Information Processing Apparatus, Information Processing Method, and Program
A new character control method in games using a long-press operation to fill a power gauge, enhancing entertainment value by requiring precise timing and varying power levels, addresses the lack of innovation in existing games.
Patent Information
- Application Number
- JP2023209314
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-12-12
- Publication Date
- 2025-06-25
- Estimated Expiration
- 2043-12-12
AI Technical Summary
Existing games lack innovative methods to enhance entertainment value through character control.
A new control method for characters in games that involves a long-press operation to fill a power gauge, where the gauge's filling speed varies based on the character's performance and the game environment, and actions are only valid when the gauge reaches specific reference values.
Enhances game interest by requiring precise timing for character actions and varying power levels, providing a more engaging gameplay experience.
Smart Images

Figure 0007698695000001_ABST
Abstract
Description
[Technical field]
[0001] The present technology relates to an information processing device, an information processing method, and a program, and more particularly to an information processing device, an information processing method, and a program that improve the interest of a game by providing a new operation method. [Background technology]
[0002] Conventionally, games in which a player enjoys moving an object such as a character are known. For example, Patent Document 1 discloses a game in which a character operated by a player moves on a field map and fights against enemy characters that the player encounters. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-34946 A Summary of the Invention [Problem to be solved by the invention]
[0004] It is believed that the entertainment value of a game can be increased by providing a new method of controlling a character, etc.
[0005] The present technology has been made in light of these circumstances, and aims to increase the entertainment value of games by providing a new control method. [Means for solving the problem]
[0006] According to one aspect of the present technology, there is provided an information processing device comprising: On a field composed of a plurality of areas displayed on the screen, it is provided with a control unit for controlling a character that performs actions of moving, rotating, attacking, and defending. The movement is the movement of the character from the area where the character is located to another area. The control unit This is the first operation by the user. Fills the power of the character Long press operation and the first operation are performed after the first operation. Instructs the actions of the character Detect the second operation, while detecting the first operation, The change the value of the gauge displayed on the screen, Indicates the filling state of the power Before the character performs each action of moving, rotating, attacking, or defending, the first operation is required. When the second operation is performed before the value of the gauge reaches the first reference value, the second operation is controlled to be invalid, and when the value of the gauge reaches the first reference value, the second operation is controlled to be valid. To do control so that the speed at which the value of the gauge changes varies according to a predetermined condition To do .
[0007] An information processing method according to an aspect of the present technology is that an information processing apparatus On a field composed of a plurality of areas displayed on the screen, it controls a character that performs actions of moving, rotating, attacking, and defending, and the movement is the movement of the character from the area where the character is located to another area, detects a long-press operation, which is a first operation of the user, Fills the power of the character and a second operation performed after the first operation, Instructs the actions of the character changes the value of the gauge displayed on the screen while detecting the first operation, while detecting the first operation, The Indicates the filling state of the power Before the character performs each action of moving, rotating, attacking, or defending, the first operation is required. When the second operation is performed before the value of the gauge reaches the first reference value, the second operation is controlled to be invalid, and when the value of the gauge reaches the first reference value, the second operation is controlled to be valid. controls so that the speed at which the value of the gauge changes varies according to a predetermined condition and includes.
[0008] A program according to an aspect of the present technology is for causing a computer to On a field composed of a plurality of areas displayed on the screen, it controls a character that performs actions of moving, rotating, attacking, and defending, and the movement is the movement of the character from the area where the character is located to another area, detect a long-press operation, which is a first operation of the user, Fills the power of the character and a second operation performed after the first operation, Instructs the actions of the character change the value of the gauge displayed on the screen while detecting the first operation, while detecting the first operation, The Indicates the filling state of the power Before the character performs each action of moving, rotating, attacking, or defending, the first operation is required. When the second operation is performed before the value of the gauge reaches the first reference value, the second operation is controlled to be invalid, and when the value of the gauge reaches the first reference value, the second operation is controlled to be valid. control so that the speed at which the value of the gauge changes varies according to a predetermined condition and executes the processes including.
[0009] In an aspect of the present technology, On a field composed of a plurality of areas displayed on the screen, a character that performs actions of moving, rotating, attacking, and defending is controlled. The movement is a movement from the area where the character is to another area. a first operation of the user Filling the power of the character A long-press operation and a second operation performed after the first operation Instructing the actions of the character are detected, and while the first operation is being detected, The the value of a gauge displayed on the screen Indicating the filling state of the power is changed, The first operation is required before the character performs each of the actions of moving, rotating, attacking, or defending. When the second operation is performed before the value of the gauge reaches the first reference value, the second operation is controlled to be invalid. When the value of the gauge reaches the first reference value, the second operation is controlled to be valid. and the rate at which the value of the gauge changes is controlled to be different according to a predetermined condition.
[0010] Note that the program can be transmitted via a transmission medium or provided by being recorded on a recording medium.
[0011] The information processing apparatus may be an independent apparatus or an internal block constituting one apparatus.
Advantages of the Invention
[0012] According to one aspect of the present technology, the interest of the game can be improved by providing a new operation method.
[0013] Note that the effects described here are not necessarily limited, and any of the effects described in the present disclosure may be applicable.
Brief Description of the Drawings
[0014]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Embodiments for Carrying Out the Invention
[0015] Hereinafter, embodiments for carrying out the present technology (hereinafter referred to as embodiments) will be described with reference to the accompanying drawings. In the present specification and drawings, components having substantially the same functional configuration are denoted by the same reference numerals, and redundant description is omitted. The description will be made in the following order. 1. Configuration example of the terminal device 2. Overview of the game application Screen example Skeletal parts and dressing parts of the operation character Basic operations and game rules Operation example in the case of mechanical keys 3. Operation character movement control process 4. Summary
[0016] <1. Configuration example of the terminal device> FIG. 1 is a block diagram showing a configuration example of a terminal device to which the present technology is applied.
[0017] The terminal device 1 is composed of, for example, a smartphone, a tablet terminal, a portable game machine, a PDA (Personal Digital Assistant), a personal computer, etc., and is an information processing device capable of executing a game application program (hereinafter simply referred to as a game app) stored in the terminal. The user executes the game app on the terminal device 1 and plays the game app. In the present embodiment, it is assumed that the terminal device 1 is composed of a smartphone, for example.
[0018] Note that the present technology is not limited to handheld devices, but can be applied to all information processing devices capable of executing game apps, and can also be applied to, for example, installed game machines (game devices) placed in game centers and the like.
[0019] The terminal device 1 includes a control unit 11, a main memory unit 12, an auxiliary storage unit 13, an input unit 14, a display unit 15, and a communication unit 16. The control unit 11, the main memory unit 12, the auxiliary storage unit 13, the input unit 14, the display unit 15, and the communication unit 16 can exchange data (signals) with each other via a bus 17 as necessary.
[0020] The control unit 11 has one or more arithmetic processing units such as a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), and a GPU (Graphics Processing Unit), reads out the game application GP stored in the auxiliary storage unit 13, and executes it. The control unit 11 detects the operation of the user received by the input unit 14, and operates (controls) the character on the game application GP based on the operation (instruction) of the user.
[0021] The main memory unit 12 is a temporary storage area such as an SRAM (Static Random Access Memory), a DRAM (Dynamic Random Access Memory), or a flash memory, and temporarily stores the data necessary for the control unit 11 to execute arithmetic processing. The main memory unit 12 also temporarily stores the game application GP read by the control unit 11 from the auxiliary storage unit 13 and various data generated while the control unit 11 operates according to the game application GP.
[0022] The auxiliary storage unit 13 is composed of a storage device such as an SSD (Solid State Drive), an HDD (Hard Disk Drive), or a flash memory, and stores the game application GP and various data related to the game application GP.
[0023] The input unit 14 is composed of a touch panel, mechanical keys including operation buttons, etc., and receives the operation (input) of the user who is a player of the game application GP. The input unit 14 supplies an operation signal indicating the received operation of the user to the control unit 11.
[0024] The display unit 15 is composed of a display device such as a liquid crystal display or an organic EL (Electro Luminescence) display, and displays the image supplied from the control unit 11. A touch panel, which is a part of the input unit 14, is superimposed on the upper surface of the display unit 15, forming a touch panel display.
[0025] The communication unit 16 is a communication IF that connects to a predetermined network such as the Internet and performs transmission and reception of various data with other devices. The communication unit 16 performs communication via, for example, a wireless LAN (Local Area Network) or a wired LAN, communication via a mobile phone line network, short-range wireless communication, etc.
[0026] The terminal device 1 includes at least the above configuration. Although not shown in the figure, the terminal device 1 also has other devices commonly found in smartphones, such as a position sensor such as GPS, an image sensor, an acceleration sensor, a distance measurement sensor, etc.
[0027] <2. Overview of the game application> Next, with reference to FIGS. 2 to 5, an overview of the game application GP executed on the terminal device 1 will be described.
[0028] <Example of the screen> FIG. 2 shows an example of a screen displayed on the display unit 15 by executing the game application GP.
[0029] The screen 40 in FIG. 2 has a character display unit 51, an operation input unit 52, and a gauge display unit 53.
[0030] The game application GP is an application of a battle-type game in which a character operated by a player moves on a field F and battles an encountered enemy character. The player may battle one-on-one with the character the player operates against one enemy character, or may battle one-versus-many with the character the player operates against two or more enemy characters. The enemy character may be a character operated by the game application GP (computer) as a virtual player, or may be a character operated by another player who is playing simultaneously via a network. In this embodiment, for simplicity, it is assumed that the character operated by the player battles one-on-one with the enemy character operated by the game application GP, and hereinafter, the player represents a user who operates the terminal device 1. The operations of the character include four types: movement, rotation, attack, and defense.
[0031] The character display unit 51 displays the character (hereinafter referred to as the operating character) PR1 operated by the player and the enemy character PR2. In FIG. 2, for simplicity, the operating character PR1 and the enemy character PR2 are represented by hatched ellipses.
[0032] The operating character PR1 and the enemy character PR2 move on the field F within the character display unit 51. The field F is composed of a plurality of areas 61 laid out. In this embodiment, it is assumed that the shape of the area 61 is a regular hexagon and the field F has a honeycomb structure, but the shape of the area 61 is not limited to a regular hexagon. The operating character PR1 and the enemy character PR2 can move in six directions corresponding to each side of the regular hexagon-shaped area 61. The areas 61 that make up the field F are of two types: a first area 61a and a second area 61b. The field F is composed of, for example, the first area 61a that occupies the majority and the second area 61b arranged at a specific location. In the first area 61a and the second area 61b, the change speed of the gauge 81 in the gauge display unit 53 is configured to be different.
[0033] The operation input unit 52 receives the operations of the operation character PR1 by the player. The operation input unit 52 is composed of a central touch part 71 arranged at the center and peripheral touch parts 72 arranged in each of the six directions around the central touch part 71. As shown in the lower right of FIG. 2, the player touches (contacts) the central touch part 71 with the index finger to fill the power of the operation character PR1. After the power filling is completed, the player can instruct the operation of the operation character PR1 by leaving or sliding the touched index finger. For example, the player can move the operation character PR1 in any of the six directions by performing a slide operation (swipe operation) of moving the index finger touched on the central touch part 71 in any of the six directions. Specific operations of the operation character PR1 using the operation input unit 52 will be described later with reference to FIG. 4.
[0034] The gauge display unit 53 displays a gauge 81 indicating the filling state of the power of the operation character PR1. The operation character PR1 can perform operations such as moving, rotating, attacking, or defending only when the gauge 81 satisfies a predetermined filling state. When the player touches the central touch part 71 of the operation input unit 52 with the index finger, the start time of the touch is set as the filling state of 0%, and the length of the gauge 81 changes according to the touch time (touch duration). The length of the gauge 81 corresponds to the value of the gauge 81. As shown in the lower left of FIG. 2, when the filling state reaches 100%, the operation of the operation character PR1, that is, any of moving, rotating, attacking, or defending becomes possible. When the filling state reaches 100%, for example, the color, pattern, etc. of the gauge 81 change, so that the player can identify that the filling state has reached 100%. If the player continues to touch after the filling state reaches 100%, the power can be filled up to a filling state of 200% exceeding 100%. As shown in FIG. 2, when the filling state reaches 200%, the display such as color and pattern may be changed further so that the player can identify that the 200% has been reached.
[0035] The speed at which the value of the gauge 81 changes (hereinafter, also referred to as the filling speed as appropriate) varies depending on the property differences of the area 61 in the field F and the performance of the operation character PR1. More specifically, the filling speed differs between the first area 61a and the second area 61b in the field F. In the second area 61b, it is possible to fill at a high speed at a predetermined ratio (for example, 1.5 times) based on the filling speed in the first area 61a. Also, as for the performance of the operation character PR1, there are a plurality of types of skeleton parts PA that the operation character PR1 has, and the filling speed varies depending on the type of the skeleton part PA.
[0036] In the present embodiment, it is described that the types of the area 61 constituting the field F are two types, the first area 61a and the second area 61b, but the types of the area 61 may be set to three or more types. For example, there may be an area 61 (for example, the third area 61c) where the filling speed is slower than that of the first area 61a. Also, for example, there may be an area 61 (for example, the fourth area 61d) that the operation character PR1 cannot enter. For example, the field F composed of a plurality of areas 61 corresponds to "paved road", "gravel road", "forest", "woods", "mountain", "water", "swamp", etc. on the display animation of the game application GP, and the types of each area 61 can be set according to various environments to make the filling speeds different. The area 61 that the operation character PR1 cannot enter can be provided corresponding to, for example, "wall", "magma", "hole", etc. on the display animation of the game application GP.
[0037] <Skeleton Parts and Outfit Parts of the Operation Character> FIG. 3 shows an example of the skeleton part PA and the outfit part KA of the operation character PR1.
[0038] The skeletal parts PA of the operation character PR1 include, for example, at least three types of skeletal parts PA1 to PA3 shown in FIG. 3. The player purchases a desired skeletal part PA as the skeletal part PA of his or her character with the coins or the like he or she owns. The filling speeds of the powers of the skeletal parts PA1 to PA3 of the operation character PR1 are different, and the filling speeds are fast in the order of the skeletal parts PA1, PA2, and PA3.
[0039] The dressing parts KA of the operation character PR1 include, for example, at least three types of dressing parts KA1 to KA3 shown in FIG. 3. The player purchases a desired dressing part KA as the dressing part KA of his or her character with the coins or the like he or she owns. The attack and defense levels LVL (abilities) of the dressing parts KA1 to KA3 are different. For example, the dressing part KA1 has a level LVL of 100, the dressing part KA2 has a level LVL of 50, and the dressing part KA3 has a level LVL of 25. The shield BA is an optional part that can only improve the defensive power (defense level) in the front. The shields BA1, BA2, and BA3 can increase the defense level LVL by, for example, 80 LVL (shield BA1 = 80 LVL), 40 LVL (shield BA2 = 40 LVL), and 20 LVL (shield BA3 = 20 LVL), respectively.
[0040] <Basic Operations and Game Rules> With reference to FIG. 4, the basic operations and game rules of the game application GP will be described.
[0041] The player performs a long-press operation by touching the index finger on the central touch portion 71 on the screen 40 and holding it for a predetermined time. The game app GP changes the length (filling state) of the gauge 81 according to the touch duration of the long-press operation. The filling speed of the gauge 81 varies depending on the type of the skeletal part PA of the operation character PR1 and the type of the area 61 where the operation character PR1 is located. For example, when the operation character PR1 is in the second area 61b, it is filled at a high speed at a filling speed 1.5 times that when it is in the first area 61a. For example, when the operation character PR1 has the skeletal part PA2, it is filled at a filling speed 1.2 times that of the skeletal part PA3, and when the operation character PR1 has the skeletal part PA1, it is filled at a filling speed 1.5 times that of the skeletal part PA3.
[0042] When the filling state reaches 100%, the game app GP changes the color of the gauge 81 and indicates to the player that the movement instruction of the character has become effective. The player recognizes that the filling state has reached 100%, moves the index finger touching the central touch portion 71, and instructs the game app GP to perform any of the operations of the operation character PR1, specifically, movement, rotation, attack, or defense.
[0043] When the player performs a slide operation to move the index finger to any of the peripheral touch portions 72 around the central touch portion 71, and there is no enemy character PR2 in the direction of the moved peripheral touch portion 72, the operation character PR1 moves to the area 61 in the moving direction. That is, the game app GP accepts a slide operation to the peripheral touch portion 72 in the direction where the enemy character PR2 does not exist as an operation for instructing the movement of the operation character PR1 and operates the operation character PR1.
[0044] When the player places the middle finger on the index finger touching the central touch portion 71 and performs a slide operation to rotate the index finger clockwise or counterclockwise on the peripheral touch portion 72 around the index finger, the direction of the operation character PR1 rotates according to the rotation angle. That is, the game application GP accepts a slide operation of rotating the middle finger clockwise or counterclockwise around the index finger as an operation for instructing the rotation (direction change) of the operation character PR1, and operates the operation character PR1.
[0045] When the player performs a slide operation to move the index finger to any of the peripheral touch portions 72 around the central touch portion 71, and if the enemy character PR2 exists in the peripheral touch portion 72 in the moving direction, the operation character PR1 attacks the enemy character PR2. That is, the game application GP accepts a slide operation to the peripheral touch portion 72 in the direction where the enemy character PR2 exists as an operation for instructing an attack on the enemy character PR2, and operates the operation character PR1.
[0046] When the player performs an operation of releasing the index finger from the central touch portion 71 (touch-off operation) without performing a slide operation to the peripheral touch portion 72 and a rotation slide operation with the middle finger attached, the operation character PR1 performs a defense. That is, the game application GP accepts a touch-off operation performed without a slide operation as an operation for instructing a defense against an attack by the enemy character PR2, and operates the operation character PR1.
[0047] The attack and defense levels (abilities) vary depending on the type of the changeable parts KA worn by the operation character PR1. Regarding defense, it can be defended at a level LVL that is twice the level LVL possessed by the operation character PR1. For example, when the operation character PR1 is wearing the changeable part KA1 (level LVL = 100), if defense is selected, it can defend against an attack equivalent to level LVL = 200. Furthermore, when the operation character PR1 possesses the shield BA1, the front defense level is equivalent to 280 LVL.
[0048] Before the filling state reaches 100%, if the player releases the index finger for the long-press operation, the filling state will be reset to 0%. Unless the filling state reaches 100%, the player cannot instruct the operation of the operation character PR1.
[0049] Even after the filling state reaches 100%, if the player continues the long-press operation and fills the power beyond 100% up to the 200% filling state, the operation character PR1 can attack at twice the level LVL at 100%. In the case of defense, it can defend against attacks equivalent to three times the level LVL at 100%. Regarding movement and rotation, in the case of a 200% filling state, the game application GP operates the operation character PR1 with twice the movement amount. If the filling state does not reach 200% and is in the filling state between 100% and 200%, the operation character PR1 performs actions such as attack or defense at the same level LVL as at 100%. That is, when the filling state is 100% or more and less than 200%, the operation character PR1 operates at the same level as when the filling state is 100%. On the other hand, when the filling state is 200%, the operation character PR1 operates at twice (three times for defense) the level as when the filling state is 100%. Hereinafter, the state of operating at the same level as when the filling state is 100% is referred to as the level 1x state, and the state of operating at the same level as when the filling state is 200% is referred to as the level 2x state.
[0050] During the filling of the gauge 81 by the player, if the player is attacked by the enemy character PR2 before the filling state reaches 100%, the game application GP calculates the defense power at the previous level LVL and causes the operation character PR1 to defend. For example, if the previous operation of the operation character PR1 by the player was defense in the level 1x state and it was defending at twice the level LVL, the operation character PR1 also defends at twice the level LVL. If the previous operation of the operation character PR1 by the player was an attack in the level 1x state, the operation character PR1 defends at the 1x level LVL.
[0051] When a character PR equipped with a dress-up part KA is attacked, the dress-up part KA receives damage according to the level LVL of the attack. If the attacker is able to attack an opponent's character PR not equipped with a dress-up part KA, in other words, the opponent's skeletal part PA, the victory of the attacking side is decided. For example, if the playable character PR1 is able to attack the skeletal part PA of an opponent character PR2 not equipped with a dress-up part KA, the playable character PR1 wins.
[0052] As described above, the player can instruct the action of the operation character PR1 by a series of actions (continuous long press action) of movement, rotation, or touch-off starting from a long press action with the index finger. It is important for the player to perform an action instruction at just the right timing when the charge state is 100% after the long press action. If the charge state is before 100%, the operation character PR1 cannot perform an attack, defense, or other action, and if it greatly exceeds 100%, the start of an attack, defense, or other action is delayed, losing time and giving an advantage to the opponent. In addition, the game application GP has a characteristic that the charging speed of the gauge 81 by the long press action differs depending on the type of the area 61 in which the operation character PR1 is located and the type of the skeletal part PA. The game application GP has the fun of trying to match the timing to the 100% or 200% charge state, and the fun of the charging speed until the gauge 81 reaches 100% or 200% can change depending on a predetermined condition. By providing such a new operation method, the game application GP can increase the entertainment value of the game.
[0053] <Example of operation for mechanical keys> In the present embodiment, an example has been described in which the terminal device 1 is a smartphone, and the player instructs the action of the playable character PR1 by performing touch operations and slide operations on the screen 40 displayed on the touch panel display.
[0054] Referring to FIG. 5, when a joystick and two buttons are provided as the input unit 14, an example of instructing the operation of the operation character PR1 using the joystick and the two buttons will be described.
[0055] For example, as shown in FIG. 5, it is assumed that the terminal device 1 is provided with a joystick 91 that can indicate at least four or more directions as a mechanical key, an A button 92A that is the first button, and a B button 92B that is the second button. The joystick 91 is an example of a direction key that can indicate at least four or more directions, and other direction keys other than the joystick 91, such as a cross key, may be used.
[0056] By a long-press operation of the A button 92A, the length (filling state) of the gauge 81 changes. Then, after the filling state reaches 100%, when the player wants to move the operation character PR1, the player tilts the joystick 91 in the direction in which the operation character PR1 is to be moved while keeping the A button 92A pressed. As a result, the operation character PR1 moves in the direction in which the joystick 91 is tilted.
[0057] When the player wants to rotate the operation character PR1, after the filling state reaches 100%, the player presses the B button 92B while keeping the A button 92A pressed, and tilts the joystick 91 to the left or right while pressing the A button 92A and the B button 92B. When the joystick 91 tilts to the left, the operation character PR1 rotates counterclockwise. When the joystick 91 tilts to the right, the operation character PR1 rotates clockwise. By releasing the press of the B button 92B in the state of being rotated in the desired direction, the rotation of the operation character PR1 stops.
[0058] When the player wants to attack the enemy character PR2 with the operation character PR1, after the filling state reaches 100%, the player tilts the joystick 91 in the direction where the enemy character PR2 is while keeping the A button 92A pressed. As a result, the operation character PR1 attacks the enemy character PR2.
[0059] When the player wants to defend the controlled character PR1 from the attack of the enemy character PR2, after the filling state reaches 100%, the player releases the A button 92A without operating the joystick 91 and the B button 92B (releases the pressing of the A button 92A). Thereby, the controlled character PR1 defends against the attack from the enemy character PR2.
[0060] As described above, even when the player instructs the operation of the controlled character PR1 using a mechanical key or the like, the player can instruct the operation of the controlled character PR1 by a series of operations (long-press continuous operations) using the joystick 91 and the B button 92B starting from the long-press operation of the A button 92A. Also in this case, the game application GP has the fun of the operation trying to match the timing of the filling states of 100% and 200%, and the fun that the filling speed until the filling state of the gauge 81 reaches 100% and 200% can vary depending on predetermined conditions, and by providing a new operation method, the interestingness of the game can be improved.
[0061] <3. Controlled Character Motion Control Process> Next, with reference to the flowcharts of FIGS. 6 and 7, the controlled character motion control process for controlling the motion of the controlled character PR1 will be described. This process starts when the game application GP is executed by the control unit 11.
[0062] First, in step S1, the game application GP determines whether an operation (touch operation) in which the player touches the index finger on the center touch portion 71 of the screen 40 is detected. The determination process of step S1 is repeated until it is determined that the touch operation is detected, and the determination process of step S1 is repeated until it is determined that the touch operation is detected in step S1. When it is determined that the touch operation is detected, the process proceeds from step S1 to step S2.
[0063] In step S2, the game app GP acquires the type of the skeletal part PA2 that the operation character PR1 has, and in step S3, acquires the type of the area 61 where the operation character PR1 is located.
[0064] In step S4, the game app GP determines the filling speed of the gauge 81 according to the type of the skeletal part PA2 that the operation character PR1 has and the type of the area 61 where the operation character PR1 is located.
[0065] In step S5, the game app GP determines whether it has detected the next operation after the touch operation. More specifically, as described with reference to FIG. 4, after the touch operation, the game app GP determines whether it has detected any of the following operations: a slide operation to the peripheral touch part 72 that instructs the movement or attack of the operation character PR1, a slide operation of the middle finger around the index finger that instructs the rotation of the operation character PR1, or a release operation of the index finger that instructs the defense of the operation character PR1.
[0066] If it is determined in step S5 that the next operation after the touch operation has not been detected yet, that is, if it is determined that the long-press operation by the index finger continues, the process proceeds to step S6, and the game app GP changes the gauge 81 indicating the filling state of the power, and returns the process to step S5. The speed at which the gauge 81 is changed is the filling speed of the gauge 81 determined in step S4.
[0067] On the other hand, if it is determined in step S5 that the next operation after the touch operation has been detected, the process proceeds to step S7, and the game app GP determines whether the filling state of the gauge 81 has reached 100%.
[0068] If it is determined in step S7 that the filling state of the gauge 81 has not reached 100%, the process proceeds to step S8, and the game app GP resets (sets to 0%) the filling state of the gauge 81, and returns the process to step S1.
[0069] On the other hand, in step S7, when it is determined that the filling state of gauge 81 has reached 100%, the process proceeds to step S9, and game application GP determines whether the filling state of gauge 81 is 100% or more and less than 200%.
[0070] In step S9, when it is determined that the filling state of gauge 81 is 100% or more and less than 200%, the process proceeds to step S10, and game application GP sets the level LVL of operation character PR1 to the level 1x state. On the other hand, in step S9, when it is determined that the filling state of gauge 81 is not 100% or more and less than 200%, in other words, it is 200% or more, the process proceeds to step S11, and game application GP sets the level LVL of operation character PR1 to the level 2x state.
[0071] After step S10 or S11, the process proceeds to step S12 in FIG. 7, and game application GP determines whether the next operation detected after the touch operation is a movement operation, in other words, a slide operation of moving the index finger to the peripheral touch portion 72 in a direction where enemy character PR2 does not exist.
[0072] In step S12, when it is determined that the next operation detected after the touch operation is a movement operation, the process proceeds to step S13, and game application GP moves operation character PR1 to area 61 according to the movement direction. When the level LVL of operation character PR1 is in the level 2x state, the movement amount is twice that of the normal (level 1x state). After step S13, the process returns to step S1.
[0073] On the other hand, in step S12, when it is determined that the next operation detected after the touch operation is not a movement operation, the process proceeds to step S14, and game application GP determines whether the next operation detected after the touch operation is a rotation operation, in other words, a slide operation of rotating the middle finger clockwise or counterclockwise on the peripheral touch portion 72 around the index finger.
[0074] In step S14, if it is determined that the next operation detected after the touch operation is a rotation operation, the process proceeds to step S15, and the game application GP rotates the operation character PR1 in the rotation direction. When the level LVL of the operation character PR1 is in the double-level state, the rotation amount is twice that of the normal (single-level state). After step S15, the process returns to step S1.
[0075] On the other hand, in step S14, if it is determined that the next operation detected after the touch operation is not a rotation operation, the process proceeds to step S16, and the game application GP determines whether the next operation detected after the touch operation is a defensive operation, or in other words, an operation to release the index finger from the central touch portion 71.
[0076] In step S16, if it is determined that the next operation detected after the touch operation is a defensive operation, the process proceeds to step S17, and the game application GP checks the replacement parts KA of the operation character PR1 and calculates the defense level LVL of the operation character PR1. The defense level LVL is twice the level LVL held by the operation character PR1 in the single-level state, and three times the level LVL held by the operation character PR1 in the double-level state. Subsequently, in step S18, the game application GP performs defense with the calculated defense level LVL.
[0077] Then in step S19, the game application GP determines whether the skeletal parts PA of the operation character PR1 have been attacked. In step S19, if it is determined that the skeletal parts PA have not been attacked, the process proceeds to step S20, and the game application GP sets the damage to the replacement parts KA of the operation character PR1. After step S20, the process returns to step S1.
[0078] On the other hand, in step S19, if it is determined that the skeletal parts PA have been attacked, the process proceeds to step S21, and the game application GP sets the defeat of the operation character PR1 and ends the operation character motion control process.
[0079] On the other hand, in step S16, if it is determined that the next operation detected after the touch operation is not a defensive operation, in other words, if it is determined that the next operation detected after the touch operation is an attack operation, the process proceeds to step S22, and the game application GP determines whether there is an enemy character PR2 in the direction in which the index finger has moved.
[0080] In step S22, if it is determined that there is no enemy character PR2 in the direction in which the index finger has moved, the process returns to step S1. On the other hand, in step S22, if it is determined that there is an enemy character PR2 in the direction in which the index finger has moved, the process proceeds to step S23, and the game application GP checks the dressing parts KA of both the operation character PR1 and the enemy character PR2, and calculates the attack level LVL of the operation character PR1. The attack level LVL of the operation character PR1 is the same as the held level LVL (1 times) in the case of the level 1 times state, and is twice the held level LVL in the case of the level 2 times state. Subsequently, in step S24, the game application GP attacks the enemy character PR2 with the calculated attack level LVL.
[0081] In step S25, the game application GP determines whether the operation character PR1 has attacked the skeleton part PA of the enemy character PR2. In step S25, if it is determined that the operation character PR1 has not attacked the skeleton part PA of the enemy character PR2, the process proceeds to step S20, and the game application GP sets the damage to the dressing part KA of the enemy character PR2. After step S20, the process returns to step S1.
[0082] On the other hand, in step S25, if it is determined that the operation character PR1 has attacked the skeleton part PA of the enemy character PR2, the process proceeds to step S26, and the game application GP sets the victory of the operation character PR1 and ends the operation character motion control process.
[0083] As described above, according to the operation character movement control process, the player can instruct the movement of the operation character PR1 with a series of operations (long-press continuous operations) of movement, rotation, or touch-off starting from a long-press operation of the index finger. The player can enjoy the fun of the operation to match the timing of the filling state of 100% and 200% in the game application GP, and the fun that the filling speed of the gauge 81 can change according to predetermined conditions. According to the game application GP, by providing such a new operation method, the interest of the game can be improved.
[0084] <4. Summary> The control unit 11 of the terminal device 1 executes the game application GP. In the game application GP, it detects the long-press operation, which is the first operation of the user, and the second operation (slide operation, rotation operation, touch-off operation) performed following the first operation. While detecting the first operation, it changes the value (length of the gauge 81) of the gauge 81 displayed on the screen 40, and controls the speed at which the value of the gauge 81 changes (filling speed of the gauge 81) to be different according to predetermined conditions. The speed at which the value of the gauge 81 changes varies, for example, according to the performance of the character (type of the dressing parts KA). Alternatively, the speed at which the value of the gauge 81 changes varies, for example, according to the area 61 (type) of the field F where the character is located. When the second operation is performed before the value of the gauge 81 reaches the first reference value (100%), the second operation is invalid, and when the first reference value (100%) is reached, the second operation becomes valid. The value of the gauge 81 can also change up to the second reference value (200%), which is twice the first reference value, after reaching the first reference value (100%). The player can select an immediate action of the character based on the first reference value or an action with increased power of the character based on the second reference value. The player operates with the goal of performing the second operation at just the right timing while the change speed of the value of the gauge 81 can change according to predetermined conditions. The game application GP can improve the interest of the game by providing such a new operation method.
[0085] In addition, in this specification, the steps described in the flowchart are not necessarily processed in chronological order, but may be executed in parallel or at a necessary timing such as when a call is made, even if they are not processed in chronological order as long as they are performed in the described order.
[0086] The embodiments of the present technology are not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present technology. For example, a form in which some of the above-described embodiments are appropriately combined can be adopted.
[0087] Note that the technology of the present disclosure can adopt the following configurations. (1) Detect a long-press operation, which is a first operation of the user, and a second operation performed after the first operation, While detecting the first operation, change the value of the gauge displayed on the screen, A control unit that controls the speed at which the value of the gauge changes to be different according to a predetermined condition. An information processing apparatus. (2) The user performs an operation to instruct the movement of the character displayed on the screen by the first operation and the second operation, The control unit controls the speed at which the value of the gauge changes to be different according to the performance of the character. The information processing apparatus according to (1) above. (3) The performance of the character varies depending on the parts the character has. The information processing apparatus according to (2) above. (4) The user performs an operation to instruct the movement of the character displayed on the screen by the first operation and the second operation, The control unit controls the speed at which the value of the gauge changes to be different according to the area of the field where the character is located. The information processing apparatus according to any one of (1) to (3) above. (5) The second operation is any one of a slide operation performed without releasing the touch of the long-press operation, a rotation operation performed without releasing the touch of the long-press operation, or an operation of releasing the touch of the long-press operation without performing the slide operation and the rotation operation. The information processing apparatus according to any one of (1) to (4) above. (6) The first operation is a long-press operation of a first button. The second operation is any one of an operation of tilting a direction key in a predetermined direction without releasing the long-press operation of the first button, an operation of tilting the direction key in a predetermined direction while further pressing a second button without releasing the long-press operation of the first button, or an operation of releasing the long-press operation of the first button without operating the direction key and the second button. The information processing apparatus according to any one of (1) to (5) above. (7) The user performs an operation of instructing the movement of a character displayed on the screen by the first operation and the second operation. The movement of the character according to the second operation is any one of movement, rotation, attack, or defense. The information processing apparatus according to any one of (1) to (6) above. (8) When the second operation is performed before the value of the gauge reaches a first reference value, the control unit controls the second operation to be invalid, and when the value of the gauge reaches the first reference value, the control unit controls the second operation to be valid. The information processing apparatus according to any one of (1) to (7) above. (9) When the first operation is detected even after the value of the gauge reaches the first reference value, the control unit changes the value of the gauge to a second reference value that is twice the first reference value. The information processing apparatus according to (8) above. (10) The information processing apparatus detects a long-press operation that is a first operation of a user and a second operation performed after the first operation. While detecting the first operation, changing the value of a gauge displayed on the screen, and controlling so that the speed at which the value of the gauge changes differs according to a predetermined condition An information processing method including these steps. (11) Causing a computer to detect a long-press operation which is a first operation of a user and a second operation performed after the first operation, while detecting the first operation, changing the value of a gauge displayed on the screen, and controlling so that the speed at which the value of the gauge changes differs according to a predetermined condition A program for causing execution of a process including these steps.
Explanation of Signs
[0088] 1 Terminal device, 11 Control unit, 12 Main memory unit, 13 Auxiliary storage unit, 14 Input unit, 15 Display unit, 16 Communication unit, 17 Bus, 40 Screen, 51 Character display unit, 52 Operation input unit, 53 Gauge display unit, 61 Area 61p High-output area 61u Normal panel, 71 Central touch part, 72 Peripheral touch part, 81 Gauge, 91 Joystick, 92A A button, 92B B button, GP Game app, F Field, PR1 Operation character, PR2 Enemy character, KA Outfit parts, PA Skeleton parts, BA Shield
Claims
1. A control unit for controlling a character that performs movement, rotation, attack, and defense operations on a field composed of a plurality of areas displayed on a screen, wherein the movement is a movement of the character from the area where the character is located to another area, and the control unit detects a long-press operation for filling the power of the character, which is a first operation of the user, and a second operation for instructing the operation of the character performed after the first operation, while detecting the first operation, changes the value of a gauge indicating the filling state of the power displayed on the screen, before the character performs each of the operations of movement, rotation, attack, or defense, the first operation is required, and when the second operation is performed before the value of the gauge reaches a first reference value, the second operation is controlled to be invalid, and when the value of the gauge reaches the first reference value, the second operation is controlled to be valid, controls the speed at which the value of the gauge changes to be different according to a predetermined condition An information processing apparatus.
2. The control unit controls the speed at which the value of the gauge changes to be different according to the skeletal parts of the character. The information processing apparatus according to Claim 1.
3. The control unit controls the speed at which the value of the gauge changes to be different according to the replacement parts worn by the character. The information processing apparatus according to Claim 1.
4. The control unit controls the speed at which the value of the gauge changes to be different according to the area where the character is located. The information processing apparatus according to Claim 1.
5. The second operation is any one of a slide operation performed without releasing the touch of the long-press operation, a rotation operation performed without releasing the touch of the long-press operation, or an operation of releasing the touch of the long-press operation without performing the slide operation and the rotation operation. The information processing apparatus according to Claim 1.
6. The first operation is a long-press operation of a first button, and the second operation is any one of an operation of tilting a direction key in a predetermined direction without releasing the long-press operation of the first button, an operation of tilting the direction key in a predetermined direction while further pressing a second button without releasing the long-press operation of the first button, or an operation of releasing the long-press operation of the first button without operating the direction key and the second button. The information processing apparatus according to Claim 1.
7. If the first operation is detected even after the value of the gauge reaches the first reference value, the control unit changes the value of the gauge to a second reference value that is twice the first reference value, and for the second operation after reaching the second reference value, controls it to be the action of the character with higher ability than the first reference value. The information processing apparatus according to claim 1.
8. An information processing apparatus, controls a character that performs actions of moving, rotating, attacking, and defending on a field composed of a plurality of areas displayed on a screen, and the movement is a movement of the character from the area where the character is located to another area, detects a long-press operation that fills the power of the character, which is the first operation of the user, and a second operation that instructs the action of the character performed after the first operation, changes the value of a gauge indicating the filling state of the power displayed on the screen while the first operation is being detected, the first operation is required before the character performs each of the actions of moving, rotating, attacking, or defending, and if the second operation is performed before the value of the gauge reaches the first reference value, controls the second operation to be invalid, and controls the second operation to be valid when the value of the gauge reaches the first reference value, controls the speed at which the value of the gauge changes to be different according to a predetermined condition An information processing method including the above.
9. A computer, controls a character that performs actions of moving, rotating, attacking, and defending on a field composed of a plurality of areas displayed on a screen, and the movement is a movement of the character from the area where the character is located to another area, detects a long-press operation that fills the power of the character, which is the first operation of the user, and a second operation that instructs the action of the character performed after the first operation, changes the value of a gauge indicating the filling state of the power displayed on the screen while the first operation is being detected, The first operation is required before the character performs each of the operations of moving, rotating, attacking, or defending, and when the second operation is performed before the value of the gauge reaches a first reference value, control is performed so that the second operation becomes invalid, and when the value of the gauge reaches the first reference value, control is performed so that the second operation becomes valid; controlling the speed at which the value of the gauge changes to be different according to a predetermined condition A program for executing a process including this.
Citation Information
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