Video game processing program and video game processing system
The video game processing program and system dynamically update virtual space elevations based on player actions, addressing the lack of variety in traditional video games and enhancing entertainment value.
Patent Information
- Application Number
- JP2021070630
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-19
- Publication Date
- 2025-05-22
- Estimated Expiration
- 2041-04-19
AI Technical Summary
Existing video games that progress within a predetermined virtual space lack variety, leading to reduced entertainment value as players cannot freely change the positions they can move to within the virtual space.
A video game processing program and system that allow a server to control game progress by emitting objects from the player's position, determining if the elevation of specific regions should be updated based on object position, and updating elevation information according to predefined rules.
This solution enhances the entertainment value of video games by allowing dynamic changes to the virtual space, increasing variety and engagement through player-controlled alterations to the game environment.
Smart Images

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Abstract
Description
[Technical field]
[0001] At least one embodiment of the present invention relates to a video game processing program and a video game processing system for causing a server to realize a function of controlling the progress of a video game in response to an operation by a player. [Background technology]
[0002] 2. Description of the Related Art Conventionally, in the field of video games, various systems have been proposed that progress a video game using a virtual space based on the player's operations.
[0003] In one such system, for example, a video game progresses in a three-dimensional virtual space in which a player character moves through a battlefield, fires a predetermined object, and fights with enemy characters (see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2013-131119 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, in a video game in which the player progresses by moving within a predetermined area in a virtual space, the positions to which the player can move within the virtual space are predetermined and cannot be changed at the player's discretion, which can make the player feel that there is a lack of variety, which can reduce the entertainment value of the video game.
[0006] SUMMARY OF THE DISCLOSURE An object of at least one embodiment of the present invention is to solve the above problems and improve the entertainment value of video games. [Means for solving the problem]
[0007] From a non-limiting perspective, a video game processing program according to an embodiment of the present invention is a video game processing program for causing a server to realize a function of controlling the progress of a video game according to a player's operation. The server is caused to have an emission function of emitting a predetermined object from a position corresponding to the player in a virtual space based on the player's operation, a determination function of determining whether to update the degree of elevation of a predetermined region based on the positional relationship between the emitted object and the predetermined region in the virtual space, and when it is determined that the degree of elevation is to be updated, an update function of referring to elevation degree information storage means for storing elevation degree information regarding the degree of elevation of the predetermined region and updating the elevation degree information according to a first update rule regarding the object and the predetermined region.
[0008] From a non-limiting perspective, a video game processing system according to an embodiment of the present invention includes a communication network, a server, and a player terminal, and is a video game processing system for controlling the progress of a video game according to a player's operation. The system includes emission means for emitting a predetermined object from a position corresponding to the player in a virtual space based on the player's operation, determination means for determining whether to update the degree of elevation of a predetermined region based on the positional relationship between the emitted object and the predetermined region in the virtual space, and update means for referring to elevation degree information storage means for storing elevation degree information regarding the degree of elevation of the predetermined region and updating the elevation degree information according to a first update rule regarding the object and the predetermined region when it is determined that the degree of elevation is to be updated.
[0009] From a non-limiting perspective, a video game processing program according to an embodiment of the present invention is a video game processing program for causing a player terminal to realize a function of controlling the progress of a video game according to a player's operation. The player terminal is caused to have an emission function of emitting a predetermined object from a position corresponding to the player in a virtual space based on the player's operation, a determination function of determining whether to update the degree of elevation of a predetermined area based on the positional relationship between the emitted object and the predetermined area in the virtual space, and when it is determined to update the degree of elevation, an update function of referring to elevation degree information storage means for storing elevation degree information regarding the degree of elevation of the predetermined area and updating the elevation degree information according to a first update rule regarding the object and the predetermined area.
Advantages of the Invention
[0010] One or more deficiencies are solved by each embodiment of the present application.
Brief Description of the Drawings
[0011] [Figure 1] It is a block diagram showing an example of the configuration of a video game processing system corresponding to at least one of the embodiments of the present invention. [Diagram 2] It is a block diagram showing the configuration of a server corresponding to at least one of the embodiments of the present invention. [Diagram 3] It is a flowchart showing an example of game processing corresponding to at least one of the embodiments of the present invention. [Figure 4] It is a block diagram showing the configuration of a server corresponding to at least one of the embodiments of the present invention. [Diagram 5] It is a flowchart showing an example of game processing corresponding to at least one of the embodiments of the present invention. [Figure 6] It is an explanatory diagram showing an example of a game screen corresponding to at least one of the embodiments of the present invention. [Figure 7] It is an explanatory diagram showing an example of a game screen corresponding to at least one of the embodiments of the present invention. [Figure 8] FIG. 2 is an explanatory diagram showing an example of a game screen corresponding to at least one of the embodiments of the present invention. [Figure 9] FIG. 2 is an explanatory diagram showing an example of a game screen corresponding to at least one of the embodiments of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] Hereinafter, examples of embodiments of the present invention will be described with reference to the drawings. Note that the various components in the examples of the embodiments described below can be appropriately combined to the extent that no inconsistencies or the like arise. In addition, the contents described as an example of one embodiment may be omitted in other embodiments. In addition, the contents of operations and processes that are not related to the characteristic parts of each embodiment may be omitted. Furthermore, the order of various processes that make up the various flows described below is random to the extent that no inconsistencies or the like arise in the process contents.
[0013] [First embodiment] Fig. 1 is a block diagram showing an example of the configuration of a video game processing system 100 in one embodiment of the present invention. As shown in Fig. 1, the video game processing system 100 includes a video game processing server 10 (server 10) and player terminals 20, 201 to 20N (N is an arbitrary integer) used by players of the video game processing system 100. Note that the configuration of the video game processing system 100 is not limited to this, and it may be configured such that a single player terminal is used by multiple players, or may be configured to include multiple servers.
[0014] The server 10 and the multiple player terminals 20, 201 to 20N are each connected to a communication network 30 such as the Internet. Although not shown, the multiple player terminals 20, 201 to 20N are connected to the communication network 30 by performing data communication with a base station managed by a communication company via a wireless communication line.
[0015] The video game processing system 100 includes a server 10 and a plurality of player terminals 20, 201 to 20N, and thereby realizes various functions for executing various processes in response to operations by the player.
[0016] The server 10 is managed by an administrator of the video game processing system 100, and has various functions for providing information on various processes to a plurality of player terminals 20, 201 to 20N. In this example, the server 10 is configured by an information processing device such as a WWW server, and includes a storage medium for storing various information. The configuration of the server 10 is not particularly limited as long as it includes general components for performing various processes as a computer, such as a control unit and a communication unit. An example of the hardware configuration of the server 10 will be briefly described below.
[0017] As shown in FIG. 1, the server 10 includes at least a CPU (Central Processing Unit) 101, a memory 102, and a storage device 103.
[0018] The CPU 101 is a central processing unit that performs various calculations and control. If the server 10 is equipped with a GPU (Graphics Processing Unit), some of the various calculations and control may be performed by the GPU. The server 10 executes various information processes required for controlling the video game by the CPU 101 using data appropriately read into the memory 102, and stores the obtained processing results in the storage device 103 as necessary.
[0019] The storage device 103 functions as a storage medium for storing various information. The configuration of the storage device 103 is not particularly limited, but from the viewpoint of reducing the processing load on each of the multiple player terminals 20, 201 to 20N, it is preferable that the configuration is capable of storing all of the various information necessary for controlling the video game. Examples of such a configuration include an HDD and an SSD. However, the storage unit for storing the various information only needs to have a storage area accessible by the server 10, and may be configured to have a dedicated storage area outside the server 10, for example.
[0020] Fig. 2 is a block diagram showing a configuration of a video game processing server 10A (server 10A) which is an example of the configuration of the video game processing server 10. As shown in Fig. 2, the server 10A includes at least a release unit 11A, a determination unit 12A, and an update unit 13A.
[0021] The release unit 11A has a function of releasing a predetermined object from a position corresponding to the player in the virtual space, based on an operation by the player.
[0022] Here, the player's operation means an input operation by the player to the player terminal 20. The player's operation is not particularly limited, but an input operation by the player related to the progress of the video game is preferable. An example of the player's operation is an input operation related to the player character displayed on the game screen.
[0023] Moreover, the virtual space refers to a virtual space used in the progression of a video game. An example of a virtual space is a virtual space in which a player character of a video game appears.
[0024] In addition, the position corresponding to the player in the virtual space is not particularly limited, but it is preferable that the position be one that the player can recognize as corresponding to him / her. Examples of the position corresponding to the player include the player's viewpoint position in the virtual space and a position corresponding to the player character.
[0025] Furthermore, releasing an object means moving an object at a predetermined position from that position. The configuration for releasing an object is not particularly limited, and may be a configuration for generating an object at a predetermined position and moving it, or a configuration for moving an object that has already been generated in the virtual space at a predetermined position. An example of a configuration for releasing an object is a configuration for moving a predetermined object from a position corresponding to a player character to a direction or position determined based on an operation by the player.
[0026] The predetermined object is not particularly limited, and is preferably an object that can give the player an advantage in the progress of the video game. An example of the predetermined object is an object that can contribute to the achievement of a goal set for the player in the video game.
[0027] The determination unit 12A has a function of determining whether to update the protrusion degree of a predetermined area based on the positional relationship between the released object and the predetermined area in the virtual space.
[0028] Here, the predetermined area in the virtual space means an area that is set in advance in the virtual space. The predetermined area in the virtual space is not particularly limited, but it is preferable that the area set in the virtual space is recognizable by the player. An example of the predetermined area in the virtual space is at least a part of the ground in the virtual space.
[0029] Furthermore, "based on the positional relationship between the object and the predetermined area" means that the relationship between the position of the object and the position of the predetermined area is used for at least a part of the processing. Although there are no particular limitations on the configuration for using the relationship between the position of the object and the position of the predetermined area for at least a part of the processing, it is preferable that the configuration uses the relationship between information indicating the position of the object and information indicating the position of the predetermined area for at least a part of the processing.
[0030] Furthermore, the degree of protrusion of a specified area means the degree of protrusion relative to a reference surface of the specified area (for example, the surface of each area indicated by the game field at the start of the game). The degree of protrusion of a specified area is not particularly limited, and may be the degree of protrusion at each position within the specified area, or the degree of protrusion in each unit area within the specified area. Here, a unit area means an area of a size that is a unit for determining the degree of protrusion in the specified area. Examples of the content indicating the degree of protrusion include the distance from the specified position and the height from the specified surface.
[0031] When it is determined that the degree of prominence is to be updated, the update unit 13A has the function of referring to a prominence degree information storage means that stores prominence degree information regarding the degree of prominence of a specified area, and updating the prominence degree information in accordance with a first update rule regarding the object and the specified area.
[0032] Here, the protuberance degree information means information regarding the protuberance degree of a predetermined region. The protuberance degree information is not particularly limited, but is preferably information in which a predetermined region is associated with a protuberance degree. Examples of the protuberance degree information include information in which each position in the predetermined region is associated with a protuberance degree, and information in which each unit region in the predetermined region is associated with a protuberance degree. The protuberance degree in the protuberance degree information is managed, for example, by a numerical value.
[0033] The first update rule is a rule related to an object and a predetermined region, and means a rule used to update the protuberance degree information. The first update rule is not particularly limited, but is preferably a rule that specifies a region (update region) within the predetermined region in which the protuberance degree is to be updated based on the positional relationship between the object and the predetermined region. An example of the first update rule is a rule that specifies a contact region or a peripheral region of a predetermined object as the update region when the determination unit 12A determines that the protuberance degree of the predetermined region is to be updated.
[0034] Moreover, updating the protuberance degree information means changing at least a part of the protuberance degree information. The update contents of the protuberance degree information are determined according to a first update rule. When an update region is specified from a predetermined region by the first update rule, information on each position and each unit region included in the update region in the protuberance degree information is updated.
[0035] Each of the multiple player terminals 20, 201 to 20N is managed by a player and is configured as a communication terminal capable of playing a network distribution type game, such as a mobile phone terminal, a PDA (Personal Digital Assistant), a portable game device, or a so-called wearable device. The configuration of the player terminal that may be included in the video game processing system 100 is not limited to the above-mentioned example, and may be configured in any way that allows the player to recognize the content of the video game. Other examples of the configuration of the player terminal include a combination of various communication terminals, a personal computer, and a stationary game device.
[0036] Each of the multiple player terminals 20, 201 to 20N is connected to the communication network 30 and includes hardware (for example, a display device that displays a browser screen or a game screen according to coordinates) and software for executing various processes by communicating with the server 10. Note that each of the multiple player terminals 20, 201 to 20N may be configured to be able to communicate directly with each other without going through the server 10.
[0037] Next, the operation of the video game processing system 100 (system 100) of this embodiment will be described.
[0038] 3 is a flowchart showing an example of game processing executed by the system 100. In the game processing in this example, processing related to controlling the progress of a video game in response to operations by a player of a player terminal 20 (terminal 20) is performed. Below, an example will be described in which the server 10A and the terminal 20 execute the game processing.
[0039] The game processing is started, for example, when the terminal 20 that has accessed the server 10A requests the display of a virtual space.
[0040] In the game process, the server 10A first releases a predetermined object from a position corresponding to the player in the virtual space based on the player's operation (step S11). In this example, the server 10A releases the predetermined object from the position of the player character in the direction in which the player character is facing based on the player's operation.
[0041] When the server 10A releases the predetermined object, the server 10A determines whether to update the protrusion degree of the predetermined area based on the positional relationship between the object and the predetermined area in the virtual space (step S12). In this example, the server 10A determines to update the protrusion degree of the predetermined area when the released object comes into contact with any position within the predetermined area.
[0042] When it is determined that the prominence degree is to be updated, the server 10A refers to the prominence degree information storage means that stores prominence degree information related to the prominence degree of the predetermined region, and updates the prominence degree information according to the first update rule related to the predetermined object and the predetermined region (step S13). In this example, the server 10A specifies the peripheral region of the predetermined object as the update region when it is determined that the prominence degree of the predetermined region is to be updated, based on the prominence degree information that associates each unit region in the predetermined region with the prominence degree, and updates the information on each unit region included in the specified update region. The server 10A also transmits output information related to the update of the information related to the predetermined region to the terminal 20.
[0043] As described above, as one aspect of the first embodiment, the server 10A, which controls the progress of the video game in accordance with the player's operation, is configured to include a release unit 11A, a judgment unit 12A, and an update unit 13A. Therefore, based on the player's operation, a predetermined object is released from a position corresponding to the player in the virtual space, and based on the positional relationship between the released object and a predetermined area in the virtual space, it is determined whether to update the protrusion degree of the predetermined area. If it is determined that the protrusion degree should be updated, a protrusion degree information storage means that stores protrusion degree information regarding the protrusion degree of the predetermined area is referenced, and the protrusion degree information is updated in accordance with a first update rule regarding the predetermined object and the predetermined area, thereby making it possible to improve the entertainment value of the video game.
[0044] That is, since a predetermined area in the virtual space can be changed at the will of the player, the virtual space becomes rich in variety, and as a result, the entertainment value of the video game can be improved. For example, since the position to which the player can move in the virtual space can be changed at the will of the player by raising a predetermined area, consideration of the change is added as an element of game play, and as a result, the entertainment value of the video game can be improved.
[0045] [Second embodiment] 4 is a block diagram showing a configuration of a video game processing server 10B (server 10B) which is an example of the video game processing server 10 in the system 100 (see FIG. 1). In this example, the server 10B includes at least a release unit 11B, a determination unit 12B, an update unit 13B, and a control unit 14B.
[0046] The releasing unit 11B has a function of releasing a predetermined object from a position corresponding to the player in the virtual space, based on an operation by the player.
[0047] Here, the player's operation means an input operation by the player to the terminal 20. In this example, the player's operation is at least an input operation related to the player character.
[0048] Moreover, the virtual space refers to a virtual space used for the progression of a video game. In this example, the virtual space is a virtual three-dimensional space (three-dimensional virtual space).
[0049] The video game in this example is an action shooting game in which groups of players compete against each other. Each group secures an area on the ground of a field set in a three-dimensional virtual space, and competes over the total degree of elevation of the area (the volume of the mountain formed by the elevation). Each player operates his / her own player character. Each player character carries a gun. When a player performs a release instruction operation, bubbles are shot from the gun carried by the player character. When the bubbles hit the ground, a predetermined range centered on the position on the ground where the bubbles hit changes to the area of the group of the player character that shot the bubbles and rises.
[0050] In addition, the position in the virtual space corresponding to the player is not particularly limited, but it is preferable that the position be one that the player can recognize as corresponding to him / her. In this example, the player character holds a gun, and the position corresponding to the player is the position of the gun held by the player character.
[0051] The predetermined object is not particularly limited, and is preferably an object that can give the player an advantage in the progress of the video game. In this example, the predetermined object is a bubble that is shot from a gun.
[0052] Moreover, releasing a predetermined object means moving an object at a predetermined position from that position. In this example, bubbles are generated and shot at the position of the gun held by the player character based on the player's operation to instruct the release.
[0053] The determination unit 12B has a function of determining whether to update the protrusion degree of a predetermined area based on the positional relationship between the released object and the predetermined area in the virtual space.
[0054] Here, the predetermined area in the virtual space means an area that is set in advance in the virtual space. In this example, the predetermined area in the virtual space is the ground in a field provided in the three-dimensional virtual space.
[0055] Also, "based on the positional relationship between the object and the predetermined area" means that the relationship between the position of the object and the position of the predetermined area is used for at least a part of the processing. In this example, it is determined that the degree of rise is updated when a bubble fired from a gun held by the player character hits the ground.
[0056] The degree of protrusion of a specific area means the degree to which the specific area is protruded relative to a reference plane. In this example, the degree of protrusion of a specific area is the degree to which the specific area is protruded relative to a plane that represents the shape of the ground in a field provided in a three-dimensional virtual space at the start of the game.
[0057] When it is determined that the degree of prominence is to be updated, the update unit 13B has a function of referring to a prominence degree information storage means that stores prominence degree information regarding the degree of prominence of a specified area, and updating the prominence degree information in accordance with a first update rule regarding the object and the specified area.
[0058] Here, the protuberance information means information related to the protuberance of a predetermined area. In this example, the protuberance information is information in which the ground, each unit area set on the ground, and the protuberance of each unit area are associated with each other.
[0059] The first update rule is a rule related to the object and the predetermined area, and is used to update the protuberance information. In this example, the first update rule is a rule that a predetermined area centered on the position on the ground where the bubble landed changes to the area of the group of the player character that released the bubble and protuberances.
[0060] In addition, updating the degree of bulge information means changing at least a part of the degree of bulge information. In this example, the degree of bulge in the degree of bulge information is updated. Note that examples of the configuration for updating the degree of bulge information include a configuration that identifies each coordinate in the update region to be updated and determines the update mode of the degree of bulge information for each of the coordinates.
[0061] In addition, when it is determined that the update unit 13B updates the degree of bulge, the degree of bulge information may be updated according to a first update rule regarding the combination of the identification information of the player who released a predetermined object or the group to which the player belongs and the identification information of the player associated with a predetermined region in the degree of bulge information or the group to which the player belongs.
[0062] The player who released a predetermined object here means the player who performed the operation of releasing a predetermined object.
[0063] The first update rule here is further a rule regarding the combination of the identification information of the player who released a predetermined object or the group to which the player belongs and the identification information of the player associated with a predetermined region in the degree of bulge information or the group to which the player belongs. In this example, the first update rule is a rule for determining the update content of the degree of bulge information based on the combination of the identification information of the group to which the player who released the foam belongs and the identification information of the group associated with each unit region within a predetermined range centered on the position of the ground where the foam landed.
[0064] In addition, when the identification information constituting the combination is the same, the update unit 13B may update the degree of bulge information so as to increase the degree of bulge, and when the identification information constituting the combination is different, the update unit 13B may update the degree of bulge information so as to decrease the degree of bulge.
[0065] The combination here means a combination of identification information of the player who released the specified object or the group to which the player belongs, and identification information of the player or the group to which the player belongs associated with a specified area in the protrusion degree information. In this example, the combination refers to a combination of identification information of the group to which the player who released the bubbles belongs, and identification information of groups associated with each unit area in a specified range centered on the position on the ground where the bubbles landed.
[0066] Furthermore, when the identification information constituting the combination is the same, it means that the identification information of the players constituting the combination is the same, or that the identification information of the groups constituting the combination is the same. In this example, when the identification information constituting the combination is the same, it refers to the case where the identification information of the group to which the player who released the bubbles belongs is the same as the identification information of the groups associated with each unit area in a predetermined range centered on the position on the ground where the bubbles landed. Note that the update unit 13B may update the prominence degree information so as to increase the prominence degree when it is determined based on the identification information of the players constituting the combination that the players belong to the same group.
[0067] Furthermore, when the identification information constituting the combination is different, it means that the identification information constituting the combination is not the same, that is, when the identification information of the players constituting the combination is not the same, or when the identification information of the groups constituting the combination is not the same. In this example, when the identification information constituting the combination is the same, it refers to a case where the identification information of the group to which the player who released the bubbles belongs is different from the identification information of the groups associated with each unit area in a predetermined range centered on the position on the ground where the bubbles landed.
[0068] Furthermore, the update unit 13B has a function of updating the enemy character information of the enemy character by the released predetermined object.
[0069] Here, the enemy character means a character that becomes an obstacle to the achievement of the objective set for the player in the progress of the video game. In this example, the enemy character is a player character of a group (other group) different from the group of the player character who released the predetermined object. Note that the enemy character is not limited to a player character, and may be a non-player character (NPC) set as an enemy.
[0070] Moreover, enemy character information means information used to control an enemy character. Although the enemy character information is not particularly limited, it is preferable that the information includes information related to the achievement of a goal set for the player. In this example, the enemy character information includes vitality information of the player character. Also, in this example, when a bubble shot from a gun held by a player character hits a player character of another group, the vitality of the player character of the other group decreases. Then, the player character of the other group whose vitality has reached zero becomes unable to act for a certain period of time.
[0071] The control unit 14B has a function of controlling the movement of the player character on a predetermined area of the updated protrusion degree based on the player's operation after the protrusion degree information has been updated by the update unit 13B.
[0072] Here, the player character in the predetermined area means a player character that is located in the predetermined area. In this example, the player character in the predetermined area is a player character that is standing in the area of the player's own group in the field.
[0073] Moreover, the action of the player character means something that can be executed by the player character in relation to the progress of the video game. In this example, the player character can move on a raised ground. That is, the direction of the movement of the player character changes depending on the raised ground. For example, by forming a high mountain due to the raised ground, the player character can climb to the top of the mountain and secure a higher position than other player characters. In this way, the height of the player character's position can be created by the player's own operation. Also, in this example, the player character can move faster in the area of his / her own group compared to other types of areas.
[0074] Furthermore, the control unit 14B may control the action of the player character based on the degree of protrusion of a predetermined area to which the position of the player character belongs.
[0075] Here, "based on the degree of protrusion of the predetermined area to which the player character's position belongs" means that the degree of protrusion of the predetermined area to which the player character's position belongs is used for at least a part of the processing. In this example, the player character can execute a specific attack on the protruding area of his / her own group. The specific attack here is an attack by shooting giant bubbles from a gun held by the player character. When the giant bubbles hit the area of the opponent's group, they cause a greater decrease in the degree of protrusion compared to normal bubbles.
[0076] Next, the operation of a video game processing system 100B (system 100B, not shown), which is an example of the system 100 (see FIG. 1), will be described. The system 100B includes a server 10B. For ease of explanation, the following description will be given assuming that the processes executed by the server 10B and the terminal 20 are executed by the system 100B.
[0077] 5 is a flowchart showing an example of a video game process executed by the system 100B. In the game process in this example, processes related to controlling the progress of the video game in response to the player's operation are performed. Each process will be explained below. The order of each process is random as long as no inconsistency occurs in the process contents.
[0078] The game process is started, for example, when the terminal 20 that has accessed the server 10B requests the display of a game screen.
[0079] In the game processing, the system 100B first displays a virtual space (step S101). In this example, the system 100B displays a three-dimensional virtual space on a predetermined display unit.
[0080] When the system 100B displays the virtual space, the system 100B releases a predetermined object from a position corresponding to the player in the virtual space based on the operation of the player (step S102). In this example, the system 100B releases the predetermined object from the position of the player character in the direction in which the player character is facing based on the operation of the player.
[0081] When the system 100B releases a predetermined object, the system 100B determines whether to update the protruding degree of the predetermined area based on the positional relationship between the released object and the predetermined area in the virtual space (step S103). In this example, the system 100B determines to update the protruding degree when the bubble released from the gun held by the player character hits the ground.
[0082] When the system 100B determines to update the degree of protuberance of the predetermined region, it selects an unupdated region from among the updated regions in the predetermined region (step S104). In this example, the system 100B selects a unit region whose protuberance information has not been updated from among the unit regions included in a predetermined range centered on the position of the ground where the bubble landed.
[0083] When system 100B selects an unupdated region, if the selected region does not belong to any group (step S105, N), system 100B updates the prominence degree information so that the selected region becomes the group region of the ejecting player who caused the player character to eject bubbles (step S106), and proceeds to step S107. In this example, system 100B associates new group identification information with the selected region, and further updates the prominence degree information so as to increase the prominence degree by a predetermined value.
[0084] When the system 100B selects an unupdated region, if the selected region is a region of any group (step S105, Y) and the identification information of the ejecting player's group is the same as the identification information of the group associated with the selected region (step S108, Y), the system 100B updates the protrusion degree information so as to increase the protrusion degree of the selected region (step S109) and proceeds to step S107. In this example, the system 100B updates the protrusion degree information so as to increase the protrusion degree of the selected region by a predetermined value.
[0085] When the system 100B selects an unupdated region, if the selected region is a region of any group (step S105, Y) and the identification information of the ejecting player's group is the same as the identification information of the group associated with the selected region (step S108, N), the system 100B updates the prominence degree information to lower the prominence degree of the selected region (step S110) and proceeds to step S107. In this example, the system 100B updates the prominence degree information to lower the prominence degree of the selected region by a predetermined value. Note that, if the prominence degree of the selected region becomes zero by lowering the prominence degree of the selected region by the predetermined value, the prominence degree information is updated so that the selected region does not belong to any group or becomes the ejecting player's group region.
[0086] The system 100B updates the prominence degree information, and if the prominence degree information has not been updated for all areas included in the update area (step S107, N), the process returns to step S104. On the other hand, the system 100B updates the prominence degree information, and if the prominence degree information has been updated for all areas included in the update area (step S107, Y), the system 100B displays a predetermined area based on the updated prominence degree information (step S111). In this example, the system 100B displays the ground of the field set in the three-dimensional virtual space on a predetermined display unit based on the updated prominence degree information.
[0087] The system 100B displays the predetermined area based on the updated protuberance degree information, and then ends the process.
[0088] Fig. 6 is an explanatory diagram for explaining an example of a game screen. The game screen shown in Fig. 6 is a display screen of a three-dimensional virtual space.
[0089] Fig. 6(A) is a game screen diagram showing a state where bubbles are shot from a gun based on a player's shooting instruction operation. The game screen in Fig. 6(A) shows a three-dimensional virtual space 601, a player character 602, a gun 603, and bubbles 604.
[0090] A three-dimensional virtual space 601 is a virtual space used for the progression of a video game. In the three-dimensional virtual space 601, a player character 602, a gun 603, and bubbles 604 are appropriately positioned.
[0091] The player character 602 is a character whose movements are controlled based on the operation of the player. For example, the player character 602 moves within the three-dimensional virtual space 601 based on the movement instruction operation of the player.
[0092] The gun 603 is held by the player character 602. In Fig. 6, only the gun 603 is shown as being held by the player character 602, but of course the player character 602 may hold a plurality of weapons.
[0093] The bubbles 604 are shot based on a shot instruction operation by the player. After being generated at the muzzle position of the gun 603 in response to the player's shot instruction operation, the bubbles 604 move in the direction in which the player character 602 is facing and fall towards the ground.
[0094] Fig. 6(B) is a diagram showing the game screen when the bubbles 604 are shot and hit the ground. As shown in Fig. 6(B), the shot bubbles 604 move a predetermined distance in the direction the player character is facing, and then fall toward the ground before hitting the ground.
[0095] Fig. 6(C) is a diagram of the game screen when the ground has risen. A predetermined range centered on the position where bubbles 604 landed in Fig. 6(B) changes and rises into the area of the group of player character 602. Fig. 6(C) shows raised area 605. The center position of raised area 605 is the position where bubbles 604 landed. Raised area 605 is displayed so that the player can identify it as the area of the group of player character 602.
[0096] Fig. 7 is an explanatory diagram for explaining an example of a game screen. The game screen shown in Fig. 7 is a display screen of a three-dimensional virtual space.
[0097] Fig. 7(A) is a game screen diagram when bubbles are shot from a gun based on a player's shooting instruction operation. The game screen in Fig. 7(A) shows a three-dimensional virtual space 701, a player character 702, a gun 703, bubbles 704, and a raised area 705. The three-dimensional virtual space 701 to bubbles 704 correspond to the three-dimensional virtual space 601 to bubbles 604 in Fig. 6, so a description thereof will be omitted.
[0098] FIG. 7(B) is a diagram showing the game screen when bubbles 704 are shot and land on raised area 705.
[0099] FIG. 7(C) is a game screen diagram when the raised area 705 is raised even higher. The highly raised area 706 is the raised area 705 where the foam 704 landed in FIG. 7(B) and is further raised. By landing the foam on the raised area of one's own group in this way, the degree of raising can be increased.
[0100] FIG. 8 is an explanatory diagram for explaining an example of a game screen. The game screen shown in FIG. 8 is a display screen of a three-dimensional virtual space.
[0101] FIG. 8(A) is a game screen diagram when the foam is ejected from the gun based on the player's ejection instruction operation. In the game screen of FIG. 8(A), a three-dimensional virtual space 801, a player character 802, a gun 803, the foam 804, and a raised area 805 are shown. Since the three-dimensional virtual space 801 to the foam 804 correspond to the three-dimensional virtual space 601 to the foam 604 in FIG. 6, the description thereof is omitted.
[0102] The raised area 805 is an area of a group different from the group of the player character 802. The raised area 805 is displayed so that the player can identify that it is of a group different from the raised area 605 shown in FIG. 6 and the raised area 706 shown in FIG. 7.
[0103] FIG. 8(B) is a game screen diagram when the foam 804 is ejected and lands on the raised area 805.
[0104] Fig. 8(C) is a diagram showing the game screen when raised region 805 has changed to raised region 806. In Fig. 8(B), raised region 805, which is the landing destination of bubbles 804, has changed to raised region 806 of the group of player character 802. Here, the change from raised region 805 to raised region 806 has occurred because the degree of prominence of raised region 805 has decreased to zero due to bubbles 804, and the degree of prominence of the raised region of the group of player character 802 has increased. In this way, by landing bubbles on the raised region of the opponent's group, the degree of prominence of said region can be decreased and further changed to the raised region of one's own group, providing players with the fun of competing for the raised region.
[0105] In the example shown in FIG. 8, the bubbles land to decrease the degree of protrusion of raised region 805, which ultimately changes to raised region 806. However, depending on the degree of protrusion of raised region 805 and the degree of decrease in the degree of protrusion, it is also possible that, for example, the degree of protrusion of raised region 805 simply decreases.
[0106] Fig. 9 is an explanatory diagram for explaining an example of a game screen. The game screen shown in Fig. 9 is a display screen of a three-dimensional virtual space.
[0107] In FIG. 9, a player character 902 and a player character 906 in a three-dimensional virtual space 901 each possess a gun 903, and are player characters belonging to different groups.
[0108] 9, bubbles 904 are fired from a gun 903 held by a player character 903. A raised region 905 of the player character 903 is also formed. Similarly, bubbles 908 are fired from a gun 903 held by a player character 906, and a raised region 907 of the player character 906 is formed. The raised regions 905 and 907 are each associated with the identification information of a group, and are raised by bubbles fired from a gun held by a player character of that group.
[0109] Here, the portion of the raised area 907 where the player character 906 is located is more raised than the raised area 905. That is, the player character 906 is located in a higher place than the player character 902. This is due to bubbles shot from the gun 903 of the player character 906. In this way, the player can create height differences in the ground of the field at his / her will, and these height differences can lead to advantages and disadvantages due to differences in terrain between the players.
[0110] The gauge 909 is a gauge that indicates the superiority or inferiority of the two groups. The gauge 909 visually indicates the result of comparing the total degree of elevation of the region (the volume of the mountain formed by the elevation of the ground).
[0111] As described above, as one aspect of the second embodiment, the server 10B, which controls the progress of the video game in accordance with the player's operation, is configured to include a release unit 11B, a judgment unit 12B, and an update unit 13B. Therefore, based on the player's operation, a predetermined object is released from a position corresponding to the player in the virtual space, and based on the positional relationship between the released object and a predetermined area in the virtual space, it is determined whether to update the protrusion degree of the predetermined area. If it is determined that the protrusion degree should be updated, a protrusion degree information storage means that stores protrusion degree information regarding the protrusion degree of the predetermined area is referenced, and the protrusion degree information is updated in accordance with a first update rule regarding the predetermined object and the predetermined area, thereby making it possible to improve the entertainment value of the video game.
[0112] That is, since a predetermined area in the virtual space can be changed at the will of the player, the virtual space becomes rich in variety, and as a result, the entertainment value of the video game can be improved. For example, since the position to which the player can move in the virtual space can be changed at the will of the player by raising a predetermined area, consideration of the change is added as an element of game play, and as a result, the entertainment value of the video game can be improved.
[0113] In addition, compared to a method in which a specific released object is left behind in the virtual space, thereby changing the position in the virtual space to which the player can move, there is no need to leave a specific object behind in the virtual space, so fewer objects need to be processed simultaneously, which results in a reduction in the processing load of the video game.
[0114] In addition, in the example of the second embodiment described above, the server 10B as the control unit 14B controls the movement of the player character in a specified area based on the player's operation after the degree of protrusion is updated by the update unit 13B, and enables the player character to move in the specified area where the degree of protrusion has changed, so that it is possible to give the player a stronger motivation to change the degree of protrusion using a specified object.
[0115] Furthermore, in the example of the second embodiment described above, the server 10B as the control unit 14B controls the movement of the player character based on the degree of protrusion of a predetermined area to which the position of the player character belongs, and changes in the predetermined area at the player's discretion also affect the movement of the player character, thereby making it possible to further improve the entertainment value of the video game.
[0116] Furthermore, in the example of the second embodiment described above, the server 10B as the update unit 13B refers to the protrusion degree information storage means and updates the protrusion degree information of the specified area to which the position of the player character belongs in accordance with a second update rule regarding the movement of the player character by the control function and the specified area, and the relationship between the release of the specified object and the movement of the player character becomes more complex, thereby making it possible to further improve the entertainment value of the video game.
[0117] In addition, in the example of the second embodiment described above, the protrusion degree information is information in which a predetermined area, a protrusion degree, and identification information of a player or a group to which the player belongs are associated, and when the server 10B as the update unit 13B determines to update the protrusion degree, it updates the protrusion degree information according to a first update rule regarding the combination of the identification information of the player who released the predetermined object or the group to which the player belongs and the identification information of the player or the group to which the player belongs associated with the predetermined area in the protrusion degree information, and since the update of the protrusion degree by the predetermined object is related to the correspondence situation between the predetermined area and the identification information, for example, it becomes easy to make the change in the protrusion degree due to the release of a predetermined object work to the advantage of the player who released the object or to the disadvantage of the player's opponent (opponent player or NPC), which results in further improvement of the entertainment value of the video game.
[0118] Furthermore, in the example of the second embodiment described above, the server 10B as the update unit 13B updates the prominence degree information to increase the prominence degree when the identification information constituting the combination is the same, and updates the prominence degree information to decrease the prominence degree when the identification information constituting the combination is different, making it possible to improve the entertainment value as a competitive game or cooperative game, for example by having each player or group compete over the prominence degree of their area.
[0119] Furthermore, in the example of the second embodiment described above, the server 10B as the update unit 13B updates the enemy character information of the enemy character with the released object, thereby complicating the progress of the video game while preventing an increase in the types of operations by the player, and as a result, it is possible to further improve the entertainment value of the video game.
[0120] In this example, the video game is an action shooting game, but the genre of the video game is not limited to this. In this example, the video game is played between groups of video game players, but the genre is not limited to this. For example, the video game may be played between groups of players cooperating with each other to play against an NPC, or between mixed groups of players and NPCs. In addition, the video game may be played between a single player or a group against an NPC.
[0121] As described above, each embodiment of the present application solves one or more deficiencies. Note that the effects of each embodiment are non-limiting effects or examples of effects.
[0122] In each of the above-mentioned embodiments, the multiple player terminals 20, 201 to 20N and the server 10 execute the above-mentioned various processes in accordance with various control programs (for example, a video game processing program) stored in their own storage devices.
[0123] Furthermore, the configuration of the system 100 is not limited to the configurations described as examples of each of the above-mentioned embodiments. For example, the server 10 may execute some or all of the processes described as processes executed by the player terminal, or any one of the multiple player terminals 20, 201 to 20N (for example, the player terminal 20) may execute some or all of the processes described as processes executed by the server 10. Furthermore, any one of the multiple player terminals 20, 201 to 20N may have some or all of the storage unit included in the server 10. In other words, the system 100 may have some or all of the functions included in either one of the player terminals 20 or the server 10, the other one.
[0124] Furthermore, the program may be configured to realize some or all of the functions described as examples of each of the above-mentioned embodiments in a standalone device that does not include a communication network.
[0125] [Note] The above-mentioned embodiment has been described so as to enable at least one person having ordinary skill in the art to which the invention pertains to practice the invention. [1] A video game processing program for causing a server to realize a function of controlling the progress of a video game in response to an operation by a player, comprising: The server, a release function of releasing a predetermined object from a position corresponding to the player in a virtual space based on an operation of the player; a determination function for determining whether to update a protrusion degree of a predetermined area based on a positional relationship between the released object and the predetermined area in the virtual space; an update function of referring to a protuberance degree information storage means for storing protuberance degree information relating to the protuberance degree of the predetermined area when it is determined that the protuberance degree is to be updated, and updating the protuberance degree information in accordance with a first update rule relating to the object and the predetermined area; A video game processing program to make this happen. [2] a control function for controlling an action of a player character on the predetermined area based on an operation of the player after the update function has updated the protrusion degree information, [1] A video game processing program for achieving this. [2-1] The control function includes a function of controlling an action of the player character based on the degree of protrusion of the predetermined area to which the position of the player character belongs. [2] A video game processing program for achieving this. [2-2] The update function includes a function of referring to the protrusion degree information storage means and updating the protrusion degree information of the predetermined area to which the position of the player character belongs in accordance with a second update rule regarding the action of the player character by the control function and the predetermined area. The video game processing program described in [2-1] for achieving this. [3] the protrusion degree information is information in which the predetermined area, the protrusion degree, and identification information of the player or a group to which the player belongs are associated with each other, The update function includes a function of updating the protrusion degree information according to the first update rule related to a combination of identification information of a player who has released the predetermined object or a group to which the player belongs and identification information of a player or a group to which the player belongs that is associated with a predetermined area in the protrusion degree information, when it is determined that the protrusion degree is to be updated. A video game processing program according to [1] or [2] for achieving this. [3-1] In the update function, If the identification information constituting the combination is the same, updating the protrusion degree information so as to increase the protrusion degree; When the identification information constituting the combination is different, the function of updating the protuberance degree information so as to decrease the protuberance degree is provided. [3] A video game processing program for achieving this. [4] The update function is a function for updating enemy character information of an enemy character by a released object. A video game processing program for realizing the above-described object. [5] A video game processing program for causing a player terminal capable of communicating with the server to realize at least one of the functions that the video game processing program described in any one of [1] to [4] causes the server to realize. [6] A video game processing system comprising a communication network, a server, and a player terminal, and controlling the progress of a video game in response to an operation by a player, a release means for releasing a predetermined object from a position corresponding to the player in a virtual space based on an operation by the player; a determination means for determining whether to update a protrusion degree of a predetermined area based on a positional relationship between the released object and the predetermined area in the virtual space; and an update means for updating the protrusion degree information in accordance with a first update rule for the object and the predetermined region, when it is determined that the protrusion degree is to be updated, by referring to a protrusion degree information storage means for storing protrusion degree information relating to the protrusion degree of the predetermined region. A video game processing system comprising: [7] the server includes the releasing means, the determining means, and the updating means; The player terminal includes an output means for outputting a game screen showing the state of the virtual space on a display screen of a display device by the display means. [6] A video game processing system as described above. [8] A video game processing program for enabling a player terminal to realize a function of controlling the progress of a video game in response to an operation by a player, comprising: In the player terminal, a release function of releasing a predetermined object from a position corresponding to the player in a virtual space based on an operation of the player; a determination function for determining whether to update a protuberance degree of a predetermined area based on a positional relationship between the released object and the predetermined area in the virtual space; an update function of referring to a protuberance degree information storage means for storing protuberance degree information relating to the protuberance degree of the predetermined area when it is determined that the protuberance degree is to be updated, and updating the protuberance degree information in accordance with a first update rule relating to the object and the predetermined area; A video game processing program to make this happen. [9] A video game processing method for controlling progress of a video game in response to an operation by a player, comprising: a release process of releasing a predetermined object from a position corresponding to the player in a virtual space based on an operation of the player; a determination process for determining whether to update a protrusion degree of a predetermined area based on a positional relationship between the released object and the predetermined area in the virtual space; and an update process for updating the protrusion degree information in accordance with a first update rule for the object and the predetermined region, by referring to a protrusion degree information storage means that stores protrusion degree information relating to the protrusion degree of the predetermined region when it is determined that the protrusion degree is to be updated. A video game processing method comprising:
[10] A video game processing method in which a video game processing system including a communication network, a server, and a player terminal controls a progress of a video game in response to an operation by a player, the method comprising: a release process of releasing a predetermined object from a position corresponding to the player in a virtual space based on an operation of the player; a determination process for determining whether to update a protrusion degree of a predetermined area based on a positional relationship between the released object and the predetermined area in the virtual space; and an update process for updating the protrusion degree information in accordance with a first update rule for the object and the predetermined region, by referring to a protrusion degree information storage means that stores protrusion degree information relating to the protrusion degree of the predetermined region when it is determined that the protrusion degree is to be updated. A video game processing method comprising: [Industrial Applicability]
[0126] One embodiment of the present invention is useful for enabling improved playability in video games. [Explanation of symbols]
[0127] 10 Video Game Processing Server 11A, 11B discharge part 12A, 12B Judgment section 13A, 13B update section 14B Control section 20,201~20N Player terminal 30 Communication Network 100 Video Game Processing System
Claims
1. A video game processing program for causing a server to realize a function of controlling the progress of a video game in response to an operation by a player, comprising: The server, a release function of releasing a predetermined object from a position corresponding to the player in a virtual space based on an operation of the player; a determination function for determining whether to update a protuberance degree of a predetermined area based on a positional relationship between the released object and the predetermined area in the virtual space; and when it is determined that the degree of protrusion is to be updated, an update function is realized that refers to a protrusion degree information storage means that stores protrusion degree information relating to the protrusion degree of the predetermined area, and updates the protrusion degree information in accordance with a first update rule relating to the object and the predetermined area; the protrusion degree information is information in which the predetermined area, the protrusion degree, and identification information of the player or a group to which the player belongs are associated with each other, The update function includes a function of updating the protrusion degree information according to the first update rule related to a combination of identification information of a player who has released the predetermined object or a group to which the player belongs and identification information of a player or a group to which the player belongs that is associated with a predetermined area in the protrusion degree information, when it is determined that the protrusion degree is to be updated. A video game processing program to make this happen.
2. a control function for controlling an action of a player character on the predetermined area based on an operation of the player after the update function has updated the protrusion degree information, 2. The video game processing program according to claim 1 for implementing the video game processing program.
3. A video game processing system comprising a communication network, a server, and a player terminal, and controlling the progress of a video game in response to an operation by a player, a release means for releasing a predetermined object from a position corresponding to the player in a virtual space based on an operation by the player; a determination means for determining whether to update a protrusion degree of a predetermined area based on a positional relationship between the released object and the predetermined area in the virtual space; an update means for updating the protrusion degree information in accordance with a first update rule for the object and the predetermined region, when it is determined that the protrusion degree is to be updated, by referring to a protrusion degree information storage means for storing protrusion degree information relating to the protrusion degree of the predetermined region; the protrusion degree information is information in which the predetermined area, the protrusion degree, and identification information of the player or a group to which the player belongs are associated with each other, When it is determined that the protrusion degree is to be updated, the update means updates the protrusion degree information in accordance with the first update rule related to a combination of identification information of a player who has released the predetermined object or a group to which the player belongs, and identification information of a player or a group to which the player belongs that is associated with a predetermined area in the protrusion degree information. A video game processing system comprising:
4. A video game processing program for enabling a player terminal to realize a function of controlling the progress of a video game in response to an operation by a player, comprising: In the player terminal, a release function of releasing a predetermined object from a position corresponding to the player in a virtual space based on an operation of the player; a determination function for determining whether to update a protuberance degree of a predetermined area based on a positional relationship between the released object and the predetermined area in the virtual space; and when it is determined that the degree of protrusion is to be updated, an update function is realized that refers to a protrusion degree information storage means that stores protrusion degree information relating to the protrusion degree of the predetermined area, and updates the protrusion degree information in accordance with a first update rule relating to the object and the predetermined area; the protrusion degree information is information in which the predetermined area, the protrusion degree, and identification information of the player or a group to which the player belongs are associated with each other, The update function includes a function of updating the protrusion degree information according to the first update rule related to a combination of identification information of a player who has released the predetermined object or a group to which the player belongs and identification information of a player or a group to which the player belongs that is associated with a predetermined area in the protrusion degree information, when it is determined that the protrusion degree is to be updated. A video game processing program to make this happen.
Citation Information
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