Programs and systems
The system dynamically changes the game space based on the player's status, enhancing engagement and interest by adapting the game environment to the player's actions and status.
Patent Information
- Application Number
- JP2024223968
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-12-19
- Publication Date
- 2025-05-23
- Estimated Expiration
- 2044-03-28
AI Technical Summary
Existing systems that utilize user terminal position information for generating game spaces lack the ability to dynamically change the game space based on the playing status of the player who shares the item, leading to a lack of interest and engagement.
A program and system that cause a computer to share an item generating a game space, with the ability to change the game space dynamically based on the playing status of the player who shares the item, including player movement information and external environment conditions.
This solution enhances user interest and engagement by providing a dynamic and responsive game environment that adapts to the player's actions and status, allowing for a richer and more interactive experience.
Smart Images

Figure 0007682369000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program and a system. [Background technology]
[0002] In recent years, various systems that utilize the position information of user terminals have been proposed. Such systems include, as disclosed in Patent Document 1, a system that accumulates speed information and position information of users, places objects in a game space that is set in correspondence with positions in real space, and generates various events according to the relationship between the positions of the objects and the positions of the user terminals in the virtual space. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2004-261217 A Summary of the Invention [Problem to be solved by the invention]
[0004] One of the objects of the present invention is to improve interest. [Means for solving the problem]
[0005] From a non-limiting perspective, a characteristic feature of a program according to one embodiment of the present invention is that it causes a computer to share an item that generates a game space, and changes the generated game space depending on the playing status of the player who shares the item.
[0006] From a non-limiting perspective, a characteristic configuration of a system according to one embodiment of the present invention is that the system is configured to cause a computer to share an item that generates a game space, and to change the generated game space in accordance with the playing status of the player who shares the item. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present disclosure. [Diagram 2] 2 is a block diagram showing a functional configuration of a server and a terminal device according to an embodiment of the present disclosure. [Diagram 3] 1 is a screen example showing a virtual space including a player character according to one embodiment of the present disclosure. [Figure 4] 1 is a screen example showing a virtual space including a player character according to one embodiment of the present disclosure. [Diagram 5] A flowchart showing game processing performed by the game progression unit of the system according to one embodiment of the present disclosure. [Figure 6] A flowchart showing game processing performed by the game progression unit of the system according to one embodiment of the present disclosure. [Figure 7] FIG. 11 is a diagram illustrating various patterns between a first predetermined condition and a second predetermined condition according to an embodiment of the present disclosure. [Figure 8] 13 is an example of a screen showing whether a player's playing status satisfies a predetermined condition according to one embodiment of the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] [Details of the embodiment of the present disclosure] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. However, the following embodiments are merely examples, and the technical scope of the present invention is not limited to the following embodiments. In the drawings, identical or similar elements are given identical or similar reference symbols, and duplicate descriptions of identical or similar elements may be omitted in the description of each embodiment. In addition, the features shown in each embodiment can be applied to other embodiments as long as they are not mutually inconsistent. However, the embodiments of the present disclosure are not necessarily limited to such aspects. It will be apparent to those skilled in the art that the embodiments of the present disclosure can take various aspects within the scope defined in the claims.
[0009] <System hardware configuration> Fig. 1 shows a schematic configuration of a game system according to an embodiment of the present disclosure. As shown in Fig. 1, the system 1 of the present embodiment includes a plurality of terminal devices 10 and a server 20. In the following, the system 1 will be described as being applied to a game, but the application of the system 1 is not limited thereto.
[0010] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. In addition, the connection between the terminal device 10 and the server 20 may be a wired connection or a wireless connection.
[0011] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.
[0012] The processor 21 controls the overall operation of the server 20. The processor 21 may include a central processing unit (CPU), a micro processing unit (MPU), a graphics processing unit (GPU), etc. The processor 21 reads a program from the storage 23 and loads it in the memory 22. The processor 21 executes the loaded program.
[0013] The memory 22 is a main storage device. The memory 22 is composed of storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores the programs and various data read by the processor 21 from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the programs.
[0014] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may be, for example, a game executed on a browser launched in the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0015] The storage 23 is an auxiliary storage device. The storage 23 is configured with a storage device such as a flash memory or a hard disk drive (HDD). Various data related to the game is stored in this area.
[0016] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 etc. via the network.
[0017] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.
[0018] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.
[0019] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, a display unit 18, and a detector 19. These components included in the terminal device 10 are connected to each other via a communication bus.
[0020] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it in the memory 12. The processor 11 executes the loaded program.
[0021] The memory 12 is a main storage device. The memory 12 is composed of storage devices such as a ROM and a RAM. The memory 12 temporarily stores the programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while it is operating according to the programs.
[0022] The storage 13 is an auxiliary storage device. The storage 13 is configured with a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.
[0023] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.
[0024] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.
[0025] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touch pad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component combining the input unit 17 and the display unit 18.
[0026] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The panel may be of a capacitive type or a resistive film type, but may be of another type.
[0027] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor or an angular velocity sensor), an operation stick, a camera, a microphone, etc. The display unit 18 may be, for example, a projector, etc.
[0028] The detector 19 detects position information and movement information of a user who holds the terminal device 10. The detector 19 is, for example, a GPS (Global Positioning System) receiver that receives signals transmitted from a plurality of GPS satellites and detects the current position of the terminal device 10 based on the received signals. The detector 19 is not limited to a GPS receiver, and may acquire the current position of the terminal device 10 based on a signal from a wireless LAN access point (AP) or a Bluetooth communication counterpart device that transmits a beacon signal of Bluetooth ("Bluetooth" is a registered trademark, and the description of the registered trademark will be omitted below). GPS can measure the position of the terminal device 10 with high accuracy ideally in an area with an open sky, but the position may not be measured with high accuracy or may not be measured at all indoors, underground, between tall buildings, etc. For this reason, depending on the position of the terminal device 10, the terminal device 10 may detect the position of the terminal device 10 by using a signal from a satellite of the GPS positioning system alone, or by combining a signal from a satellite of the GPS positioning system, an AP of the wireless LAN, and a Bluetooth communication counterpart device. The detector 19 may also have a function of a pedometer that detects the distance, number of steps, and travel time of the user. When obtaining location information of a user holding the terminal device 10, values detected by an external device (detector) other than the terminal device 10 may be received using a communication function or the like, and used as a substitute or in combination to estimate the user's location as appropriate.
[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10 according to an embodiment of the present disclosure. The server 20 in this embodiment has, for example, a function of providing each terminal device 10 with various data and programs required to realize a game, a function of collecting and managing data related to the game from each terminal device 10, and a function of performing synchronization processing between the multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering the account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for registering a user's account to the server 20 based on a user's operation, and the server 20 may create and store an account for each user based on the received information.
[0031] The server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program 221, game information 222, and user information 223.
[0032] The game program 221 is a program for implementing a game. The game information 222 and the user information 223 are data that the control unit 210 refers to when executing the game program 221.
[0033] The game program 221 includes not only a game program executed on the server 20 side, but also a program transmitted to the terminal device 10 and executed on the terminal device 10 side (a game program to be described later). Alternatively, the storage unit 220 may store a game program 221 to be executed on the server 20 side and a program to be executed on the terminal device 10 side.
[0034] The game information 222 is information common to accounts. The game information 222 includes, for example, information for defining various game spaces. A game space is a space in which objects of a character that can be controlled by a user (hereinafter also referred to as an "operable character" or "player character") are placed. In addition, the game information 222 includes, for example, background objects such as buildings, trees, and stones placed in the game space, and non-player characters (non player characters). The game information 222 includes various setting information related to objects common between accounts, such as the placement position, size, color, and shape of non-player character (NPC) objects. The game information 222 also includes, for example, setting values of various parameters of non-player characters. Hereinafter, the term "character" may simply refer to a character object placed in the game space.
[0035] The user information 223 is information managed for each game account. The user information 223 includes, for example, information about the playable character, information about owned assets, and information indicating the progress of the game. Examples of owned assets include in-game currency, items, and character equipment.
[0036] The control unit 210 controls various processes related to the game by executing a game program 221 stored in the storage unit 220. The control unit 210 has, for example, a transmission / reception unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.
[0037] The transmitting / receiving unit 211 transmits or receives various data. For example, the transmitting / receiving unit 211 receives requests to transmit various data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the server processing unit 212. In addition, the transmitting / receiving unit 211 transmits various data and programs including instructions for synchronization to each terminal device 10 according to the control of the server processing unit 212.
[0038] In this embodiment, the multiplay function is a function that allows game processing by multiple accounts to proceed in a synchronized state. When multiple accounts logged in to the game system 1 participate in the same game, the server 20 and the terminal device 10 of the game system 1 execute various processes to support the multiplay function.
[0039] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program 221 in response to a request from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes synchronization processing to support the multiplay function. In addition, the server processing unit 212 issues a command to the transmission / reception unit 211 to transmit the game information 222 or the user information 223. Furthermore, the server processing unit 212 issues a command to the data management unit 213 to add, update, or delete a record of the game information 222 or the user information 223.
[0040] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads out the game information 222 or the user information 223 in accordance with instructions from the server processing unit 212, and transmits it to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of the game information 222 or the user information 223 in accordance with instructions from the server processing unit 212.
[0041] The synchronization processing unit 214 executes synchronization processing to support the multi-play function of the game according to an instruction from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 transmits information to each terminal device 10 at the same time, thereby synchronizing the game proceeding among the terminal devices 10. Specifically, the synchronization processing unit 214 transmits operation information received from the terminal device 10 corresponding to each account within a predetermined period (for example, one frame) to each terminal device 10 at the same time for each predetermined period. The operation information is information related to an operation input to the terminal device 10. The timing of synchronization and information to be synchronized may be received from the server processing unit 212 at any time. By executing the synchronization processing, it becomes possible to simultaneously reflect an event in the game caused by an operation input in one terminal device 10 in the other terminal devices 10.
[0042] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations by a user, and a function as an output device that outputs images and sounds of a game.
[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program 121, game information 122, and user information 123.
[0044] The game program 121 is a program for implementing a game on the terminal device 10. The game information 122 and the user information 123 are data that the control unit 110 refers to when executing the game program 121.
[0045] The game information 122 includes information similar to the above-mentioned game information 222 of the server 20. Therefore, a description of the game information 122 will be omitted here.
[0046] The user information 123 is data related to the account of the user who uses the terminal device 10, and includes information similar to the user information 223 of the server 20 described above. Therefore, a description of the user information 123 will be omitted here. Furthermore, the user information 123 may include location information of the user's current location detected by the detector 19, and movement information of the user (movement distance, movement direction, movement time, number of steps, etc.). Moreover, the movement information, number of steps information, etc. may be transmitted to the server 20 via the network 2 and included in the user information 223 of the server 20.
[0047] The control unit 110 executes a game program 121 stored in the memory unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.
[0048] The operation reception unit 111 receives an operation (hereinafter, also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of the input operation. Examples of the types of input operations include various operations using fingers, such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16), but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one aspect of the input operation.
[0049] Here, the operation reception unit 111 further receives an operation command using an operation device connected via the input / output IF 15. An input operation to be performed on the touch panel 11 can be accepted in the same manner as an input operation to the input unit 17.
[0050] The transmitting / receiving unit 112 transmits and receives various data. A specific example will be described below.
[0051] The transmitting / receiving unit 112 transmits game information 122 or user information 123, or a synchronization request for supporting the multiplay function, to the server 20. The transmitting / receiving unit 112 receives various data, programs, data for synchronization for supporting the multiplay function, and the like from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing each of the terminal devices 10 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of that data, data for specifying the time to synchronize, and the like.
[0052] The transmitting / receiving unit 112 transmits operation information related to the input operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives, from the server 20, operation information related to an operation input by another user in another terminal device 10.
[0053] The game progression unit 113 (control unit) executes various processes related to the progression of the game. In other words, the game progression unit 113 controls the progress of the game. A specific example will be described below.
[0054] The game progression unit 113 defines the game space (in other words, the virtual space) based on information for defining the game space, which is included in the game information 122. The game progression unit 113 places objects in the game space based on object setting information included in the game information 122. The game progression unit 113 controls the objects placed in the game space. Specifically, the game progression unit 113 controls the objects to change the position, orientation, shape, color, etc. of the objects in the game space, and to cause the objects to perform a predetermined action.
[0055] The game progression unit 113 defines a virtual camera for specifying an area of the game space to be presented to the user. The game progression unit 113 places the virtual camera within the game space by defining the position and orientation of the virtual camera within the game space. The game progression unit 113 instructs the display control unit 114 to generate an image depicting the viewing area defined by the virtual camera and the objects placed in this viewing area.
[0056] The position and orientation of the virtual camera can be appropriately determined for each game space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located in the center of the field of view in a specific orientation. At that time, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object such as a playable character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include playable characters that act based on the operation of each user, and characters (for example, non-player characters, enemy characters, etc.) that act based on the game programs 121, 221.
[0057] The game progression unit 113 adjusts the position and orientation of the virtual camera, for example, to make the virtual camera follow the movement of the operated character (player character). Note that the game progression unit 113 may be configured to be able to control the position and orientation of the virtual camera based on an input operation by the user. In other words, the user may be able to arbitrarily operate the position and orientation of the virtual camera.
[0058] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, a virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.
[0059] The display control unit 114 causes the display unit 18 to display an image. A specific example will be described below.
[0060] The display control unit 114 generates an image that depicts the area of the field of view of the virtual camera defined by the game progression unit 113 within the game space and objects present in that area, and displays it on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (User Interface) required for various operations of the game, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.
[0061] The functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely an example. Each of the terminal device 10 and the server 20 may have at least a part of the functions of the other device. In other words, the server 20 may have some or all of the functional blocks of the terminal device 10 in this embodiment, and the terminal device 10 may have some or all of the functional blocks of the server 20. In addition, each of the devices such as the terminal device 10 and the server 20 may not be realized by an integrated device, and may be realized by, for example, multiple devices connected via a network or the like. In addition, the game system 1 may be configured by, for example, only the terminal device 10 or the server 20. In other words, the game system 1 may not be realized by multiple devices connected via a network.
[0062] <First embodiment> Next, a process according to the first embodiment of the present disclosure will be described. In the following embodiments (including the second embodiment), the processor 11 of the terminal device 10 executes a game program stored in the game system 1 to perform each process described below. However, at least a part of each process described below may be executed by a processor other than the processor 11. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices. In addition, the terminal devices 10 may be configured to communicate with each other and execute the game program without going through the server 20.
[0063] The system 1 of the present disclosure allows multiple players to share an item that generates a virtual space, and changes the game space generated by the item according to the play situation of the shared player. The virtual space is a space corresponding to map information of the real space, for example, a game space. The virtual space is set corresponding to the position of the user in the real space using the position information of the terminal device 10. The player may be a user who owns the terminal device 10 in the real space, or may be a player character operated by the user. Note that the correspondence between the player character and the user is not particularly limited. The character and the user may be associated one-to-one, or may be associated one-to-many. Hereinafter, unless otherwise specified, the player refers to the user and the player character.
[0064] In the following, the configuration according to the present embodiment will be described as being applied to a location-based game, but the application of the system 1 is not limited to this. Various events can be generated according to the relationship between the position of an object arranged in a virtual space corresponding to the position information of the terminal device 10 and the position in the virtual space corresponding to the position information of the terminal device 10. For example, when the terminal device 10 moves in the real space, a battle takes place between an enemy character arranged in the virtual space corresponding to the position in the real space and a player character in the virtual space corresponding to the position information of the terminal device 10 based on an input operation by the user, and the game progresses.
[0065] Here, the virtual space corresponding to the map information of the real space means a virtual space generated using the map information of the real space. Although the configuration for generating the virtual space is not particularly limited, a configuration that allows the user to recognize that the virtual space has been generated based on the map information of the real space is preferable. An example of such a configuration is a configuration in which a virtual space is generated by placing objects corresponding to roads, buildings, etc. in the real space at positions corresponding to the positions of the roads, buildings, etc. in the real space.
[0066] 3 is a screen example showing a virtual space including a player character according to an embodiment of the present disclosure. The virtual space may be a three-dimensional space or a two-dimensional space. In this embodiment, an example in which the virtual space is a three-dimensional game space will be described. When a position information game is started, the display control unit 114 causes the display unit 18 to display an image of the game space 30a.
[0067] FIG. 3 illustrates a perspective view of an image arranged on an xy plane of a virtual space corresponding to map information of a real space in the xyz coordinate axes of a game space 30a, as viewed obliquely from above on the z axis.
[0068] The game progression unit 113 controls the placement of objects in the game space 30a. The game progression unit 113 also controls the movement of objects placed in the game space 30a based on input operations by the user, etc. The game progression unit 113 also controls a field of view of the game space 30a, which is an area displayed on the display unit 18. The display control unit 114 generates an image depicting the field of view of the virtual camera defined by the game progression unit 113 and objects present in the field of view of the game space 30a, and causes the display unit 18 to display the image.
[0069] The game progression unit 113 places various objects in the game space 30a. Placing an object in the game space 30a means associating the object with a position in the game space 30a.
[0070] Next, objects arranged in the game space 30a will be described. Objects arranged in the game space 30a are not particularly limited, but include a player character 31a arranged at the bottom center of the image, non-player characters 32a such as enemy characters arranged randomly in the image, a road object 33a created to resemble a road in the real space, and background objects 34a (mountains, buildings, etc.) that make up the background.
[0071] In addition, the game progression unit 113 instructs the display control unit 114 to superimpose and draw objects related to a UI (User Interface) required for various operations of the game, such as icons, buttons, and menus showing various parameters, on the image of the game space 30a, and displays the resulting image on the display unit 18. The user instructs the user to display the UI. The UI-related objects include, for example, a main menu button 35 for setting various functions in the game, a preparation button 36 for displaying information and status of the player character 31a, and a quest button 37 for displaying the progress of a quest, and these buttons are displayed at the bottom of the image so as not to overlap with the player character 31a. Another UI-related object is an event button 38 for displaying a time-limited event, which is also displayed on the right or left side of the image so as not to overlap with the player character 31a. The UI-related objects are displayed superimposed on the road object 33a and the background object 34a.
[0072] FIG. 4 is an example of a screen showing a virtual space including a player character according to an embodiment of the present disclosure. FIG. 4 illustrates a perspective view of a game space 30a corresponding to map information arranged on an xy plane as in FIG. 3, as seen from above along the z axis. The position of the game space 30b in FIG. 4 is the same as the position of the game space 30a corresponding to the map information shown in FIG. 3, but the game space has different characteristics from the game space 30 shown in FIG. 3. The game space 30a shown in FIG. 3 is changed to the game space 30b shown in FIG. 4 according to the playing situation of the player. Hereinafter, when there is no need to distinguish between the game spaces 30a and 30b, they may be simply referred to as the game space 30.
[0073] The changed game space is a virtual space that has different characteristics from the game space before the change, but corresponds to the same position in real space as the game space before the change 30a. Here, the characteristics of the game space are, for example, at least a part of the position, orientation, shape, color, type, and number of objects placed in the game space.
[0074] In the illustrated example, the non-player characters 32b and 32c in FIG. 4 are different from the non-player character 32a in FIG. 3 in terms of position, orientation, shape, color, type, and number of characters to be arranged. Furthermore, the non-player characters 32b and 32c may be different from the non-player character 32a before the change in terms of damage given to the player character, strength level, skill, and behavior pattern. Furthermore, the background object 34b (clouds and rainbow in the illustrated example) in FIG. 4 may be different from the background object 34a (mountain in the illustrated example) in FIG. 3 in terms of position, orientation, shape, color, type, and number of characters to be arranged. The road object 33b may be different from the road object 33a in FIG. 3 in terms of shape and color, but the arrangement position corresponding to the real space is the same. Hereinafter, when there is no need to distinguish between the player characters 31a, b, the non-player characters 32a, b, c, the road objects 33a, b, and the background objects 34a, b, they will simply be referred to as the player characters 31, the non-player characters 32, the road objects 33, and the background objects 34.
[0075] Next, a game process executed by the system 1 will be described with reference to Fig. 5 and Fig. 6. Fig. 5 and Fig. 6 are a flow chart showing an example of a process procedure for sharing an item between players and changing a generated game space according to the playing status of the players who shared the item.
[0076] First, we will explain the game processing executed by the game progression unit 113, as exemplified in Fig. 5. The game processing is started, for example, when the terminal device 10 accesses the server 20 and requests display of the game space 30. It is assumed that objects associated with virtual positions in the virtual space corresponding to map information of the real space are placed in advance in the game space 30.
[0077] When game processing starts, in step S1, the game progression unit 113 (Figure 2) obtains position information of the current location in the real space of the terminal device 10 from the user information 123 (Figure 2), and defines the game space 30 corresponding to the current location.
[0078] Furthermore, when game processing is started, the game progression unit 113 can store movement information of the player as user information 123. The movement information associated with the player is not particularly limited, but includes at least a part of the following: the movement distance, movement direction, and movement time of the player (user, player character) calculated using the position information of the current location in real space of the user detected by the detector 19 of the terminal device 10 that started the game and the time, the number of steps of the player corresponding to the number of steps in real space of the user detected by the detector 19, and information on whether the player has reached a predetermined position.
[0079] Next, in step S2, the game progression unit 113 determines the sharing destination platform from the user information 123. Gets the layer's identity.
[0080] Here, the sharing destination player includes a player who has a predetermined relationship with the player of the user who started the game on the terminal device 10 (sometimes referred to as the "sharing source player"), and a player who does not have a particular predetermined relationship. There may be multiple sharing destination players, and they may be, for example, a player who is registered as a friend of the sharing source player, a player who belongs to the same group as the sharing source player, a user who is associated with the user of the sharing source player through social media, or a player who exists within a certain distance of the player in real space.
[0081] Furthermore, in step S2, the game progression unit 113 obtains information about items to be shared between the sharing destination player and the sharing source player from the user information 123, and identifies the items to be shared between the players.
[0082] The sharing source player and the sharing destination player can share an item that generates a game space. The item that generates a game space includes placing a reward, an item (equipment item, recovery item, etc.), an enemy object, an event, etc. at a specific position in the game space. It is also possible to change the attributes (such as characteristics that are advantageous in battle) and layout (such as the placement of various objects placed in the game space) of the entire game space. Furthermore, the number and type of various items and objects such as enemies that are placed are associated with the item that generates a game space, and not only the number and type but also the occurrence probability when playing in that game space may be changed. The item that generates a game space can be obtained by satisfying specific conditions (conditions related to movement, rewards for clearing an event, achieving a mission, etc.). It is also possible to obtain the item by paying in the game. When the item that generates a game space is used, the game progression unit 113 provides the game space 30 generated by this item to the player. It is also possible to display the item together with instructions and hints during play and encourage the player to move to a position in the real space corresponding to a specific position in the game space.
[0083] Next, in step S3, the game progression unit 113 obtains the playing status of the players who shared the item from the user information 123, and determines whether the playing status satisfies a predetermined condition.
[0084] Here, the play status means the play status of the game of the sharing source player or at least one of the sharing source players. The play status includes information such as the movement information of the player associated with each player's account, the external environment, and game progress information (operation of a specific object, clearing an event, defeating an enemy, etc.).
[0085] The player movement information is not particularly limited, but as described above, may include at least some of the following: the player's movement distance corresponding to the user's movement distance in real space, the movement direction, the movement time, the player's number of steps corresponding to the user's number of steps in real space, information on whether the user has reached a predetermined position in real space (e.g., a destination), and information on whether the player character has reached a predetermined position in virtual space.
[0086] In addition, the information on the player's external environment includes, but is not limited to, at least a part of the weather, season, and time of day in the user's real space. The play situation may further include the number of players who share an item, and the type of area (area, country, prefecture, city, town, village, city, etc.) in which the player played.
[0087] Next, examples of predetermined conditions for the play situation are given below.
[0088] The predetermined condition is not particularly limited, but when the play situation is player movement information, the player reaches a predetermined position (e.g., a destination) by movement. Furthermore, the predetermined condition may be that the player moves a distance or more to reach the predetermined position by movement, that the movement direction is a predetermined direction, that the movement time is within a predetermined time, and that the number of steps is within a predetermined number. The predetermined position is not limited to the destination, and may be a position that plays a specific role in the progress of the game, or a position in the virtual space that corresponds to a specific position in the real space. Examples of destinations include a position where a specific event occurs in the virtual space, and a position in the virtual space that corresponds to a geographical feature in the real space.
[0089] Furthermore, the specified condition is not particularly limited, but when the play situation is an external environment, the weather, season, and time of day in the user's real space are specified.
[0090] Furthermore, the predetermined condition is not particularly limited, but may be that, when the playing situation is the number of players sharing an item, this number reaches a predetermined number.
[0091] In addition, the specified condition is not particularly limited, but when the play situation is the player's play area, it is played in a specified type of area in real space (including size, country, prefecture, city, town, village, city, etc.).
[0092] Furthermore, the predetermined condition may be a combination of the above-mentioned various predetermined conditions. For example, the predetermined condition may be a combination of the number of players in each area in real space, the distance traveled by the players, the direction of travel, and the number of steps taken by the players. Alternatively, the predetermined condition may be that the total distance traveled by each player is equal to or greater than a predetermined distance and that the total number of steps taken is equal to or greater than a predetermined number.
[0093] In step S3, if the game progression unit 113 determines that the playing status of the player who shared the item satisfies a predetermined condition, the processing proceeds to step S4. The player who shared the item is at least one of the sharing destination player and the sharing source player.
[0094] When it is determined that the play situation satisfies a predetermined condition, in step S4, the game progression unit 113 associates the updated items for generating a new game space with the sharing destination player. Furthermore, the game progression unit 113 associates the updated items associated with the sharing destination player with the sharing source player.
[0095] Specifically, the game progression unit 113 associates the updated item with the sharing destination player by referring to the user information 123. Furthermore, the game progression unit 113 associates the updated item with the sharing source player, causes the display unit 18 of the terminal device 10 of the sharing source player to output a notification indicating the determination result, and accepts an input operation by the user in response to this notification via the operation acceptance unit 111. Upon accepting the input operation, the game progression unit 113 makes the new item available to the sharing source player. The game progression unit 113 can change the game space of the sharing source to another game space in accordance with the new updated item. Furthermore, the game progression unit 113 of the terminal device 10 of the sharing destination player can change the game space of the sharing destination player in accordance with the shared item. In other words, when the playing status of at least one of the shared player and the sharing source player satisfies a predetermined condition, the game progression unit 113 can provide at least one of the shared player and the sharing source player with a new item that changes the game space of at least one of the shared player and the sharing source player.
[0096] The display control unit 114 outputs the changed game space to the display unit 18. This makes it possible for new functions and benefits associated with the changed game space to be available to the player.
[0097] On the other hand, if the game progression unit 113 determines in step S3 that the shared playing status of the player does not satisfy the predetermined condition, processing returns to step S3.
[0098] Conventionally, although the game space changes according to the progress in the game, the change in the game space based on the sharing of items with other players was limited. According to the present disclosure, players can share items with each other, and the game space of at least one of the sharing source player and the sharing destination player can be changed according to the playing status of the sharing player. The changed game space has different characteristics from the game space before the change, so that a new experience can be provided to the player. For example, the more players who share items, the more rare items and enemy characters can be obtained in the changed game space. This allows a user associated with the sharing source player to further enjoy interactions with other users associated with the sharing destination player.
[0099] The above-described embodiment can be modified in various ways within the scope of the technical idea of the present disclosure.
[0100] <Second embodiment> Fig. 6 is a flowchart showing a game process according to the second embodiment of the present disclosure. The process in Fig. 6 is the same as the process in Fig. 5, but differs in that a predetermined condition is determined multiple times. Steps S61, S62, and S65 in Fig. 6 correspond to steps S1, S2, and S4 in Fig. 5, respectively, and therefore detailed description will be omitted.
[0101] In step S61, the game progression unit 113 defines a game space.
[0102] Next, in step S62, the game progression unit 113 obtains identification information of the sharing destination player, and obtains information on the item to be shared between the sharing source player and the sharing destination player.
[0103] Next, in step S63, the game progression unit 113 obtains the playing status of the players who shared the item from the user information 123, and determines whether or not this playing status satisfies a first predetermined condition.
[0104] Next, in step S64, the game progression unit 113 obtains the shared playing status of the player from the user information 123, and determines whether or not this playing status satisfies a second predetermined condition that is different from the first predetermined condition.
[0105] Next, in step S65, the game progression unit 113 associates the item that generates a new game space with the sharing destination player. Furthermore, the game progression unit 113 associates the updated item associated with the sharing destination player with the sharing source player. The game progression unit 113 can change the game space of at least one of the sharing source and sharing destination players in accordance with the shared and updated item.
[0106] On the other hand, if in step S63 the game progression unit 113 determines that the shared playing status of the player does not satisfy the first predetermined condition, processing returns to step S63. Also, if in step S64 the game progression unit 113 determines that the shared playing status of the player does not satisfy the second predetermined condition, processing returns to step S64.
[0107] The above-described embodiment can be modified in various ways within the scope of the technical idea of the present disclosure.
[0108] FIG. 7 illustrates a first predetermined condition, a second predetermined condition, and a third predetermined condition described in FIG. 6 according to an embodiment of the present disclosure. Various combinations between conditions and players are illustrated below.
[0109] In one example, as shown in Case 1, a step of determining a predetermined condition multiple times according to the playing status of one sharing destination player (steps S63 and S64 in FIG. 6) may be executed. Specifically, when the playing status of a first player among the multiple sharing destination players satisfies a first predetermined condition, the game progression unit 113 determines whether the playing status of the first player satisfies a second predetermined condition. Next, when the game progression unit 113 determines that the playing status of the first player satisfies the second predetermined condition, it provides an item that generates a new game space to the remaining sharing destination players, the first player, and at least a part of the sharing source player.
[0110] In another example, as shown in Case 2, a step of determining a predetermined condition multiple times according to the play status of multiple different sharing destination players (steps S63 and S64 in FIG. 6) may be executed. Specifically, when the play status of a first player among the multiple sharing destination players satisfies a first predetermined condition, the game progression unit 113 determines whether the play status of a second player different from the first player satisfies a second predetermined condition. Next, when the game progression unit 113 determines that the play status of the second player satisfies the second predetermined condition, it may provide an item that generates a new game space to the remaining sharing destination players, the first and second players, and at least a part of the sharing source player. In this way, according to the present disclosure, by multiple players who are sharing items satisfying the predetermined conditions in turn, it is not necessary for one sharing destination player to achieve all the conditions, and multiple players can cooperate with each other to advance the game.
[0111] In another example, steps S63 and S64 of the above-mentioned processes may be repeated multiple times. Alternatively, the order of the above-mentioned processes may be changed, or processes may be added.
[0112] For example, as shown in Case 3, a step of determining a predetermined condition three or more times according to the playing status of a sharing destination player may be executed. For example, when the playing status of a first player among a plurality of sharing destination players satisfies a first predetermined condition, the game progression unit 113 determines whether the playing status of a second player different from the first player satisfies a second predetermined condition. Next, when the game progression unit 113 determines that the playing status of the second player satisfies the second predetermined condition, it again determines whether the playing status of the first player satisfies a third predetermined condition. After that, when the game progression unit 113 determines that the playing status of the first player satisfies the third predetermined condition, it provides an item that generates a new game space to the remaining sharing destination player, the first player, the second player, and at least a part of the sharing source player.
[0113] Alternatively, in another example, as shown in Case 4, a step of determining a predetermined condition three or more times according to the play status of the sharing destination player and the play status of the sharing source player may be executed. For example, when the play status of a first player among the multiple sharing destination players satisfies a first predetermined condition, the game progression unit 113 determines whether the play status of the sharing source player satisfies a second predetermined condition. Next, when the game progression unit 113 determines that the play status of the sharing source player satisfies the second predetermined condition, it determines whether the play status of a second player different from the first player satisfies a third predetermined condition. After that, when the game progression unit 113 determines that the play status of the second player satisfies the third predetermined condition, it may provide an item that generates a new game space to the remaining sharing destination player, the first and second sharing destination players, and at least a part of the sharing source player.
[0114] Furthermore, in another example, as shown in Case 5, the play of multiple different sharing players may be Depending on the situation, a step of determining a predetermined condition three or more times may be executed. For example, when the playing status of a first player among the multiple sharing destination players satisfies a first predetermined condition, the game progression unit 113 determines whether the playing status of a second player different from the first player satisfies a second predetermined condition. Next, when the game progression unit 113 determines that the playing status of the second player satisfies the second predetermined condition, it determines whether the playing status of a third player different from the first and second players satisfies a third predetermined condition. After that, when the game progression unit 113 determines that the playing status of the third player satisfies the third predetermined condition, it provides an item that generates a new game space to the remaining sharing destination players, the first, second, and third sharing destination players, and at least a part of the sharing source player.
[0115] The play status of the player himself or the player who shares the game may be displayed on the display unit 18 of the terminal so that the player can check the progress and achievement status of the predetermined condition. FIG. 8 shows an example screen 80 showing whether the play status of each player satisfies the predetermined condition according to an embodiment of the present disclosure. In the example screen 80, buttons 82, 83, and 84 showing the play status of each player and a details button 81 for allowing another player who shares the game to view detailed information of the play status of each player are shown. In the illustrated example, the play status of the first player satisfies the first predetermined condition, and the play status of the second player satisfies the second predetermined condition. Therefore, the buttons related to these players are shown as the achievement button 82 indicating that the predetermined condition has been met. On the other hand, the play status of the third player has not yet satisfied the third predetermined condition, and the third player is in the process of playing. In such a case, a playing button 83 indicating that the third player is playing is shown, and the other players can confirm that the third player is in the process of playing. When the playing status of the third player satisfies a third specified condition, selection of the start play button 84 becomes acceptable, and when the operation receiving unit 111 receives selection of the start play button 84 from the user of the terminal device 10, the game progression unit 113 can progress the game by the player associated with the user.
[0116] Also, when an item that generates a game space is selected, various information related to the item that generates the game space may be displayed, and as part of that information, the progress status of each player and information on all players may be displayed. Also, a notification may be given like a push notification on a timeline, and even if a player is not playing the game, the progress status of the shared item may be notified by a notification function of the terminal. However, if each player has set a setting to refuse sharing of status, the progress of the player before achieving a predetermined condition may not be confirmed.
[0117] Furthermore, players who share the game may use communication features such as messages and stamps, allowing them to support and encourage each other according to their progress toward achieving certain conditions.
[0118] As described above, in an embodiment of the present disclosure, items are shared among multiple players, and new updated items are provided to the players in accordance with the play situation, such as the movement information of the shared players and the external environment, and the game space generated by the updated items is changed, thereby providing the players with a richer game experience.
[0119] Although the above description is given taking a game related to location information as an example, the embodiment is not limited thereto. The present disclosure is applicable to any service that utilizes location information, such as a coupon distribution application, a pedometer (registered trademark) application, a map application that links with the user's location information, and a matching application that realizes matching using the user's location information, which manages the user's step count information. Below, an outline of the process when applied to a coupon distribution application will be described.
[0120] First, the game progression unit 113 associates various objects with positions in the game space 30 and places the various objects in the virtual space.
[0121] Next, the game progression unit 113 acquires location information of the user's current location and defines a virtual space.
[0122] Next, the game progression unit 113 obtains from the server 20 identification information of share destination users who use the same application as the user.
[0123] When the sharing destination user reaches a predetermined position, a new item that generates a new virtual space (for example, a virtual space in which a new object is placed) is associated with the sharing destination user and the sharing source user. The sharing source user can use the new item to generate a new virtual space in which a new object (coupon or points) is placed.
[0124] Thereafter, when the sharing source user reaches the position in the virtual space where the new object is placed, the game progression unit 113 detects this, provides the new object to the user, and can add the new object to the user's account. The user can use the object added to the account to perform various actions around town.
[0125] As described above, according to the present disclosure, interest can be improved.
[0126] [Note] The above-mentioned embodiment has been described so as to enable at least a person having ordinary skill in the art to which the invention pertains to carry out the invention. Some of the features of the present invention will be summarized below.
[0127] [assignment] An object of the present invention is, for example, to improve interest.
[0128] [Solution] [Item 1] A program that causes a computer to share items that generate a game space and changes the generated game space according to the playing status of the sharing player.
[0129] According to the above characteristic configuration, for example, it is possible to increase the interest of the user, and the user can enjoy communication with other users associated with the sharing destination player.
[0130] [Item 2] The program according to item 1, wherein the play situation includes player movement information, and the game space is changed when the movement information satisfies a predetermined condition.
[0131] According to the above characteristic configuration, for example, interest in a program that utilizes location information can be increased.
[0132] [Item 3] The program according to item 2, wherein the player's movement information includes at least one of the player's movement distance, movement direction, number of steps, and movement time, and the game space is changed when the movement information reaches a predetermined threshold value.
[0133] According to the above characteristic configuration, for example, interest in a program that utilizes location information can be increased.
[0134] [Item 4] The program according to any one of items 2 to 3, wherein the player's movement information includes information about the player's arrival at a predetermined position, and the game space is changed when the player reaches the predetermined position by movement.
[0135] [Item 5] 5. The program according to any one of items 1 to 4, wherein the play situation includes an external environment of the player, and the game space is changed when a value indicating the external environment satisfies a predetermined condition.
[0136] [Item 6] 6. The program according to any one of items 1 to 5, wherein the play situation includes at least one of the number of players sharing an item and the type of area in which each player has played, and the game space is changed when at least one of the number of players and the type of area in which the player has played satisfies a predetermined condition.
[0137] [Item 7] When a first predetermined condition is satisfied according to a play status of a player with whom the item is shared, a second predetermined condition is provided to the player with whom the item is shared; The program according to any one of items 1 to 6, wherein the generated game space is changed when a second condition is satisfied depending on the playing status of the player who is the sharing destination.
[0138] [Item 8] A program described in any one of items 1 to 6, wherein when a first predetermined condition is satisfied according to the playing status of a first player with whom the item is shared, a second predetermined condition is associated with a second player with whom the item is shared, and when the second predetermined condition is satisfied according to the playing status of the second player, the game space generated for the first player is changed.
[0139] According to the above characteristic configuration, for example, by multiple players taking turns fulfilling predetermined conditions, a sharing player does not need to fulfill all of the conditions by himself / herself, and the multiple players can cooperate to progress through the game.
[0140] [Item 9] The program according to any one of items 1 to 8, wherein an updated item that generates a changed game space is associated with a player who shared the item.
[0141] [Item 10] 10. The program according to any one of items 1 to 9, wherein the changed game space has characteristics different from those of the game space before the change.
[0142] [Item 11] A system configured to cause a computer to share an item that generates a game space, and to change the generated game space according to the playing status of the player who shares the item.
[0143] [Item 12] A computer-implemented method for sharing an item that generates a game space among a plurality of players, and associating the updated item with the player to generate a changed game space according to a play situation of the player to whom the item is shared. and associating the updated items associated with the sharing player with the sharing player.
[0144] The solutions constituted by the above programs and systems may be appropriately diverted to the fields of devices, methods, and media.
[0145] Although the embodiment of the present invention has been described above, the embodiment of the invention described above is intended to facilitate understanding of the present invention and does not limit the present invention. The present invention may be partially deleted, modified, or improved without departing from the spirit of the present invention, and the present invention naturally includes equivalents. In addition, any combination of the embodiments and modifications is possible within the scope of solving at least a part of the above-mentioned problems or achieving at least a part of the effects, and any combination or omission of each component described in the claims and specification is possible. In addition, publicly known technologies as of the filing date that are not described in this specification may be appropriately adopted. [Explanation of symbols]
[0146] 1. Game System 2. Network 10...Terminal device 11…Processor 12…Memory 13. Storage 16…Touchscreen 17...Input section 18...Display section 19…Detector 20…Server 21…Processor 22…Memory 23…Storage 30a, b... Game space 31a, b...Player character 32a, b, c...Non-player characters 33a, b...Road objects 34a, b…Background objects 35…Main menu button 36…Character button 37…Quest button 110...Control unit 111…Operation reception desk 112...Transmitter / receiver 113…Game Progression Department 114...Display control unit 120...Storage section 121...Game program 122...Game Information 123...User information 210...Control unit 211...Transmitter / receiver 212...Server processing unit 213…Data Management Department 214...Synchronization processing unit 220...Storage section 221...Game program 222...Game Information 223...User information
Claims
1. Computer, a sharing means for enabling a second player different from the first player to share an item that generates a game space associated with position information in the real space; when a first player clears an event that can be played by utilizing an item that generates a game space associated with the position information in the real space, the control means functions as a control means for varying the strength level of a non-player character that occurs in the event; A program that changes a generated game space according to a playing situation of either a first player or a second player who shares an item.
2. 2. The program according to claim 1, wherein the control means further changes at least one of damage inflicted on the player character by a non-player character generated in the event, a skill of the non-player character, and a behavior pattern when the first player clears an event that becomes playable by utilizing an item that generates a game space associated with position information in real space.
3. 3. The program according to claim 1 or 2, wherein the control means further makes it possible, when a first player clears an event that becomes playable by using an item that generates a game space associated with position information in real space, to share the item between the first player and the second player in a state in which non-player characters with different strength levels can be generated.
4. A program as described in claim 1, wherein the generated game space has different characteristics from the game space before it was generated, but corresponds to the same position in real space as the game space before it was generated.
5. The program described in claim 1, wherein the play situation includes movement information of the player, the movement information including information of the player reaching a predetermined location, and when the player reaches a first predetermined location by movement, the game space is changed and functions associated with the changed game space are made available to the first player and the second player.
6. On the computer, allowing a second player different from the first player to share an item that generates a game space associated with position information in the real space; When a first player clears an event that can be played by utilizing an item that generates a game space associated with position information in the real space, the strength level of a non-player character that occurs in the event is varied; A system configured to change a generated game space depending on a playing situation of either a first player or a second player who shares an item.
Citation Information
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