PROGRAM, INFORMATION PROCESSING METHOD AND INFORMATION PROCESSING APPARATUS
By setting up multiple storage areas in the virtual space, players can easily manage and switch game media, solving the problem of inconvenient management of game media in the prior art, and improving the immersion and operational nature of the game.
Patent Information
- Application Number
- JP2022144316
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-12
- Publication Date
- 2025-05-14
- Estimated Expiration
- 2042-09-12
AI Technical Summary
There is inconvenience in the management methods of weapons and props in existing games, especially when the number of weapons and props increases, list selection and shortcut key settings are difficult to meet the needs of players, and it is difficult to maintain the immersion of the game.
By setting multiple spatial areas as storage areas in the virtual space, players can manage and switch game media between these areas through input operations. The system includes features such as locale settings, management, selection and effect activation, allowing players to naturally manage and use game media in the game.
This technology allows players to manage game media more conveniently, while improving the immersion of the game. Especially in VR games, players can operate more naturally and enhance the gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing method, and an information processing device. [Background technology]
[0002] In recent years, some of the most popular games are action games and FPS (First Person Shooting) games. These games provide players with a wide range of gaming experiences by employing a large number of weapons and items that can be used during the game. For example, one known method for managing weapons and items in such games is to display a weapon list on the game screen and allow the player to select weapons to equip from that list (see, for example, Figure 5 of Patent Document 1). Also, a method of setting shortcut keys to make it easier to use a large number of weapons and items is known (for example, see Non-Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-99969 A [Non-patent literature]
[0004] [Non-Patent Document 1] [BAIOHAZARD VILLAGE (registered trademark) Item Slot], [online], [Searched on August 10, 2022], Internet<https: / / game.capcom.com / manual / village / ja / ps5 / page / 4 / 1> Summary of the Invention [Problem to be solved by the invention]
[0005] However, the management by list described in the above Patent Document 1 is inconvenient because it is necessary to select weapons and items one by one from the displayed list. Also, the management by shortcut keys described in the above Non-Patent Document 1 is convenient when there are a small number of weapons and items, but when there are a large number of weapons and items, there are problems such as a shortage of buttons (keys) that can be set and difficulty in understanding.
[0006] The present invention has been made in consideration of the above circumstances, and has an object to provide a technique for easily managing game content during a game while allowing a player to feel more immersed in the game.
[0007] In order to achieve the above object, the first aspect of the present invention is An information processing device for a game in which a user plays a game while operating an object or a part of an object displayed in a virtual space, an area setting means for setting two or more spatial areas corresponding to the object in the virtual space as storage areas; an area management means for setting and managing game contents for the game in each of the storage areas; an item selection means for selecting, when a first input operation related to the storage area is performed, the game content set in the target storage area as the game content to be used in the game; an effect activation means for activating an effect of the game content selected by the item selection means when a second input operation is performed by a user of the game; It is a program that functions as a
[0008] Also, in the first aspect, the area setting means can set the storage area in a part of a body of a character object that is the object, or in game media worn or attached by the character object.
[0009] In addition, in the first aspect, the program can also function as an additional storage area management means for managing a storage area different from the storage area in the attached game medium when a specified input operation is accepted.
[0010] In addition, in a first aspect, the additional storage area management means can manage an additional storage area in the attached game medium that is different from the storage area when it receives an input operation corresponding to the user pressing a predetermined input button or a predetermined action of the user holding a controller equipped with a sensor.
[0011] Also, in the first aspect, the area management means can set and manage game media arbitrarily selected by the user in at least one of the storage areas.
[0012] Also, in the first aspect, the area management means can set and manage game media that has not been selected by the user in at least one of the storage areas.
[0013] In addition, in the first aspect, the area management means can manage the number of times the game medium is used in at least one area of the storage area.
[0014] Also, in a first aspect, the item selection means can select a game medium when the first input operation is performed, the input operation including an instruction to perform an action in which the object touches a portion of the storage area.
[0015] In addition, in a first aspect, the item selection means can set the game media managed in each of the storage areas to the state before the action was performed if the action was not performed sufficiently.
[0016] The second aspect of the present invention is An information processing method executed by an information processing device for a game in which a player progresses while operating an object or a part of an object displayed in a virtual space, comprising: an area setting means for setting two or more spatial areas corresponding to the object in the virtual space as storage areas; an area management means for setting and managing game contents for the game in each of the storage areas; an item selection means for selecting, when a first input operation related to the storage area is performed, the game content set in the target storage area as the game content to be used in the game; an effect activation means for activating an effect of the game content selected by the item selection means when a second input operation is performed by a user of the game; The present invention relates to an information processing method.
[0017] The third aspect of the present invention is An information processing device for a game in which a player progresses by operating an object or a part of an object displayed in a virtual space, an area setting means for setting two or more spatial areas corresponding to the object in the virtual space as storage areas; an area management means for setting and managing game contents for the game in each of the storage areas; an item selection means for selecting, when a first input operation related to the storage area is performed, the game content set in the target storage area as the game content to be used in the game; an effect activation means for activating an effect of the game content selected by the item selection means when a second input operation is performed by a user of the game; The information processing device includes:
[0018] An information processing method and an information processing device according to one aspect of the present invention are also provided as an information processing method or an information processing device corresponding to a program according to one aspect of the present invention. Effect of the Invention
[0019] An object of the present invention is to provide a technique for allowing a player to easily manage game media during a game while feeling more immersed in the game. [Brief description of the drawings]
[0020] [Figure 1] 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present invention. [Diagram 2] 2 is a diagram illustrating an example of a game operation method according to the information processing system of FIG. 1. [Diagram 3] 1 is a diagram showing an example of a hardware configuration of a game device in an information processing system according to an embodiment of the present invention. [Figure 4] 4 is a diagram showing an example of a functional configuration of the game device of FIG. 3 and the server of FIG. 1, etc. [Diagram 5] FIG. 13 is an image diagram showing an example of a storage area that can be set in the present system. [Figure 6] FIG. 11 is an image diagram illustrating an example of a method for selecting a game medium stored in a storage slot. [Figure 7] 5 is a flowchart showing an example of the flow of a slot management process executed by the gaming device of FIG. [Figure 8] FIG. 6 is an image diagram showing an example of a storage area that can be set in the present system, and shows an example different from the example in FIG. 5. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0021] [Embodiment] First, before explaining an embodiment of the present invention, the contents of a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to one embodiment of the present invention is applied will be explained. This game is, for example, an action game executed using VR (Virtual Reality) technology. The player wears an HMD (Head Mounted Display) and progresses through the game while viewing various game images that reflect the viewpoint of the character in the game. This type of game is extremely effective in increasing the player's immersion in the game. Specifically, the player operates a character (or a part of the character's body) displayed in a virtual space by performing input operations, etc., and progresses through the game by defeating enemy characters in the game using guns, explosives, etc. Although such games can be played using only a normal push-button game controller, this embodiment uses an HMD capable of acquiring position information and a controller with built-in sensor functions to provide a more immersive gaming experience. Specifically, in this embodiment, the system is equipped with various sensors in the HMD and the controller, so that it is possible to recognize coordinates and grasp various actions in the real space. Therefore, in this game, the player's actions in the real space and the character's actions in the game can be linked. For example, when a player takes aim with a gun in the real space, the input operation is processed in the game device 1, and the character takes aim with a gun in the game. By adopting such specifications, the system can provide the player with an environment in which he can play the game in a highly immersive state, as if he were defeating enemies while adventuring himself. Furthermore, in action games, a large number of game contents are generally set. While this is effective in expanding the range of choices available to the player in the game, it also means that a large number of game contents must be managed and operated. This is a problem in normal action games as well, but is particularly likely to be a problem in VR games such as the present embodiment. In this embodiment, one of the objectives of the system is to provide an environment in which the player can easily play the game without losing the sense of immersion in the game, while taking into account all or some of the circumstances unique to VR games. It should be noted that game media is a general term for electronic data relating to weapons, armor, items, etc. that characters use in the virtual space. Furthermore, in the following description, when the term "character (object)" is used, it does not mean only one independent character, but also includes an image of only a part of a character (for example, a hand).
[0022] <Summary> FIG. 1 shows an example of the configuration of this system. As shown in Fig. 1, the system includes a game device 1, an HMD 2, a controller 3, and a server 4. The game device 1, the HMD 2, and the controller 3 are connected to each other by a communication method such as a LAN (Local Area Network). The game device 1 and the server 4 are also connected to each other via a predetermined network N such as the Internet. Note that the form of these communication methods is not limited, and for example, Bluetooth (registered trademark), Wi-Fi, etc. may be used. In the following description, when the term "image" is used simply, it includes any image such as a "moving image" or a "still image."
[0023] The game device 1 is used by a player who wishes to use this system. The game device 1 is composed of a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, etc. The game device 1 executes various processes required for the progress of the game.
[0024] The HMD 2 is a head mounted display connected to the game device 1 via a LAN or the like. The HMD 2 displays various game images generated by the game device 1 on a display unit (not shown). The HMD 2 can also recognize coordinates in real space together with the controller 3 (described later). The HMD 2 may also have functions as a general-purpose information processing device, such as various control units such as a CPU and SSD, and a storage unit.
[0025] The controller 3 is equipped with a sensor function and the like and is connected to the game device 1 via a LAN or the like. The controller 3 is provided with various buttons, a touch panel, and the like, as well as sensors and a tracking function, and can recognize coordinates in real space in conjunction with the HMD 2.
[0026] The server 4 is managed by an administrator of the system, etc. The server 4 is composed of a general-purpose PC, etc. While communicating with the game device 1, etc., the server 4 stores and manages various information required for the progress of the game.
[0027] Next, a method of operating this game will be briefly described with reference to Fig. 2. Fig. 2 is a diagram for explaining an example of a method of operating a game according to this system.
[0028] FIG. 2 shows the situation of the player playing the game in real space, along with an example of the game screen at that time. Specifically, looking at (a1) in Fig. 2, the character is playing the game in real space with his right hand extended toward the TV screen (simulating a posture of firing a gun with one hand). Looking at (a2) in Fig. 2, an example of a game image at the same time shows the character aiming a gun in his right hand to attack. Similarly, in Fig. 2(b1), a player is shown playing a game in real space with both hands held out towards the TV screen (simulating a posture of firing a gun with both hands). In addition, in the game screen at this time, that is, in Fig. 2(b2), a character is shown holding a weapon with both hands and aiming to attack. In this way, in this game, the movement and posture of the player holding the HMD 2 and controller 3 are acquired, and this information is processed as input information for the game. In principle, the characters in the game are placed and act in the game space according to the movement and posture of the player in the real space. This allows the player to enjoy playing the game as if he or she were adventuring in the game space. However, as described above, the controller 3 is provided with various buttons, a touch panel, etc. The player can freely perform input operations via the buttons, touch panel, etc. according to the situation of the game.
[0029] <Hardware configuration> FIG. 3 shows the hardware configuration of the game device 1 that constitutes this system.
[0030] As shown in FIG. 3, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, a memory unit 16, a communication unit 17, and a drive 18.
[0031] The control unit 11 is configured with a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 16 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as appropriate.
[0032] The control unit 11, the ROM 12, and the RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to the bus 14. A storage unit 16, a communication unit 17, and a drive 18 are connected to the input / output interface 15.
[0033] In addition, the HMD 2 and the controller 3 are also connected to the input / output interface 15. The HMD 2 is an output device that outputs, for example, images and sounds related to a game. For example, the HMD 2 displays a game image generated as a result of various processes of the control unit 11 on a display unit (not shown). Also, for example, the HMD 2 outputs game sounds generated as a result of various processes of the control unit 11 in a format that can be recognized by the player. The controller 3 is, for example, an input device that accepts operational instructions from a player when various processes are executed by the control unit 11. For example, the controller 3 obtains, as input information, the contents of operational instructions executed by the player in a game.
[0034] The storage unit 16 is composed of a hard disk drive (HDD) or a solid state drive (SSD) and stores various data. For example, the storage unit 16 stores various game programs required for the progress of the game, information on the progress of the game being progressed on other hardware, etc.
[0035] The communication unit 17 controls communication with other hardware and the like via a network N including the Internet.
[0036] The drive 18 is provided as necessary. Removable media 31, which may be a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is appropriately attached to the drive 18. The program read from the removable media 31 by the drive 18 is installed in the storage unit 16 as necessary. The removable media 31 can also store various data stored in the storage unit 16 in the same manner as the storage unit 16.
[0037] The hardware configurations of the HMD 2 and the server 4 can be basically the same as the hardware configuration of the game device 1, so a description thereof will be omitted here.
[0038] FIG. 4 is a diagram showing an example of a functional configuration of the game device of FIG. 3 and the server of FIG. As shown in FIG. 4, the control unit 11 of the game device 1 executes various programs and the like, thereby causing a game processing execution means 60, an input operation receiving means 62, a slot management means 64, a selected item management means 66, an effect activation means 68, and a display control means 70 to function.
[0039] The game process execution means 60 executes various processes relating to the game. Specifically, the game processing execution means 60 executes a game program by reading out virtual game space objects and textures included in game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images and sounds related to the game. In other words, the game processing execution means 60 controls the progress of the game by generating and managing the results of operational instructions by the player. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 4 as appropriate.
[0040] The input operation receiving means 62 receives an input operation from a player. Here, the input information received by the input operation receiving means 62 includes, for example, information regarding pressing of various buttons provided on the controller 3, information regarding the placement of the player in real space and the direction of each controller 3, information regarding acceleration accompanying changes in the position of the controller 3 in real space, etc. In this embodiment, the movement of a part of the body of the character displayed in the virtual space (for example, a hand) and the central viewpoint of the game screen are determined in response to each piece of input information thus input by the controller. This allows the player to play the game with a sensation very close to that of the real space.
[0041] The slot management means 64 sets two or more spatial areas surrounding the character in the virtual space as storage areas. The slot management means 64 also sets and manages game media in the game for each of the storage areas. Here, the slot management means 64 is provided with a first slot management means 80, a second slot management means 82, and a third slot management means 84. Specifically, for example, the first slot management means 80 sets an area of the character's body or clothing in the virtual space as a first storage slot in which a game medium selected by a player can be stored. The first slot management means 80 sets and manages game medium selected by a player in each of the first storage slots.
[0042] The second slot management means 82 sets an area of the character's body or clothing in the virtual space as a second storage slot capable of storing a predetermined item determined in advance by the game. The second slot management means 82 automatically sets and manages the predetermined item determined in advance by the game in each of the second storage slots.
[0043] The third slot management means 84 sets an area of the character's body or clothing in the virtual space as a third storage slot capable of storing ammunition used for various weapons. The third slot management means 84 sets and manages ammunition corresponding to each game medium (weapon) selected by the player in each of the third storage slots. Details of the first storage slot to the third storage slot will be described later with reference to FIG. 5 etc.
[0044] When a first input operation related to a storage area is performed, the selected item management means 66 selects and manages the game media set in the targeted storage area as the game media to be used in the game. Specifically, for example, when a first input operation is performed by the player (for example, an input operation instructing the character to touch an area of any one of the first slot to the third slot), the selected item management means 66 accepts the operation. Then, when the selected item management means 66 accepts the first input operation by the player, the selected item management means 66 selects the game medium set in the storage slot that is the target of the first input operation as a game medium (hereinafter referred to as an "equipment item") that is a candidate for use by the player.
[0045] The effect activation means 68 activates the effect of the game content selected by the item selection means when a second input operation is performed by the game player. Specifically, for example, when a second input operation (for example, an input operation of pressing an attack instruction button) is performed by the player, the effect activation means 68 accepts it. Then, when the effect activation means 68 accepts the second input operation by the player, it executes an attack with the selected equipment item.
[0046] The display control means 70 executes control to display various game images and the like generated by the game processing execution means 60 on a display section (not shown) of the HMD 2. The display control means 70 also executes control to output game sounds and the like generated by the game processing execution means 60 to an output section (not shown) of the HMD 2.
[0047] As shown in FIG. 4, the control unit 400 of the server 4 executes various programs and the like, thereby causing a game information management means 420 to function.
[0048] The game information management means 420 of the server 4 manages various information required for the progress of the game by the game device 1, and executes various processes. Specifically, for example, the game information management means 420 executes authentication of account information transmitted from the game device 1, delivery of game information in response to a download request of various game information from the game device 1, and the like.
[0049] FIG. 5 is a conceptual diagram showing an example of each storage slot in this system. In the example of Fig. 5, a total of six storage slots are set for the character P, including the first storage slot FS1 on the left shoulder, the first storage slot FS2 on the right shoulder, the first storage slot FS3 on the back of the (right) waist, the first storage slot FS4 on the right waist, the second storage slot SS on the left wrist, and the third storage slot AS on the left waist. In the example of Fig. 5, the player can set any game medium (weapon) in each of the first storage slots FS1 to FS4. During the game, the player can select the target game medium as an equipment item by instructing the character P to move his / her hand near each storage slot, that is, by performing an input operation in which the player touches an area corresponding to each storage area of the character P. As described above, in this embodiment, the player can select an equipment item by moving his / her hand near the area corresponding to each storage slot. For example, in the example of FIG. 6, the player moves his / her right hand near the left shoulder, and the character in the game also moves his / her right hand near the left shoulder. By performing such an input operation, the character can select the game medium set on the left shoulder as an equipment item. In this state, if an attack command is given by the player, the character P uses the equipment item to perform an attack action. In this manner, in this embodiment, the player can easily switch between weapons and items by performing a specific action in real space (such as touching the left shoulder), and progress through the game. This is thought to be similar to the sensation of a player actually taking out and using an object stored on his or her body or clothing. This allows the player to use his or her own weapons and items more easily and in a manner similar to actions in real space, and allows the player to become more immersed in the game while playing. However, in this embodiment, the game characters are not actually displayed on the game screen. Figures 5 and 6 are conceptual diagrams, not images that are actually displayed to the player as the game screen.
[0050] FIG. 7 is a flowchart showing an example of the flow of the slot management process executed by the gaming device of FIG.
[0051] In step S1, the first slot management means 80, the second slot management means 82 and the third slot management means 84 of the game device 1 set and manage game media in the first storage slot through the third storage slot, respectively.
[0052] In step S2, when a first input operation is performed by the player, the selected item management means 66 accepts it.
[0053] In step S3, when the selected item management means 66 receives a first input operation by the player, it selects the game medium set in the storage slot that is the target of the first input operation as a candidate equipment item to be used by the player.
[0054] In step S4, when a second input operation is performed by the player, the effect activation means 68 accepts it.
[0055] In step S5, when the effect activation means 68 receives the second input operation by the player, it executes an attack using the selected equipment item, thereby completing a series of storage slot management processes.
[0056] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications and improvements within the scope that can achieve the object of the present invention are included in the present invention.
[0057] <Other embodiments>
[0058] Here, with reference to FIG. 8, a description will be given of another embodiment of the storage slots set by this system, which differs from the embodiment described above. In the example of Fig. 8, three new storage slots are provided inside the clothes worn by the character. In the above-mentioned embodiment (particularly the embodiment of Fig. 5), the storage slots are provided in one area of the character's body or clothes, whereas in the example of Fig. 8, additional storage slots are provided inside the clothes (inner pockets). This storage area can be used, for example, by the player touching a part of the clothing (e.g., the collar), pressing a specific button, or by the player touching a part of the clothing and then extending their arm (as if opening the clothing). Specifically, when a character uses the storage slot on the left side of the clothes, the character can remove the stored game media by, for example, opening the clothes with the left hand (in-game object) and touching it with the right hand (object).Similarly, when a character uses the storage slot on the right side of the clothes, the character can remove the stored game media by, for example, opening the clothes with the right hand (in-game object) and touching it with the left hand (object). In the example of Fig. 8, three game contents are stored in the storage slot: a recovery item, a flashlight, and a grenade. By providing such a new specification, the present system can provide the player with a more convenient gaming environment. The present system may employ a specification that does not accept input operations related to all or some of the first to third storage areas while the separately set storage area is being operated.
[0059] Here, one of the features of the present invention will be briefly explained. As mentioned above, action games and the like employ a large number of game media to increase the degree of freedom of the game (to increase the number of options available to the player). However, in recent games, the selection and management of game media has become so complicated that players are often unable to fully utilize them. This is a common issue in many previous games, but the reality is that few methods have been proposed for effectively managing game media, especially in VR games. One of the objectives of the present invention is to solve such a situation, and proposes an efficient management and operation method for game contents, particularly in VR games, etc. In this system, the player sets a storage area for the game contents in a place where it is natural for the player to actually hold the game contents, that is, on the player's body or clothing, so that the player can naturally insert, remove, and use the game contents. On the other hand, this is different from when the player actually manages the items. For example, the system can adopt a specification that prevents the player from accidentally using a storage slot by deliberately separating adjacent storage slots.
[0060] In the above embodiment, the player sets the game content in the storage slot (particularly the first storage slot) by an arbitrary operation, but this is not limited to this. For example, the system may automatically set the acquired game content in the storage slot (particularly the first storage slot).
[0061] In addition, when the system automatically sets game media, a priority order may be set for the storage slots to be set. In the present system, when storing a one-handed firearm such as a handgun, magnum, rocket pistol, or hand cannon, the game medium may be stored preferentially in the following order: right hip, left shoulder, right shoulder, and back of the hip. For example, when storing a two-handed firearm such as a shotgun, a sniper rifle, a grenade launcher, or an assault rifle, the system may store the game media preferentially in the following order: right shoulder, left shoulder, back waist, and right waist. Note that these priorities are merely examples, and the system may adopt any priorities set by the player or administrator.
[0062] In the above embodiment, weapons and items are described as examples of game media, but are not limited thereto. For example, the game media available in the present system may include any weapon, item, or armor, such as various weapons (guns), bombs, mines, knives, swords, protective gear (clothes, armor, etc.), maps, flashlights, and recovery items.
[0063] Furthermore, in the above embodiment, the setting of the storage slot is described as using the clothes (coat) worn by the character, but this is not limited thereto. For example, the storage slot may be provided in any game medium related to the character, such as the clothes worn by the character, the pockets of the clothes, the armor worn by the character, the bag, backpack, attache case, pouch, etc., carried by the character.
[0064] In the above embodiment (particularly the embodiment of FIG. 5), an example of the location where each storage slot is set is shown, but it is an example and is not limited. In this system, the number and the location where each of the first storage slot to the third storage slot is set may be changed arbitrarily. Furthermore, the system may set storage slots having any characteristics in addition to the first to third storage slots.
[0065] Although not described in the above embodiment, for example, recovery items stored in the second storage slot and ammunition stored in the third storage slot are consumables that may be lost through use or sale. In this case, the system may display the lost game content on the game screen as is, or may not display it on the game screen.
[0066] Although not described in the above embodiment, the present system may adopt a specification that allows the player to change the type of ammunition stored in the third storage slot by performing an arbitrary input operation.
[0067] Although not described in the above embodiment, the system may be designed to allow a character to pick up ammunition in the third storage slot when the character touches the third storage slot without being equipped with a weapon such as a gun. Similarly, the system may be designed to prevent a character from picking up ammunition in the third storage slot when the character touches the third storage slot while equipped with a weapon such as a gun.
[0068] Although not described in the above embodiment, the present system may adopt a feature in which, for example, if the character makes a mistake while setting game media in each storage area (such as dropping the game media), the game media being operated disappears, or the game media is automatically stored in an arbitrary storage slot (or returned to the storage slot in which it was stored). For example, if a feature in which the game media disappears is adopted, the player can play a more realistic game, and if the game media is automatically stored, it is convenient for the player.
[0069] Although not described in the above embodiment, the system may always display the number of remaining rounds of ammunition stored in the third storage slot, or may display the number of remaining rounds only under certain circumstances. For example, the system may display the number of remaining rounds only when the muzzle of the gun equipped by the character is pointed downward.
[0070] Although not described in the above embodiment, the system may employ a method for increasing the number of remaining rounds of ammunition stored in the third storage slot. Specifically, for example, the system may employ a specification in which the number of remaining rounds automatically increases (so-called reload) when the character brings his / her hand close to the third storage slot.
[0071] Although not described in the above embodiment, the present system may adopt the concept of the player's handedness. Specifically, for example, the present system may change the setting location of the storage slot depending on the player's handedness.
[0072] Also, although not described in the above embodiment, the game may be executed by any hardware (e.g., game device 1), such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, a smartphone, or a tablet.
[0073] Although the description has been omitted in the above embodiment, the content of the game related to this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action game, simulation game, sports game, card game, battle royale (symmetric type, asymmetric type), MOBA (Multiplayer online battle arena), music game, fighting game, quiz game, etc.
[0074] Furthermore, the above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 4 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function capable of executing the above-mentioned series of processes as a whole, and the type of functional block used to realize this function is not limited to the example in Fig. 4, etc. Furthermore, the location of the functional block is not limited to the example in Fig. 4, etc., and may be arbitrary. Furthermore, one functional block may be configured as a single piece of hardware, may be configured as a single piece of software, or may be configured as a combination of both.
[0075] Furthermore, the number of different hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.
[0076] Furthermore, when the series of processes is executed by software, the programs constituting the software are installed into a computer or the like from a network or a recording medium.
[0077] The computer may be a computer that is built into dedicated hardware, or a computer that is capable of executing various functions by installing various programs. That is, for example, the various hardware in the above-described embodiment may be freely adopted as any computer, any mobile terminal such as a smartphone, any game machine, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.
[0078] Furthermore, the recording medium containing such a program may not only be constituted by a removable medium (not shown) provided separately from the device main body in order to provide the program to a player, etc., but may also be constituted by a recording medium provided to the player in a state in which it is pre-installed in the device main body.
[0079] In this specification, the steps of describing the program to be recorded on the recording medium may be executed in parallel or individually, as well as in chronological order. Also, some of the steps described in the above embodiment may be omitted.
[0080] In addition, in this specification, the term "system" refers to an overall device that is composed of a plurality of devices or a plurality of means.
[0081] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other.
[0082] In summary, the program to which the present invention is applied can take various forms having the following configurations. An information processing device for a game in which a user plays a game while operating an object or a part of an object displayed in a virtual space, an area setting means (e.g., a slot management means 64) for setting two or more spatial areas corresponding to the object in the virtual space as storage areas; an area management means (e.g., a slot management means 64) for setting and managing game content for the game for each of the storage areas; an item selection means (e.g., a selected item management means 66) for selecting, when a first input operation related to the storage area is performed, the game content set in the targeted storage area as the game content to be used in the game; an effect activation means (e.g., effect activation means 68) that activates an effect of the game content selected by the item selection means when a second input operation is performed by a user of the game; Any program that functions as such will suffice.
[0083] <Effects> This allows the player to feel more immersed in the game and more easily manage the game media during the game. [Explanation of symbols]
[0084] 1. Game device 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Slot Management Methods 80 First slot management means 82 Second slot management means 84 Third slot management means 66 Selected item management means 68 Means of Effect Activation 70 Display control means 2 HMD 3. Controller 4 Server 400 Control section 420 Game information management means
Claims
1. An information processing device for a game in which a user plays a game while operating an object or a part of an object displayed in a virtual space, a first setting means for setting a predetermined area surrounding the object in the virtual space as a first area for storing any game content selected by a player; A second setting means for setting a predetermined area around the object in the virtual space as a second area for storing a predetermined game content; an area management means for setting and managing game media in the game for each of the first area and the second area; an item selection means for selecting, when a first input operation is performed related to the first area or the second area, a game medium set in the first area or the second area that is the target, as a game medium to be used in the game; an effect activation means for activating an effect of the game content selected by the item selection means when a second input operation is performed by a user of the game; A program that functions as a
2. The first setting means or the second setting means sets the first area or the second area on a part of the body of the character object, which is the object, or on a game medium worn or attached by the character object. The program according to claim 1.
3. an additional storage area management means for managing an area in a game medium worn or attached to the character object in which a game medium different from the first area or the second area can be stored when a predetermined input operation is received; The program of claim 2 , further comprising:
4. the additional storage area management means, when receiving an input operation in response to pressing of a predetermined input button by the user or a predetermined action of the user holding a controller equipped with a sensor, additionally manages an area in the game medium worn or attached by the character object in which game medium different from the first area or the second area can be stored; The program according to claim 3.
5. The first setting means and the second setting means respectively arrange the first regions and the second regions at a distance equal to or greater than a certain interval. The program according to claim 1.
6. the first setting means and the second setting means change a location where the first area or the second area is set in accordance with a handedness of the player. The program according to claim 1.
7. The area management means manages the number of times the game medium is used in at least one of the first area or the second area. The program according to claim 1.
8. the item selection means selects a game medium when the first input operation including an instruction to execute an action of touching the object to the first area or a part of the second area is performed. The program according to claim 1.
9. the item selection means, when the action is not sufficiently executed, sets the game media managed in the first area or the second area to a state before the action was executed. The program according to claim 8.
10. An information processing method executed by an information processing device for a game in which a player progresses while operating an object or a part of an object displayed in a virtual space, comprising: a first setting step of setting a predetermined area surrounding the object in the virtual space as a first area for storing any game content selected by a player; a second setting step of setting a predetermined area around the object in the virtual space as a second area for storing a predetermined game content; an area management step of setting and managing game media in the game for each of the first area and the second area; an item selection step of selecting, when a first input operation related to the first area or the second area is performed, a game medium set in the first area or the second area that is the target, as a game medium to be used in the game; an effect activation step of activating an effect of the game content selected by the item selection step when a second input operation is performed by a user of the game; An information processing method comprising:
11. An information processing device for a game in which a player progresses by operating an object or a part of an object displayed in a virtual space, a first setting means for setting a predetermined area surrounding the object in the virtual space as a first area for storing any game content selected by a player; A second setting means for setting a predetermined area around the object in the virtual space as a second area for storing a predetermined game content; an area management means for setting and managing game media in the game for each of the first area and the second area; an item selection means for selecting, when a first input operation is performed related to the first area or the second area, a game medium set in the first area or the second area that is the target, as a game medium to be used in the game; an effect activation means for activating an effect of the game content selected by the item selection means when a second input operation is performed by a user of the game; An information processing device comprising:
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