For example, as described later, the server control unit 16 updates the information about the user. The information on the first game medium to which the second arrangement information is associated (see FIG. 4) is transmitted to the user's terminal. When the information is received from the device 12, the information is used to search for the user's ID stored in the server storage unit 15. Update information about.

[0067] In addition, when the server control unit 16 receives a request to start the first game part from the terminal device 12, Then, the terminal device 12 transmits an instruction to start the first game part to the terminal device 12. The information includes information necessary for executing the first game part, such as information about the user of device 12.

[0068] The server control unit 16 also receives a request to start the second game part from the user's terminal device 12. When a user sends a message, the system selects another user from among multiple users. The other user to be started may be, for example, a user specified in a request to start the second game part. Next, the server control unit 16 transmits an instruction to start the second game part to the terminal device 12. The instruction is associated with, for example, second location information among information about the other user. The information includes information necessary for executing the second game part, such as information about the first game medium that has been acquired.

[0069] Next, the terminal device 12 shown in FIG. 1 will be described. The terminal device 12 includes a terminal communication unit 23 and The terminal device includes a terminal storage unit 24, a display unit 25, and a terminal control unit 26.

[0070] The terminal communication unit 23 is an interface that communicates with an external device wirelessly or via wire to transmit and receive information. The terminal communication unit 23 communicates with the server device 11 via the network 13. Sends and receives information between them.

[0071] The terminal storage unit 24 is, for example, a storage device, and stores the game data provided by the server device 11. For example, the terminal storage unit 24 stores various information and programs necessary for processing. A game application relating to the form is stored in advance.

[0072] In addition, the terminal storage unit 24, like the server storage unit 15 described above, stores the first Correspondence information indicating a correspondence relationship between the first position information and the second position information in the second virtual space is recorded. To remember.

[0073] The display unit 25 is a display device such as a liquid crystal display or an organic EL display. The display device 10 displays various game screens relating to games provided by the server device 11. The display unit 25 is configured, for example, as a touch panel, and serves as an interface for detecting user operations. It functions as a source.

[0074] The terminal control unit 26 is a dedicated microprocessor or a specific program that is loaded. The terminal control unit 26 is a CPU that realizes more specific functions. For example, the terminal control unit 26 transmits and receives information via the terminal communication unit 23. The terminal control unit 26 controls the game application in response to a user operation on the display unit 25. Execute.

[0075] As described above, the terminal control unit 26 controls the user of the terminal device 12 to communicate with the server device 11. Share and store information about users.

[0076] Specifically, when the terminal control unit 26 receives information about a user from the server device 11, The terminal control unit 26 stores the received information in the terminal storage unit 24. When the information about the user stored in 24 is updated, the information about the user related to the update is The terminal control unit 26 transmits the information to the server device 11. For example, the terminal control unit 26 transmits the information to the server device 11. In the game part, the second position information is associated with the first game medium and stored in the terminal storage unit 24. The terminal control unit 26 then updates the information about the user associated with the second location information. The information relating to the received first game medium is then transmitted to the server device 11.

[0077] More specifically, the terminal control unit 26 receives updated information about the user from the server device 11. When the terminal receives new information, the terminal uses the information to search for new information about the user stored in the terminal storage unit 24. For example, the terminal control unit 26 updates the information indicating the reward associated with the user. When the information is received, the information about the user stored in the terminal storage unit 24 is retrieved using the information. Update.

[0078] In addition, the terminal control unit 26 performs a first game part process and a second game part process. , will be explained in detail.

[0079] (First game part processing) First, the first game part process will be described. In response to a user operation to start the first game part, a request to start the first game part is sent to the server device 1. Send to 1.

[0080] Next, the terminal control unit 26 receives the request to start the first game part from the server device 11. Then, an instruction to start the first game part is received.

[0081] Next, the terminal control unit 26 displays the first game part screen on the display unit 25 to start the first game. Start part-time work.

[0082] Hereinafter, the first game part will be described with reference to the first game part screens shown in FIG. 7 to FIG. 10. The operation of the terminal control unit 26 for executing the game will be described. FIG. 7 shows, for example, the start of the first game part. 1 shows a first game part screen that is displayed immediately after the start of the game. The first game part screen shows a first virtual space. The display area 27 includes an object list 28 .

[0083] The first virtual space display area 27 is an area in which the first virtual space 29 is displayed. 1 shows a state in which the first virtual space 29 is viewed in the negative direction of the z-axis along the z-axis of the first virtual space 29. The display mode of the first virtual space 29 is not limited to this. For example, the terminal control unit 26 may In response to a predetermined user operation (for example, a swipe operation, a pinch operation, etc.) on the display area 27, In response, the display mode of first virtual space 29 (for example, the viewpoint, scale, etc.) may be changed.

[0084] In this embodiment, the first virtual space 29 is aligned along the z-axis of the first virtual space 29 in the negative direction of the z-axis. When the first virtual space 29 is viewed in the direction, for example, a plurality of square regions ( The object shape is divided into the square area as a unit. The shape is a combination of one or more squares. When an object arranged in the first virtual space 29 is moved in response to an operation, the object The object moves along the x-axis or y-axis with the square area as a unit. The user can then place objects in the first virtual space 29 as if putting together pieces of a puzzle. Place the objects.

[0085] In the first virtual space 29, a start position S and a goal position G are determined in advance. Here, the terminal control unit 26 determines whether the goal position G is included within the object 30 (30a). In this way, the placement of the object 30a is determined in advance.

[0086] In this embodiment, the object 30a, the position of which is determined in advance, is the first game medium. At least the commander character 31 is the associated object 30. The object 30a includes a plurality of first game media, specifically, a commander character 31. In the figure, the barracks 32 and the walls correspond to each other. It has been omitted.

[0087] In FIG. 7, the commander character 31 and the barracks 32 are, for example, The first game medium is displayed in a first display mode using an image showing an appearance unique to the first game medium. In addition, a marker 33 indicating the connection position set on the object 30a is displayed.

[0088] The object list 28 contains object buttons corresponding to multiple objects. Tan 34 (34a, 34b) is the area to be displayed.

[0089] The object button 34 is a user button for placing a corresponding object 30 in the first virtual space. As will be described later, the terminal control unit 26 is an interface that accepts user operations. When a user operation on an object button 34 is detected, the object button 34 A corresponding object 30 is placed in the first virtual space 29 .

[0090] The object button 34 has an image showing the corresponding object 30 and a The object name and information about the first game medium associated with the object 30, for example, The number of each type of game media and the cost of the object are displayed.

[0091] The object name is, for example, a name related to the first game medium associated with the object 30. In this embodiment, the terminal control unit 26 automatically determines the The object name is the first game medium that is most frequently used among the first game media associated with the object 30. The name is determined according to the type of game medium, but for example, the highest level is 1 Any method for determining object names, such as names indicating the type of game media, may be adopted. .

[0092] The display mode of the object list 28 is not limited to the above. For example, The object list 28 includes the objects associated with the user in the first virtual space. 29 An area on the first game part screen where only objects not placed within the Alternatively, the first game part screen may be a different screen (object storage screen) For example, an image of an object may be displayed on the object list 28. An image of the object may be displayed and made to function as the object button 34.

[0093] Next, the terminal control unit 26 starts waiting for a user operation on the first game part screen. do.

[0094] Next, when the terminal control unit 26 detects a user operation on the object button 34a, For example, as shown in FIG. 8, the entire area on the first game part screen is designated as the first virtual space display area 2 7 and hides the object list 28. The terminal control unit 26 also sets the first virtual In the space 29, an object 30 (30b) corresponding to the object button 34a is placed. The terminal control unit 26 also moves the object 30b into the first virtual space display area 27. Display it movably.

[0095] Hereinafter, the object 30 displayed to be movable will be referred to as the object 30 in a movable state. For example, the terminal control unit 26 may When a user operation (e.g., a tap operation) on the object 30a is detected, The movable state of object 30b may be cancelled, and object 30a may be set to the movable state. In other words, the terminal control unit 26 controls the object displayed in the first virtual space display area 27. The object 30 that is set to be in a movable state is switched in response to a user operation on the object 30. .

[0096] Next, the terminal control unit 26 controls the object 30 (30a , 30b) to change the display mode of the first game medium corresponding to the first display mode from the first display mode to the second display mode. For example, as shown in FIG. 8, in the second display mode, the object 30a The commander character 31 and the barracks 32 associated with the first display mode are simpler than those in the first display mode. The image is displayed as an image showing a shape, for example, an image showing a geometric shape such as a polygon or a polyhedron. In the second display mode, the color of the image showing the first game medium is changed according to the game of the first game medium. The colors may be coded according to a group parameter, such as type, attribute, or level.

[0097] Next, the terminal control unit 26 displays a list button 35 and a cost table on the first game part screen. A display area 36, ​​a rotation button 37, and a decision button 38 are displayed.

[0098] The list button 35 is a user operation for displaying the hidden object list 28. The terminal control unit 26 is a user interface that accepts the list button 35. When a user operation is detected, an object is displayed on the first game part screen, as in Figure 5. Display the call list 28.

[0099] The cost display area 36 displays the costs of all the objects 30 arranged in the first virtual space 29. This is an area where the total value of the storage capacity and a predetermined threshold value (capacity) are displayed.

[0100] The rotation button 37 is a user-operated button for changing the direction of the object 30 that is displayed as being movable. The terminal control unit 26 is a user interface that accepts operations. When a user operation is detected, the object 30 (in FIG. 8) is displayed as being movable. The object 30b) is oriented, for example, as a clock on the xy plane in the first virtual space 29. Change it so that it rotates 90 degrees around the screen.

[0101] The decision button 38 is a user input button for accepting a user operation to complete the first game part. The terminal control unit 26 detects a user operation on the decision button 38. Based on information about all objects 30 arranged in the first virtual space 29, It is determined whether a predetermined condition (first condition) is satisfied.

[0102] For example, the first condition is (1a) a condition set for each object 30 arranged in the first virtual space 29. At least one of the connection positions set in the object 30 is connected to at least one of the other objects 30. (2a) All of the arranged (3a) The total cost of the 30 objects is less than or equal to the capacity. (4a) the placed objects 30 do not overlap each other; The condition that the start position S and the goal position G are included inside the object 30, and (5a ) The placement of each of the placed objects 30 is confirmed, The first condition includes at least one of the above conditions, but is not limited to these. For example, a predetermined prohibited area may be provided in the first virtual space 29. The condition is that the placement prohibition area and the placed object 30 do not overlap each other. The operation of the terminal control unit 26 in response to the determination of whether the first condition is satisfied may include: More on this later.

[0103] Next, the terminal control unit 26 moves the object 30b displayed in a movable manner in the first virtual space 2 When a user operation (moving operation) to move an object within the 9 is detected, the object is moved according to the moving operation. That is, the terminal control unit 26 moves the object 30b in the first virtual space. The first position information included in the first arrangement information associated with b is changed. For example, the user swipes the object 30b on the screen while touching it with his / her finger. .

[0104] Next, the terminal control unit 26 determines the position of the object 30b that is displayed movably. When a user operation (placement confirmation operation) is detected, the object placed in the first virtual space 29 is Based on the information about the object 30, it is determined whether a predetermined condition (second condition) is satisfied. The position determination operation is, for example, an operation in which the user releases his / her finger from the object 30b on the screen. It is.

[0105] For example, the second condition is (1b) a small amount of movement set for the object 30b displayed movably. At least one connection position is set to another object 30a. (2b) The condition that all objects in the layout have a specific relative positional relationship to the position of the 0 The total cost of (30a, 30b) is less than or equal to the capacity, and (3b ) The object 30b displayed as movable overlaps with another object 30a. The second condition includes, but is not limited to, at least one of the following: In addition to the above conditions, any other conditions may be included. For example, the first virtual space 29 includes a certain A certain prohibited area is provided, and the object displayed as movable is separated from the prohibited area. 30b and may include a condition that they do not overlap.

[0106] If it is determined that the second condition is not satisfied, the terminal control unit 26 The object 30b is displayed in a different manner from the usual manner. For example, in FIG. As shown in FIG. 33, the connection position set in the object 30b and the connection position set in the object 30c are The connection position set to 0a and exist at different positions in the first virtual space 29. Therefore, it is determined that the above-mentioned condition (1b) of the second condition is not satisfied. In this case, the terminal control unit 26 changes the color of the object 30b (see FIG. 8) or The object 30b is displayed in an emphasized manner, for example by blinking the object 30b. In this way, the user is notified that the second condition is not met, and the second condition is not met. The user is prompted to move the object 30b again so as to

[0107] On the other hand, if it is determined that the second condition is satisfied, the terminal control unit 26 Specifically, the terminal control unit 26 determines the placement of the object 30b. For example, in FIG. 9, the determination flag corresponding to the object 30b is changed from OFF to ON. 4 shows how the arrangements of the ports 30a and 30b have been finalized.

[0108] Next, when the terminal control unit 26 detects a user operation on the decision button 38, Based on information about all objects 30 (30a, 30b) placed in the space 29, Then, it is determined whether the above-mentioned first condition is satisfied.

[0109] For example, when it is determined that the first condition is not satisfied, the terminal control unit 26 Display on the screen of at least one object with associated missing information and changing the appearance of the at least one object to an appearance that is identifiable by a user. Specifically, in the first condition, for example, the placed objects 30 overlap each other. If it is determined that the condition is not met, the terminal control unit 26 At least one object 30 in the image is changed in color or blinked in a predetermined intensity. Preferably, the terminal control unit 26 displays information indicating the unmet condition on the screen. For example, the user is informed that the placed objects 30 overlap each other. The notification image is displayed.

[0110] In FIG. 9, (1) the object 30a is The connection position of the object 30b and the connection position of the object 30c are substantially the same position in the first virtual space 29. (2) The total cost of the objects 30a and 30b (for example, 4 0 points) is less than the capacity (e.g., 100 points). The objects 30a and 30b are arranged so as not to overlap each other. The start position S and the goal position G are included within 0a and 30b. And, (5) The placement of all the placed objects 30a and 30b has been confirmed. Since the above conditions (1a) to (5a) included in the first condition are satisfied, the first condition is satisfied. is determined to be satisfied.

[0111] If it is determined that the first condition is satisfied, the terminal control unit 26 The two or more objects 30 are arranged in accordance with the relative positional relationship in the first virtual space 29 of the first virtual space 29. Information regarding the first game medium associated with at least one of the objects 30 is Specifically, the placement suppression flag or the game suppression flag included in the information about the first game medium are changed. The parameters of the game change. The details are explained below.

[0112] First, a terminal control unit that changes a placement inhibition flag included in information related to the first game medium. For example, as shown by the marker 33 in FIG. The connection positions of the objects 30a and 30b are set in the first virtual space 29. The object 30a has a relative positional relationship of being in approximately the same position. When the relative positional relationship between the objects 30a and 30b is detected, The placement inhibition flag associated with the first game medium (wall) placed at the connection position is set to OFF or In this way, the wall located at the connection position of the object 30 is Placement in the second virtual space is suppressed.

[0113] Next, a terminal control that changes a game parameter included in the information about the first game medium The operation of the terminal control unit 26 will be described. The terminal control unit 26 controls a specific first game medium (a second officer character Object 30 (the adjutant object) to which the object (the object) is associated For example, when an object 30 has a relative positional relationship with an adjacent object 30, The game parameters of the associated first game medium are changed. For example, the terminal control unit 2 6 is a character of a lieutenant among the first game media associated with the other object 30. A first game parameter of a first game medium to which the same attribute as the attribute of the data is associated (for example, , attack power). Preferably, the terminal control unit 26 increases the second game power of the adjutant character. A change amount of a first game parameter of the first game medium is determined according to a parameter (e.g., HP). For example, the higher the HP of the adjutant character, the greater the increase in attack power of the first game medium. There will be more.

[0114] Next, the terminal control unit 26 processes all the objects 30 ( 30a, 30b) are associated with the first game media in the second virtual space. The terminal control unit 26 associates the second location information with the location restriction flag 202 set to ON. For a first game medium to which the second location information is associated, the association of the second location information may be omitted.

[0115] Next, the terminal control unit 26 associates the object 30 arranged in the first virtual space 29 with the object 30. The display mode of the selected first game medium is changed from the second display mode to the first display mode. For example, as shown in FIG. 10, the first game medium associated with the object 30a is The commander character 31 and the barracks 32 are displayed in the first display mode. Similarly, the barracks 39 and the gun 40, which are the first game media associated with the first display 30b, It is displayed in the form.

[0116] The terminal control unit 26 then receives information about the first game medium associated with the second location information. to the server device 11, and the first game part process ends.

[0117] By the above-mentioned first game part process, one or more objects arranged in the first virtual space 29 are When the second location information is associated with the first game medium associated with the object 30, In the second game part process described later, a second virtual space in which the first game content is placed is The second virtual space that is set can be set, for example, as shown in FIG. A region 41 (41) according to the shape of an object 30 (30a, 30b) placed in 29 In FIG. 11, for the sake of simplicity, the second virtual space includes at least The first game medium to be placed is not shown.

[0118] For example, the positive direction of the Z axis is the upward direction in the second virtual space along the Z axis in the second virtual space. On the other hand, when the negative direction of the Z axis is defined as the downward direction in the second virtual space, the regions 41a and 41b are Along the side of the wall 42, which is the first game medium, is disposed. , the placement of walls associated with the placement suppression flag set to ON is suppressed. As a result, The wall 42 extends over the entire side surface of each of the regions 41a and 41b, except for a position 43 shown in FIG. Therefore, the areas 41a and 41b surrounded by the wall 42 are are connected at position 43. In the second game part described later, The second game medium placed within the wall 42 passes through a position 43 where the wall 42 is not placed. , it is possible to move between area 41a and area 41b.

[0119] (Second game part processing) Next, the second game part process will be described. In this game, the user operates the second game medium to aim to conquer the second virtual space of the other users.

[0120] First, the terminal control unit 26 starts the second game part in response to a user operation to start the second game part. A request to start the second game part is transmitted to the server device 11. The request may include information specifying the other user.

[0121] Next, the terminal control unit 26 receives the request to start the second game part from the server device 11. The terminal control unit 26 receives an instruction to start the second game part. Among the information about the other users, information about the first game medium associated with the second arrangement information is The information is stored in the terminal storage unit 24.

[0122] Next, the terminal control unit 26 stores the second location information stored in the terminal storage unit 24. Based on the information on the first game medium related to the other user, Specifically, the terminal control unit 26 sets up a space for each first game medium. The medium is placed at a position (X, Y, Z) in the second virtual space indicated by the second placement information associated with the medium. In this manner, the second virtual space in which the first game content is placed is set.

[0123] Next, the terminal control unit 26 associates the second location information with the second game medium of the user. The second game medium is placed at a position indicated by the second position information in the second virtual space. The position indicated by the position information corresponds to, for example, a start position S set in the first virtual space. A position in the second virtual space.

[0124] Next, the terminal control unit 26 displays the second game part screen on the display unit 25 to start the second game. Start part-time work.

[0125] Hereinafter, the second game part will be progressed with reference to the second game part screen shown in FIG. The operation of the terminal control unit 26 will now be described. The second game part screen is a screen showing the second game part in the second virtual space. FIG. 12 shows a screen on which the surrounding area of ​​the second game medium 44 is displayed. The positive direction of the axis is the sky, and the second virtual space is viewed from above at an angle. The display mode of the second game part screen is not limited to this. For example, the terminal control unit 26 may In response to a predetermined user operation (e.g., a pinch operation), the display mode (e.g., For example, the viewpoint and scale may be changed.

[0126] The second game part screen shown in FIG. 12 includes a second game medium 44, a HP image 45, and a wall. 46, a barracks 47, and a soldier character 48 are displayed.

[0127] The second game medium 44 is, for example, a user's character arranged in the second virtual space. As will be described later, the second game medium 44 is a predetermined user's second game part screen. It operates in a second virtual space according to the operation.

[0128] The HP image 45 is, for example, an indicator, and shows the HP of the second game medium 44.

[0129] The wall 46 is a first game medium arranged in the second virtual space. 6 prevents the movement of the second game medium 44.

[0130] The barracks 47 is a first game medium arranged in the second virtual space. The mansion 47 generates third game media such as soldier characters 48 over time. In this case, the terminal control unit 26 determines the game parameters associated with the barracks 47, for example, the soldier camp. Based on the rate at which the actuator 48 is generated (for example, once every 10 seconds), etc., after a certain period of time (10 seconds) has elapsed Each time a battle is completed, a soldier character 48 is placed in the second virtual space.

[0131] The soldier character 48 is a third game medium generated by the barracks 47. The unit 26 automatically controls the soldier character 48 to, for example, move and Attacks on the second game medium, etc.

[0132] Next, the terminal control unit 26 starts waiting for a user operation on the second game part screen. do.

[0133] Next, the terminal control unit 26 executes a user operation to operate the second game medium 44 in the second virtual space. When the user operation is detected, the second game medium 44 is operated in the second virtual space in response to the user operation. For example, when a user touches a location on the screen and swipes, The second game medium 44 moves in the direction of the swipe. The second position information of the second game medium 44 is changed. In response to the operation of tapping the position, the second game medium 44 performs an attack.

[0134] Next, the terminal control unit 26 automatically controls the first game medium or the third game medium in the second virtual space. and automatically operate (for example, move and attack) the first game medium or the third game medium and the second game medium. A match is performed against the game medium 44.

[0135] Specifically, the terminal control unit 26 determines whether an attack by the first game medium or the third game medium is a second game medium. When the second game medium 44 is hit, the HP of the second game medium 44 is decreased. 26 is a step for determining whether the HP of the second game medium 44 has become zero, i.e., whether the second game medium 44 has lost. If it is determined that the second game medium 44 has been defeated, the terminal control unit 26 determines that the user has failed to complete the game task. If it is determined that player 4 has not lost, the terminal control unit 26 continues the match.

[0136] More specifically, the terminal control unit 26 determines whether the attack by the second game medium 44 is or when it hits the third game medium, it reduces the HP of the first game medium or the third game medium. Next, the terminal control unit 26 detects that the HP of the first game medium or the third game medium has reached zero. That is, it is determined whether the first game medium or the third game medium has been defeated. When it is determined that the first game medium or the third game medium has lost, i.e., the second game medium has won, If it is determined that the first game medium or the third game medium is The operation mode and the display mode are changed to a mode indicating the defeat of the first game medium or the third game medium. Specifically, the terminal control unit 26 controls the first game medium or the third game medium to be played in the second virtual space. or stop the operation of the first game medium or the third game medium, and For example, the display mode may be changed to an image of a destroyed barracks or an image of a fallen character. Then, the terminal control unit 26 ends the match and continues the progress of the second game part. If it is determined that the first game medium or the third game medium has not been defeated, the terminal control unit 2 6 The match will continue.

[0137] Next, the terminal control unit 26 determines whether the second game medium 44 satisfies a predetermined condition in the second virtual space. In this embodiment, the predetermined condition is whether the second game medium 44 is specified. The condition includes, but is not limited to, winning a battle against a commander character. For example, The condition is that the position in the second virtual space corresponds to the goal position G set in the first virtual space. The condition that the second game medium 44 is moved to the specified location may be included. If so, the terminal control unit 26 determines that the user has succeeded in achieving the game task. do.

[0138] Next, when the terminal control unit 26 determines whether the game task has been accomplished, the terminal control unit 26 displays the result of the determination as follows: The result information including the result of the judgment is transmitted to the server device 11. In addition to the result of the judgment, the result information may include, for example, The time required to complete the game task and the quality of the second game medium 44 at the time the game task is completed Any information determined by the execution of the second game part, such as HP, may be included. Then, the terminal control unit 26 ends the second game part process.

[0139] Next, the first game part process described above is executed with reference to the flowchart shown in FIG. The operation of the terminal device 12 will now be described.

[0140] Step S100: First, the terminal control unit 26 controls a user to start the first game part. In response to the operation, a request to start the first game part is transmitted to the server device 11.

[0141] Step S101: Next, the terminal control unit 26 receives a request to start the first game part. An instruction to start the first game part is received from the server device 11.

[0142] Step S102: Next, the terminal control unit 26 displays a first game part screen on the display unit 25. to start the first game part.

[0143] Step S103: Next, the terminal control unit 26 performs a user operation on the first game part screen. Start waiting for the work.

[0144] Step S104: Next, the terminal control unit 26 performs a user input for the object button 34. It is determined whether or not a user operation is detected on the object button 34. If it is determined that the setting has been made (step S104-Yes), the process proceeds to step S105. If it is determined that the user operation on the object button 34 is not detected (step If the answer is NO in step S104, the process proceeds to step S106.

[0145] Step S105: The user operation on the object button 34 in step S104 When it is determined that the operation has been detected (step S104-Yes), the terminal control unit 26 1. In the virtual space, an object 30 (30b) corresponding to the object button 34a is arranged. Place it.

[0146] Step S106: Next, the terminal control unit 26 performs It is determined whether a user operation (moving operation) for moving the object 30 in the first virtual space is detected. If it is determined that a move operation has been detected (step S106-Yes), the process proceeds to step S107. On the other hand, if it is determined that the moving operation is not detected (step S106), the process proceeds to step S107. --No), proceed to step S108.

[0147] Step S107: If it is determined in step S106 that a movement operation has been detected (Step S106-Yes), the terminal control unit 26 moves the object in response to the movement operation. In other words, the terminal control unit 26 moves the object 30 in the first virtual space. The attached first arrangement information is changed.

[0148] Step S108: Next, the terminal control unit 26 prompts the user to confirm the placement of the object 30. If a user operation (placement confirmation operation) is detected, If so (step S108-Yes), the process proceeds to step S109. If it is determined that the setting operation is not detected (step S108-No), the process proceeds to step S111. Proceed to.

[0149] Step S109: If it is determined in step S108 that a placement confirmation operation has been detected, If so (step S108-Yes), the terminal control unit 26 Based on the information about the object 30, it is determined whether a second condition is satisfied. If it is determined that the condition is satisfied (step S109-Yes), the process proceeds to step S110. On the other hand, if it is determined that the second condition is not satisfied (step S109-No), Return to step S104.

[0150] Step S110: If it is determined in step S109 that the second condition is satisfied (Step S109-Yes), the terminal control unit 26 confirms the placement of the object 30. Specifically, the terminal control unit 26 changes the confirmation flag corresponding to the object 30 from off to on. Change it to .

[0151] Step S111: Next, the terminal control unit 26 detects a user operation on the decision button 38. If it is determined that a user operation on the decision button 38 has been detected, If the determination button 38 is pressed (Yes in step S111), the process proceeds to step S112. If it is determined that the user operation is not detected (step S111-No), Return to step S104.

[0152] Step S112: In step S111, a user operation on the decision button 38 is detected. If it is determined that the call has been issued (step S111-Yes), the terminal control unit 26 Based on information about all objects 30 arranged in the space, the first condition is met. If it is determined that the first condition is satisfied (step S112-Y), On the other hand, if it is determined that the first condition is not satisfied (step S113), the process proceeds to step S114. Step S112-No), and then return to step S104.

[0153] Step S113: If it is determined in step S112 that the first condition is satisfied (Step S112-Yes), the terminal control unit 26 performs a first virtual At least one of the two or more objects 30 is selected according to the relative positional relationship in the imaginary space. The information about the first game medium associated with one object 30 is changed.

[0154] Step S114: Next, the terminal control unit 26 checks all the objects arranged in the first virtual space. The first game medium is associated with each of the objects 30, and the second game medium in the second virtual space is Associate location information.

[0155] Step S115: The terminal control unit 26 then determines whether the first game associated with the second location information is a game device. Then, information about the game medium is transmitted to the server device 11, and the first game part process ends.

[0156] Next, the above-mentioned second game part process is executed with reference to the flowchart shown in FIG. The operation of the terminal device 12 will now be described.

[0157] Step S200: First, the terminal control unit 26 controls the user to start the second game part. In response to the operation, a request to start the second game part is transmitted to the server device 11.

[0158] Step S201: Next, the terminal control unit 26 receives a request to start the second game part. The terminal control unit 26 receives an instruction to start the second game part from the server device 11. Among the information on the other user included in the instruction, the first one to which the second placement information is associated Information regarding one game medium is stored in the terminal storage unit 24.

[0159] Step S202: Next, the terminal control unit 26 performs the second position Based on the information on the first game medium related to the other user with which the information is associated, Specifically, the terminal control unit 26 sets a second virtual space related to each first game medium. is calculated based on the position (X ,Y,Z).

[0160] Step S203: Next, the terminal control unit 26 transmits the second location information to the second game medium of the user. and locating the second game medium at a position indicated by the second position information in the second virtual space. Place it.

[0161] Step S204: Next, the terminal control unit 26 displays a second game part screen on the display unit 25. to start the second game part.

[0162] Step S205: Next, the terminal control unit 26 performs a user operation on the second game part screen. Start waiting for the work.

[0163] Step S206: Next, the terminal control unit 26 controls the second game medium to be operated in the second virtual space. and when a user operation to cause the second game medium to be played back is detected, the second game medium is moved to the second virtual space in response to the user operation. Operate within.

[0164] Step S207: Next, the terminal control unit 26 controls the first game medium or the second game medium in the second virtual space. The third game medium is automatically operated to connect the first game medium or the third game medium and the second game medium. A match will be carried out between the media and the

[0165] Step S208: The terminal control unit 26 determines whether or not the second game medium has been defeated. If it is determined that the second game medium has lost (step S208-Yes), step S On the other hand, if it is determined that the second game medium has won (step S208- No), proceed to step S210.

[0166] Step S209: It is determined in step S208 that the second game medium has been defeated. If so (step S208-Yes), the terminal control unit 26 determines whether the user has achieved the game task. After that, the process proceeds to step S212.

[0167] Step S210: It is determined in step S208 that the second game medium has won. If the answer is NO (step S208), the terminal control unit 26 continues the progress of the second game part. It is then determined whether the second game medium satisfies a predetermined condition within the second virtual space. The predetermined condition may be, for example, a condition that the second game medium wins a battle against a commander character. If it is determined that the predetermined condition is satisfied (step S210-Yes), On the other hand, if it is determined that the predetermined condition is not satisfied (step S211), 210-No), return to step S206.

[0168] Step S211: If it is determined in step S210 that the predetermined condition is satisfied, If so (step S210-Yes), the terminal control unit 26 It is judged to be successful.

[0169] Step S212: Then, the terminal control unit 26 performs step S209 or step S211 When the game task is judged to have been completed successfully, the result information including the result of the judgment is sent to the server. The received signal is transmitted to the server device 11.

[0170] In this manner, the terminal device 12 according to the present embodiment stores the object associated with the first game medium. The object is associated with first position information indicating the position in the first virtual space. The device 12 performs the object positioning for each of the one or more objects associated with the first position information. A second position indicating a position in the second virtual space is provided to the first game medium associated with the object. With this configuration, for example, the object that the user places in the first virtual space is associated with the position information. The second virtual space is set based on the object. A second virtual game medium reflecting the user's intention is generated by comparing the first virtual game medium with a configuration in which a certain first game medium is pre-arranged. The space can be set, which makes the game more interesting.

[0171] In addition, a second virtual space is set based on the object placed in the first virtual space by the user. Therefore, for example, the user may place multiple first game contents one by one in the second virtual space. In comparison with the above configuration, the user can control one or more first game media in a first virtual space on an object-by-object basis. This reduces the burden on the user and improves usability.

[0172] Furthermore, when it is determined that the second condition is satisfied, the terminal device 12 In this way, the condition for determining the location of the object is By providing the above condition, the combination and arrangement of the first game contents to be placed in the second virtual space can be determined. This allows for restrictions and makes it easier to adjust game balance.

[0173] In addition, the terminal device 12 detects the relative positions of two or more objects arranged in the first virtual space. Depending on the relationship, it is associated with at least one of the two or more objects. In this way, two or more pieces of information about the first game medium are stored in the first virtual space. When arranging the above objects, information about the first game medium, for example, 1. The HP of the game medium changes, so the position of the object in the first virtual space This will improve your strategic thinking.

[0174] The present invention has been described based on the drawings and examples. However, those skilled in the art will appreciate that various modifications and variations can be made based on the present disclosure. Please note that it is easy to make modifications and variations of the above. It should be noted that modifications are included within the scope of the present invention. For example, each means, each step, etc. The functions contained within can be rearranged logically so that they are consistent and can be implemented in multiple steps or steps. can be combined into one or separated.

[0175] For example, in the above-described embodiment, the object included in the information about the first game medium The object's position information is the position of the object in the first virtual space based on a predetermined origin set on the object. Regarding the configuration represented by the combination of x and y coordinates (dx, dy) in the xyz coordinate system, However, the present invention is not limited to this.

[0176] Specifically, the intra-object position information is, for example, a combination of x coordinates, y coordinates, and z coordinates. In this case, the coordinates associated with the object may be expressed as (dx,dy,dz). The first game medium associated with the object having the first position information (x, y, 0) The first position information of the body is (x+dx,y+dy,dz). Or, the object internal position The position information is the XYZ coordinates of the second virtual space based on a predetermined origin set on the object. It may be expressed as a combination of X and Y coordinates in the coordinate system (dX, dY, dZ). In this case, the terminal control unit 26 of the terminal device 12 obtains the correspondence information between the first location information and the second location information. Based on the above, the second position information corresponding to the first position information (x, y, 0) associated with the object is The terminal control unit 26 then calculates the second position (X, Y, 0). Second position information obtained by adding the position information (dX, dY, dZ) within the object to the information (X, Y). (X+dX, Y+dY, dZ) is associated with the first game medium.

[0177] In the above-described embodiment, the connection position of an object is determined based on the connection position of another object. When the object has a predetermined relative positional relationship with the connection position, the object is arranged at the connection position. This section explains how the placement suppression flag associated with a placed wall changes from off to on. However, the method of controlling the placement suppression flag is not limited to this. The placement suppression flags associated with all walls placed at the connection positions are set to on in the initial state. In this case, the terminal control unit 26 determines whether the connection position set for the object is If the connection position of the object does not have a predetermined relative positional relationship with respect to the connection position of another object, Even if you change the placement suppression flag associated with a wall placed at the next position from on to off, good.

[0178] In the above embodiment, the object is connected to a wall arranged at a connection position. Although the configuration in which the associated placement suppression flag can be changed has been described, The placement inhibition flag of the first game medium placed at a position other than the connection position may be changed. stomach.

[0179] For example, the terminal control unit 26 may be configured to generate a combination of two or more objects arranged in the first virtual space. If the combination of two or more objects results in a certain shape (for example, a square), Except for multiple walls arranged around the entire perimeter of the combination shape, Switches the associated wall's placement suppression flag from off to on.

[0180] For example, the terminal control unit 26 may If the combination forms a certain shape (e.g., a square), the two or more objects Based on information about at least one associated first game medium, for example, At least one game parameter (e.g., attack power) of the first game content is equal to or greater than a predetermined value. When the object is combined, a plurality of objects are arranged around the entire periphery of the shape of the combination of the two or more objects. Change the wall placement suppression flag associated with the two or more objects from off to on, excluding walls. Switch to ON.

[0181] With this configuration, the user can select the object in the first game part. It is now possible to place multiple objects in the first virtual space without being aware of their connection positions. Therefore, even a user who is not familiar with games can easily place objects. , and also maintain game balance.

[0182] In the above-described embodiment, during the execution of the first game part, the object in the movable state When a placement confirmation operation for confirming the placement of the object 30b is detected, the object 30b and the other When the object 30a overlaps with the object 30b, the terminal control unit 26 A process for automatically eliminating the conflict may be performed.

[0183] Specifically, the terminal control unit 26 moves the object to a position where it does not overlap with the object 30b. The object 30a may be automatically moved in the first virtual space. The object 30b is then moved to the position in the first virtual space where the object 30b was located before the object 30b was moved. Alternatively, preferably, the terminal control unit 26 moves the object 30b. For at least one connection position, at least one connection position of the object 30a is determined. The object 30a is moved so as to have a certain relative positional relationship.

[0184] More specifically, the terminal control unit 26 erases the object 30a from the first virtual space. Then, the object list 28 displays the object button 34 corresponding to the object 30a. You may have them show you.

[0185] With this configuration, when determining the arrangement of the object in the first virtual space, This reduces the burden on the user of having to consider overlapping of items, improving usability.

[0186] In the above-described embodiment, during the execution of the first game part, The configuration compares the total cost of all objects in the cluster with the capacity. As explained above, the total cost value of some objects arranged in the first virtual space is used. For example, as described above, the first virtual space may be divided into a plurality of regions on the xy plane. In the case where the first virtual space is divided into two regions (see the dashed lines in FIG. 7), each of the first virtual space has one or more For example, in the example shown in FIG. 7, the first virtual space 29 is divided into 6 x 6 = 36 regions, each of which is divided into 3 x 3 = 9 regions. In this case, the terminal control unit 26 controls each of the four large areas. The capacity is associated with each of the large numbers of nodes and stored in the terminal storage unit 24. Next, the terminal control unit 26 For a region, the sum of the costs of the objects placed in the large region and the cost of the corresponding substitute region are calculated. Compare with the associated capacity.

[0187] In the above-described embodiment, during execution of the first game part, the terminal control unit 26 Selectively select only the object buttons 34 corresponding to objects that satisfy a certain condition. The image may be displayed in the object list 28.

[0188] For example, the terminal control unit 26 may receive a command from a user specifying an object A placed in the first virtual space. User operation (for example, a tap on object A displayed in the first virtual space display area 27) When a user clicks a specified object, the specified object is selected from all objects associated with the user. A shape that can be placed in place of the object A (for example, a shape that can be placed in place of other objects already placed) The terminal control unit 26 then identifies the objects having the identified shapes. The object button 34 corresponding to the selected object is displayed in the object list 28. The terminal control unit 26 then detects a user operation on the object button 34. Then, object A is deleted from the first virtual space and object A is placed in the The terminal control unit 26 also places the object B at the position where the object B was erased. An object button 34 corresponding to A may be displayed in the object list 28. Alternatively, instead of deleting object A, the terminal control unit 26 may, for example, Object A can be automatically moved in the first virtual space so that it does not overlap with object B. good.

[0189] For example, the terminal control unit 26 may control the first virtual space 2 displayed on the first game part screen. A user operation to specify an arbitrary position in the first virtual space display area 27 (for example, Next, the terminal control unit 26 detects all the Among the objects, the shapes that can be placed at the specified position (for example, other objects that have already been placed) Next, the terminal control unit 26 identifies an object having a shape that does not overlap with the object. The object button 34 corresponding to the identified object is selected in the object list 28. Then, the terminal control unit 26 displays the object button 34 in response to a user operation. When it detects, it places the corresponding object at the specified position in the first virtual space. .

[0190] For example, as described above, the first virtual space may be divided into a plurality of large regions on the xy plane. In this case, the terminal control unit 26 controls the first virtual A user operation to specify an arbitrary position in the space 29 (for example, the first virtual space display area 27 Next, the terminal control unit 26 detects a tap operation on the Among all objects, the shapes that can be placed within the large area that contains the specified position (for example For example, we identify objects that have a shape that fits within a 3x3=9 area. The terminal control unit 26 then switches the object button 34 corresponding to the identified object on. The terminal control unit 26 then displays the object button 3 in the object list 28. When a user operation on 4 is detected, the corresponding object is designated in the first virtual space. The position is placed within a large area that includes the selected position.

[0191] With this configuration, for example, an object that can be placed at a position designated by the user in the first virtual space is displayed. Only the object buttons 34 corresponding to the objects are selectively displayed in the object list 28. Therefore, many object buttons displayed in the object list 28 This reduces the burden on the user of searching for the desired object button 34 among the buttons 34. This improves the system's usability.

[0192] In the above-described embodiment, during execution of the first game part, the terminal control unit 26 For example, the first virtual object as described above may be created automatically. When a space is divided into multiple large regions on the xy plane, the terminal control unit 26 , specify an arbitrary position in the first virtual space 29 displayed on the first game part screen. A user operation (for example, a tap operation within the first virtual space display area 27) is detected. Then, the terminal control unit 26 identifies the large area that includes the specified position. 26 automatically or in response to a user operation, selects one or more first game media; and The terminal control unit 26 selects one or more objects having a shape that fits within the identified large area. The first game medium automatically defines the associated new object. The control unit 26 stores information about the defined object in the terminal storage unit 24. The configuration allows, for example, all objects to be compared to a predefined configuration to determine the object This increases the variety of items, making the game more interesting.

[0193] In the above-described embodiment, during execution of the first game part, the terminal control unit 26 The shape and / or orientation of the object may be changed automatically. In the case where the first virtual space is divided into a plurality of large regions on the xy plane as described above, The terminal control unit 26 executes the task in the first virtual space 29 displayed on the first game part screen. A user operation to specify a desired position (for example, a tap operation within the first virtual space display area 27) Next, the terminal control unit 26 identifies a large area that includes the specified position. Next, the terminal control unit 26 automatically or in response to a user operation, Next, the terminal control unit 26 selects the object to be displayed on the screen. If the object does not fit within the larger area, the object's shape is automatically changed to fit within the larger area. Orient the object so that it fits within the larger area automatically. With this configuration, the object to be placed in the first virtual space is changed to This reduces the burden on the user of having to consider the shape and orientation, improving usability.

[0194] In the above-described embodiment, during execution of the first game part, the terminal control unit 26 At least one object among one or more objects placed in a virtual space The first arrangement information associated with the above is stored in the terminal storage unit 24 as one piece of template information. In this case, the terminal control unit 26 may Then, the template information is selected automatically or according to the user's operation. The unit 26 assigns the at least one object to each object included in the template information. Based on the first placement information of the objects, the objects are arranged in the first virtual space. For example, the user may select one or more locations in the first virtual space in a first game part that has been previously executed. The arrangement of the objects is collected in the first virtual space in the first game part currently being executed. This reduces the operational burden on the user who places the object in the first virtual space. This reduces the burden on the user and improves usability.

[0195] In the above-described embodiment, the first game content is associated with the object in advance. However, the first game medium associated with the object may be, for example, The object may be selected by the user or may be changed to another game medium. In addition, a specific restriction may be imposed on the change of the first game content associated with the event. In the first game medium, a first game medium associated with the object is, for example, the same as the first game medium. Other first game media having the same attribute, or other games with a level lower than that of the first game media By using such a configuration, it is possible to change the media to a more flexible one. Since the first game medium can be associated with the game, the variety of objects increases, and the game In addition, since a predetermined restriction is imposed on the change of the first game medium, the interest of the game is improved. The lance can be maintained.

[0196] In the above-described embodiment, for example, a set of one or more objects selected by a user The combination may be determined as one object. For example, The unit 26 automatically combines one or more objects selected in response to a user operation. Then, the terminal control unit 26 creates (defines) the new object. The information about the object is stored in the terminal storage unit 24. Here, the terminal control unit 26 One or more objects designated by a user operation may be selected, or The specified information (e.g., the shape or cost of the object) is then The above objects may be selected automatically.

[0197] In the above embodiment, the object is x at z=0 in the first virtual space. Although the configuration in which the image is arranged on the -y plane has been described, the configuration is not limited to z=0, and the image may be arranged in the first virtual space. In such a configuration, for example, in the first virtual space, Two or more objects may be stacked on top of each other along the z-axis.

[0198] Here, only within a specific region of the first virtual space, two or more objects are aligned in the z-axis direction. The devices may be stacked on top of each other. Also, a capacity may be assigned to each specific area. The terminal control unit 26 determines whether the total value of the costs of two or more objects corresponds to an area. Two or more objects may be placed in a specific area only if the capacity is less than the capacity specified. Objects that are stacked in the positive z-direction may be allowed. For example, an attack from the air against a game medium on the ground is used as the first game medium to be associated with the Examples of the flying characters and airships that can perform the above-mentioned functions include the flying characters and airships that can perform the above-mentioned functions.

[0199] In addition, for objects stacked in the z-axis direction, the same process is performed as in the above embodiment. The terminal control unit 26 may determine whether the first condition or the second condition is satisfied. In the configuration, for example, the first condition or the second condition may include a setting for each of the stacked objects. At least one of the connection points set on the object must be connected to at least one of the other objects. The first virtual space has a predetermined relative positional relationship with respect to the connection position (for example, the two connection positions are in the first virtual space). In such a case, for example, The user determines whether the connection positions of two or more objects are equal to or greater than the first condition or the second condition. 1. Arrange the two or more objects so that they are at approximately the same position in the virtual space. .

[0200] In the above-described embodiment, each user owns a second game medium, and Although the configuration in which one of the game media is used in the second game part has been described, The second game content used in the game part is not limited to this. For example, In this system, users do not own individual game media, but use a common game media for all users to play games. In this way, regardless of the type or validity of the game medium owned, each user may To ensure that the game progresses on a fair basis, the percentage of the score that is contributed by the user's gameplay skills Therefore, it is expected that users will improve their gameplay skills and have a higher interest in the game. This increases the interest of users.

[0201] In the above-described embodiment, the server device 11 generates some of the various game screens. The terminal device 12 displays a part of the game screen (e.g., For example, a header area and a footer area in which menu buttons are arranged) are installed in the terminal device 12. The screen may be displayed natively by a native app installed on the device. As described above, the game according to the embodiment is carried out by the server device 11 and the terminal device 12. It can also be a hybrid game in which the game controller handles part of the processing.

[0202] In addition, in order to function as the server device 11 or the terminal device 12 according to the above-described embodiment, For this purpose, an information processing device such as a computer or a mobile phone can be suitably used. Such an information processing device performs each function of the server device 11 or the terminal device 12 according to the embodiment. A program describing the processing to be realized is stored in a storage unit of the information processing device. This can be realized by having the CPU of the device read and execute the program. [Explanation of symbols]

[0203] 10. Game System 11 Server equipment 12 Terminal Equipment 13 Network 14 Server Communication Section 15 Server memory section 16 Server control section 17 Objects 18 All-around 19, 19a, 19b Wall 20 Battery 21 Barracks 22, 22a, 22b markers 23 Terminal communication unit 24 Terminal memory section 25 Display section 26 Terminal control unit 27 First virtual space display area 28 Object List 29 First Virtual Space 30, 30a, 30b Objects 31 Commander Character 32 Barracks 33 Marker 34, 34a, 34b Object buttons 35 List Button 36 Cost display area 37 Rotation button 38 Confirm button 39 Barracks 40 Battery 41, 41a, 41b area 42 Wall 43 position 44 Second Game Media 45 HP Images 46 Wall 47 Barracks 48 Soldier Characters

Claims

1. One or more computers, a first means for arranging a first object and a second object in a virtual space in response to a first user operation; a second means for performing a process of eliminating the overlap between the first object and the second object when the first object and the second object overlap each other in response to a second user operation for finalizing the arrangement of the objects, and then finalizing the arrangements of the first object and the second object; The process of eliminating the overlap includes: Moving the first object in the virtual space to a position where the first object does not overlap with the second object; or A game control program for moving the first object so that a first connection position set on the first object has a predetermined relative positional relationship with a second connection position set on the second object.

2. One or more computers, a first means for arranging a first object and a second object in a virtual space in response to a first user operation, wherein a first game medium is associated with the first object, first object internal arrangement information indicating a position of the first game medium within the first object is associated with the first game medium, a second object is associated with the second object, and second object internal arrangement information indicating a position of the second game medium within the second object is associated with the second game medium; a second means for performing a process of eliminating the overlap between the first object and the second object when the first object and the second object overlap each other in response to a second user operation for finalizing an arrangement of the objects, and then finalizing the arrangements of the first object and the second object; and a third means for changing information of the first game medium depending on the relative positional relationship between the first object and the second object.

3. The game control program according to claim 2 , wherein the process of eliminating the overlap is a process of erasing the first object from the virtual space.

4. the first means displays a screen including the virtual space and an object list for selecting an object that can be placed in the virtual space, and accepts the first user operation on this screen; 4. The game control program according to claim 3, wherein said second means displays said erased first object in said object list in a selectable manner.

5. 5. A game control program as described in any one of claims 2 to 4, wherein when the first object and the second object overlap each other by moving the second object from a first position to a second position in the virtual space, the process of eliminating the overlap is to move the first object to the first position in the virtual space.

6. a first means for arranging a first object and a second object in a virtual space in response to a first user operation; a second means for, when the first object and the second object overlap each other, performing a process to eliminate the overlap between the first object and the second object in response to a second user operation for finalizing an arrangement of the objects, and then finalizing the arrangements of the first object and the second object, The process of eliminating the overlap includes: Moving the first object in the virtual space to a position where the first object does not overlap with the second object; or A game control device that moves the first object so that a first connection position set on the first object has a predetermined relative positional relationship with a second connection position set on the second object.

7. A first means for arranging a first object and a second object in a virtual space in response to a first user operation, wherein a first game medium is associated with the first object, first object placement information indicating a position of the first game medium within the first object is associated with the first game medium, and a second object is associated with a second game medium, and second object placement information indicating a position of the second game medium within the second object is associated with the second game medium; a second means for performing a process of eliminating the overlap between the first object and the second object when the first object and the second object overlap each other in response to a second user operation for finalizing an arrangement of the objects, and then finalizing the arrangements of the first object and the second object; A game control device comprising: a third means for changing information of the first game medium according to the relative positional relationship between the first object and the second object.

8. A first means arranges a first object and a second object in a virtual space in response to a first user operation; a second means, in response to a second user operation for finalizing an arrangement of an object, performing a process for eliminating the overlap between the first object and the second object when the first object and the second object overlap each other, and then finalizing the arrangements of the first object and the second object; The process of eliminating the overlap includes: Moving the first object in the virtual space to a position where the first object does not overlap with the second object; or A game control method comprising: moving the first object so that a first connection position set on the first object has a predetermined relative positional relationship with a second connection position set on the second object.

9. Placing a first object and a second object in a virtual space in response to a first user operation, wherein a first game medium is associated with the first object, first object placement information indicating a position of the first game medium within the first object is associated with the first game medium, and a second object is associated with a second game medium, and second object placement information indicating a position of the second game medium within the second object is associated with the second game medium; when the first object and the second object overlap each other in response to a second user operation for finalizing an arrangement of objects, performing a process for eliminating the overlap between the first object and the second object, and then finalizing the arrangements of the first object and the second object; A game control method comprising: changing information of the first game medium depending on the relative positional relationship between the first object and the second object.

Citation Information

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