Program and information processing device
The game system enhances player engagement by setting and leveling specific areas in response to player actions, offering dynamic effects, thus enriching the gaming experience.
Patent Information
- Application Number
- JP2022109748
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-07-07
- Publication Date
- 2025-09-01
- Estimated Expiration
- 2042-07-07
AI Technical Summary
Existing games lack mechanisms to further enhance player interest and engagement through interactions with specific areas that provide dynamic effects based on character actions and conditions.
A game system that sets a specific area in response to player-defined conditions, raises the level of this area based on additional player actions, and imparts effects to characters within the area, enhancing gameplay dynamics.
Increases player engagement and interest by providing dynamic and rewarding interactions with game spaces, thereby enriching the gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing device. [Background technology]
[0002] There are known games in which a special area appears in the game space and some effect is given to a character that exists in the special area. In the game of Non-Patent Document 1, a player's character makes the special area appear, and the same character strengthens the special area, thereby obtaining a stronger effect. [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] Final Fantasy XI official website, [online], searched June 24, 2022, Internet<URL: http: / / www.playonline.com / ff11 / index.shtml> Summary of the Invention [Problem to be solved by the invention]
[0004] An object of the present invention is to provide a technique that makes it possible to further increase the interest of games in which multiple characters exist. [Means for solving the problem]
[0005] In order to solve the above problem, one aspect of the present invention is to cause a computer to function as a means for setting a specific area in a game space in response to a first object satisfying a first predetermined condition, a means for raising the level of the specific area in response to at least a second object different from the first object satisfying a second predetermined condition, and a means for imparting an effect based on the specific area to the first object or second object located within the specific area. [Effects of the Invention]
[0006] A program according to one aspect of the present invention makes it possible to further increase the interest of a game in which multiple characters exist. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system related to a game program according to an embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a functional configuration of the server in the game system illustrated in FIG. [Figure 3] FIG. 3 is a diagram illustrating an example of a functional configuration of a user terminal in the game system illustrated in FIG. [Figure 4] FIG. 4 is a diagram illustrating a table showing parameters for each character stored in the user terminal according to the embodiment. [Figure 5] FIG. 5 is a diagram illustrating a table showing the effect of each level of the area that the user terminal has according to the embodiment. [Figure 6] FIG. 6 is a diagram showing an example of an image displayed on a user terminal realized by a game program according to the embodiment. [Figure 7] FIG. 7 is a diagram showing another example of an image displayed on a user terminal realized by the game program according to the embodiment. [Figure 8] FIG. 8 is a diagram showing yet another example of an image displayed on a user terminal realized by the game program according to the embodiment. [Figure 9] FIG. 9 is a flowchart illustrating an example of an information processing operation of the user terminal according to the embodiment. [Figure 10] FIG. 10 is a flowchart illustrating an example of an information processing operation of the user terminal according to the embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Hereinafter, elements that are identical or similar to elements already described will be designated by the same or similar reference numerals, and duplicate descriptions will generally be omitted. For example, when there are multiple identical or similar elements, a common reference numeral may be used to describe each element without distinguishing between them, and a subnumber may be used in addition to the common reference numeral to describe each element distinctly.
[0009] A game program is a program for realizing a game on a terminal device (hereinafter referred to as a "user terminal") used by a player of the game (hereinafter referred to as a "user").
[0010] The game realized by the game program may be, for example, a puzzle game. The game realized by the game program may be a puzzle game that is part of any type of game (mini-game, quest, event, etc.), such as a role-playing game (RPG), action game, adventure game, simulation game, development game, shooting game, sports game, puzzle game, etc.
[0011] A game program can place various objects in a game space to realize a game. The game space is a space for placing various objects realized by the game program. The game space will be described as a space expressed in three dimensions (3D), but it may also be a space expressed in two dimensions (2D). The game space is an example of a virtual space for placing various virtual objects. The virtual space may be a space expressed in three dimensions or a space expressed in two dimensions.
[0012] The game program realizes a game in which a character object placed in a game space moves in accordance with a user's operation. The game includes a quest part (which may be interpreted as a "game stage" or similar term) in which the game is played by operating at least one character object selected by the user. The at least one character object selected by the user is collectively referred to as a "deck." During game play, the user can select a character object to operate from the character objects included in the deck and switch the character object they operate. The game may include a battle part in which the user cooperates with other users to defeat enemies.
[0013] The user operates the character object to make a specific area appear. The specific area is an area that imparts a predetermined effect to the character object. Imparting the predetermined effect includes applying the predetermined effect to the character object. The predetermined effect is also referred to as a benefit. The predetermined effect is also referred to as an effect based on the specific area. The predetermined effect includes increasing parameters possessed by the character object. Parameters indicate, for example, setting values possessed by the character object. Parameters include, for example, ability values such as stamina (HP), skill activation power (SP), attack power, defense power, recovery power, hit rate, and evasion rate. Predetermined effects include, for example, increasing the character's attack power, skill damage, recovery power, and defense power. The effect based on the specific area changes based on the user's operation on the character object located within the specific area. The user plays a quest part or a battle part based on the parameters of the character object.
[0014] The various objects include character objects. Character objects include character objects that can be controlled by the user. Characters are not limited to characters such as humans or anthropomorphized characters, and may be any character. Character objects are objects that move. Character objects are, for example, objects that move within the game space. Character objects include objects of NPCs (Non Player Characters) that cannot be controlled by the user. The various objects include background objects. Background objects are objects that make up the background of the game. Background objects include background objects that can be controlled by the user. Background objects include background objects that cannot be controlled by the user but that can be controlled by the character's object. Background objects include background objects that cannot be controlled by the user and that cannot be controlled by the character's object. Character objects are also called character objects or characters.
[0015] The object that can be operated by the user is not limited to a character object, but may be any object. In the following description, it is assumed that the object that can be operated by the user is a character object.
[0016] The various objects include various UI (User Interface) objects. The UI objects include objects that allow a user to input instructions. The UI objects include objects that display information to a user.
[0017] The various objects include an object indicating a specific area. The specific area is an area set in the game space in response to a first object satisfying a first predetermined condition. The first object is, for example, a character object controllable by a user. The first object is, for example, a character object controlled by a user to set the specific area. The first object satisfying the first predetermined condition includes the user performing a specific operation on the first object. The specific operation includes a touch operation, a tap operation, a drag-and-drop operation, a swipe operation, a long press operation, a release operation, etc. The specific operation includes an operation by the user to cause the character to perform a specific action. The specific action includes, for example, the character activating a skill. The specific action is not limited to skill activation and may be any action performed by the character in the game space. The first object satisfying the first predetermined condition includes the user performing a specific operation on the first object in a specific state. The specific state includes, for example, points exceeding a certain value. Points can be accumulated based on the number of attacks, the number of enemies defeated, etc. The first predetermined condition includes performing at least one of a plurality of predetermined operations. A character object located within a specific area can obtain an effect based on the specific area. The effect based on the specific area may vary depending on the type of character that satisfied the first predetermined condition, the type of skill activated to set the specific area, etc.
[0018] Objects that indicate a specific area include a center object and an area object. The center object is an object that indicates the center of the specific area. The area object is an object that indicates the extent of the specific area. The area object includes, for example, an object that may extend from the center object to a point on the boundary of the specific area. The area object includes an object that connects the center object and a character located within the specific area. The area object may be an object that indicates the shape of the specific area. The shape of the specific area is, for example, a circle, but is not limited to this and may be any shape.
[0019] Various objects include indicators. Indicators include objects that cannot be operated by the user. Indicators are objects that include information about time. The information about time is data related to a time limit or remaining time. The time limit indicates, for example, the time during which a level in a specific area is valid. The time limit may be, for example, 30 seconds, 1 minute, 3 minutes, or 5 minutes. The remaining time is the remaining time during which a level in a specific area is valid. The time limit may be set in advance according to a game program or may be updated as appropriate. The effect based on a specific area is an effect according to the level of the specific area. The level of a specific area includes multiple levels, such as 3 levels, 4 levels, or 5 levels. The levels of a specific area include, for example, level 0 to level 4. A specific area is associated with different effects depending on the level. For example, a case will be described in which the effect based on a specific area is an effect that increases attack power. The effect based on a specific area changes depending on the level, such as "+10%" attack power at level 0, "+20%" attack power at level 1, and "+30%" attack power at level 2. The level of a specific area may be set to decrease by one level, for example, when the time limit is exceeded. Specifically, if the level of a specific area is "Level 1," the level of the specific area may decrease to "Level 0" when the time limit is exceeded. If the level of a specific area is "Level 0," it may remain at "Level 0" regardless of the elapsed time. The level of a specific area is also referred to as the level of an effect based on the specific area.
[0020] The various objects may include text objects. Text objects are objects that include text information. The text information includes text information that is displayed according to the progress of the game. The text information may be, for example, information indicating a character's ability value. The text information may be information indicating a time limit or remaining time. The text objects include objects that cannot be operated by the user. In addition to the above-mentioned objects, the various objects may also include game progress objects related to the progress of the game.
[0021] The game program may be a game program that runs locally on a single user terminal, a game program that runs in cooperation between a user terminal and a server, or a game program that runs in cooperation between multiple user terminals with or without a server. The following describes, as a mere example, a game system in which a server comprehensively manages game programs and transmits game programs and related data in response to requests from user terminals, with actual game progress primarily being run on the user terminals. Furthermore, the following description primarily focuses on games represented in a three-dimensional game space and using 3D objects, but the present invention is not limited to this, and the present embodiment can also be applied to games represented in a two-dimensional game space and using 2D objects.
[0022] (1) Composition (1-1) Game System FIG. 1 is a diagram showing an example of the overall configuration of a game system 1 related to a game program according to the first embodiment. The game system 1 includes a plurality of user terminals 100 and a server 200. Each user terminal 100 is capable of communicating with the server 200 via a network NW. Any number of user terminals 100 can be connected to the server 200, but for simplicity's sake, the detailed configuration of only one user terminal 100 will be illustrated and described.
[0023] The network NW is, for example, the Internet, and may include access networks such as a LAN (Local Area Network), a WAN (Wide Area Network), a mobile communication network, a wired telephone network, FTTH (Fiber To The Home), and a CATV (Cable Television) network.
[0024] The user terminal 100 is a terminal used by a user to play a game. The user terminal 100 executes a game program to realize the game and displays images based on display data according to the progress of the game. The images are images depicting multiple objects arranged in a game space. The user terminal 100 is, for example, a mobile terminal such as a smartphone, a tablet terminal, or a notebook personal computer. The user terminal 100 may also be a stationary computer such as a desktop personal computer. The user terminal 100 may also be a dedicated game terminal suitable for game play. In the following description, the user terminal 100 is assumed to be a smartphone equipped with a touch screen, as an example.
[0025] The server 200 is a device operated and managed by, for example, a game developer. The server 200 comprehensively manages game programs and user information, and supports the progress of the game on the user terminals 100. The server 200 may be a general-purpose computer such as a workstation or a personal computer. For example, the server 200 receives user information and various requests from the user terminals 100 via the network NW, and transmits game programs and related data to the user terminals 100 via the network NW. The server 200 can simultaneously send and receive information to multiple user terminals 100, and can support the progress of the game on multiple user terminals 100 in parallel.
[0026] The user terminal 100 may receive the game program and necessary setting data from the server 200 at one time, and thereafter proceed with the game without communicating with the server 200. Alternatively, the user terminal 100 may communicate with the server 200 as the game progresses, and receive the necessary game program or data from the server 200 each time.
[0027] (1-2) Hardware configuration (1-2-1) Server As shown in FIG. 1, the server 200 includes, as hardware, a processor 2001, a memory 2002, a storage 2003, a communication interface (communication I / F) 2004, and an input / output interface (input / output I / F) 2005, which are electrically connected to each other via a bus 2006.
[0028] The processor 2001 controls the overall operation of the server 200. The processor 2001 includes, for example, a general-purpose processor such as a central processing unit (CPU), a micro processing unit (MPU), or a graphics processing unit (GPU). The processor 2001 is not limited to a general-purpose processor, and may be a dedicated processor such as an application specific integrated circuit (ASIC) or a field-programmable gate array (FPGA).
[0029] The memory 2002 is a main storage device and includes a ROM (Read Only Memory) and a RAM (Random Access Memory).
[0030] The storage 2003 is an auxiliary storage device and includes a nonvolatile storage device such as a hard disk drive (HDD) or a solid state drive (SSD). The storage 2003 stores programs executed by the processor 2001, setting data required for executing the programs, etc. Part of the programs may be stored in a ROM.
[0031] The processor 2001 can implement the processing functions described below by reading a program from the storage 2003, loading it into the memory 2002, and interpreting and executing the loaded program.
[0032] The communication interface (communication I / F) 2004 is a module for communicating with external devices such as the user terminal 100 via the network NW, and includes a signal processing circuit for transmission and reception, an optical connector, etc. The communication interface 2004 may include, for example, an optical communication module.
[0033] An input / output interface (input / output I / F) 2005 takes in operation data input by an operator via an input device such as a keyboard or mouse, and outputs output data to an output device such as a liquid crystal or organic EL (Electro Luminescence) display or speaker.
[0034] (1-2-2) User terminal As shown in FIG. 1, the user terminal 100 includes, as hardware, a processor 1001, a memory 1002, a storage 1003, a sensor 1004, a communication interface (communication I / F) 1005, an input / output interface (input / output I / F) 1006, and a touch screen 1007, which are electrically connected to each other via a bus 1008.
[0035] The processor 1001 controls the overall operation of the user terminal 100. The processor 1001 includes, for example, a general-purpose processor such as a CPU, an MPU, or a GPU. The processor 1001 is also not limited to a general-purpose processor, and may be a dedicated processor such as an ASIC or an FPGA.
[0036] The processor 1001 can implement the processing functions described below by reading a program from the storage 1003, loading it into the memory 1002, and interpreting and executing the loaded program.
[0037] The memory 1002 is a main storage device and includes a ROM, a RAM, and the like.
[0038] The storage 1003 is an auxiliary storage device and includes an internal or external semiconductor memory (for example, a flash memory), etc. The storage 1003 stores programs executed by the processor 1001, setting data required for executing the programs, etc. Part of the programs may be stored in a ROM.
[0039] The sensor 1004 is, for example, an image sensor, an acceleration sensor, an angular velocity sensor, a geomagnetic sensor, a GPS sensor, a proximity sensor, an ambient light sensor, etc. The sensor 1004 converts various sensed information into electrical signals and outputs the electrical signals.
[0040] The communication interface (communication I / F) 1005 is a module for communicating with external devices such as the server 200 via the network NW, and includes a signal processing circuit for transmission and reception, an antenna, a LAN terminal, etc. The communication interface 1005 may include, for example, a module for mobile communication, a module for wireless / wired LAN, a module for short-range wireless communication, etc.
[0041] The input / output interface (input / output I / F) 1006 receives input data from an external device and outputs output data to an external device. The input / output interface 1006 may include, for example, physical buttons on the user terminal 100, a speaker built into the user terminal 100, a USB (Universal Serial Bus) port, etc.
[0042] The touch screen 1007 includes an input unit 1071 and a display unit 1072, and has the function of accepting input operations from the user and presenting an image based on display data to the user.
[0043] The input unit 1071 is, for example, a capacitive or resistive touch panel. The input unit 1071 detects the contact position of the user's finger or touch pen (stylus pen), and generates coordinate information of the contact position.
[0044] The display unit 1072 is, for example, a liquid crystal display or an organic EL display, and displays various images based on display data.
[0045] The user terminal 100 can also accept user operations from external input devices such as a keyboard, mouse, and controller connected via the input / output interface 1006. The user terminal 100 can also acquire game programs and related data from external storage devices such as memory cards connected via the input / output interface 1006. The user terminal 100 can also output display information to external output devices such as displays and speakers connected via the input / output interface 1006. The user terminal 100 can also use external storage devices such as memory cards connected via the input / output interface 1006 as storage 1003. The user terminal 100 can also accept signals from sensors 1004 as user operations.
[0046] (1-3) Functional configuration (1-3-1) Server Fig. 2 is a diagram showing an example of the functional configuration of the server 200 in the game system 1 shown in Fig. 1. Note that illustrations and descriptions of the functional configuration of a general computer and well-known configurations required to implement the game are omitted.
[0047] The server 200 has a function of communicating with each user terminal 100 and supporting the progress of the game on the user terminal 100. For example, the server 200 has a function of transmitting a game program and related data required to execute the game program to each user terminal 100 in response to a request from each user terminal 100. The server 200 includes a control unit 210 and a storage unit 220 .
[0048] The storage unit 220 can be realized by the storage 2003. The storage unit 220 includes a game program storage unit 221, a game information storage unit 222, and a user information database (DB) 223.
[0049] The game program storage unit 221 stores a game program.
[0050] The game information storage unit 222 stores various pieces of game information that are referenced when a game program is executed.
[0051] The user information database (DB) 223 is a database that stores information about users associated with each user terminal 100, such as user account information.
[0052] The control unit 210 can be realized by a processor 2001 and a memory 2002. The control unit 210 controls the overall functions of the server 200. The control unit 210 can function as a reception control unit 211, a transmission control unit 212, and a game progression unit 213 by executing a game program stored in the game program storage unit 221.
[0053] The reception control unit 211 receives, from each user terminal 100, user information, a request to send a program or related data, information about the progress of the game on each user terminal 100, and the like.
[0054] The transmission control unit 212 transmits the requested program or related data, or an updated program, etc. to each user terminal 100. The transmission control unit 212 may also request each user terminal 100 to transmit information regarding the progress of the game.
[0055] The game progression unit 213, in accordance with code written in the game program, references the game information stored in the game information storage unit 222 and the account information stored in the user information database 223, and manages the progress of the game on each user terminal 100. The game progression unit 213 can also determine whether or not it is necessary to collect information from each user terminal 100, and whether or not it is necessary to send data to each user terminal 100.
[0056] For example, the control unit 210 receives a request to send a game program from the user terminal 100 via the reception control unit 211, determines the game program and related data to be sent to the user terminal 100 via the game progression unit 213, and sends the determined game program and related data to the user terminal 100 via the transmission control unit 212.
[0057] (1-3-2) User terminal Fig. 3 is a diagram showing an example of the functional configuration of a user terminal 100 that can be used in the game system 1 shown in Fig. 1. Note that illustrations and descriptions of the functional configuration of a general computer and well-known configurations required to implement a game are omitted. The user terminal 100 includes a control unit 110 and a storage unit 120 .
[0058] The storage unit 120 may be realized by the storage 1003. The storage unit 120 includes a game program storage unit 121 and a game information storage unit 122.
[0059] The game program storage unit 121 stores a game program.
[0060] The game information storage unit 122 stores various types of game information that are referenced when a game program is executed. The game information includes, for example, information about objects placed in the game space. The object information may include object position information. The game information storage unit 122 includes object data 1221, parameter management information 1222, and effect management information 1223. The game information storage unit 122 stores display information such as images, sounds, and music that are referenced when generating display data that displays the game information.
[0061] The object data 1221 is data that configures a character object, a center object, an area object, an indicator, and a game progress object.
[0062] The object data 1221 includes object management information, such as the position information of the object, the shape of the object, and the display area of the object.
[0063] The parameter management information 1222 manages the parameters possessed by the characters. For example, as shown in Fig. 4, the parameter management information 1222 manages the parameters in association with each character.
[0064] FIG. 4 is a diagram illustrating a table showing parameters for each character according to an embodiment. In the example of FIG. 4, the parameter management information 1222 includes information representing parameters such as health (HP), skill activation power (SP), attack power, defense power, and recovery power. Health (HP) is one of the game parameters for allowing a character to progress through the game. If a character's current HP value is equal to or greater than a predetermined value, the game progresses. However, if HP reaches 0, for example, the character loses its combat ability. Each character's HP gauge indicates the ratio of the character's current value to its maximum HP. Skill activation power (SP) is one of the game parameters for activating a skill. A character can activate a skill if its current value is equal to or greater than a predetermined value. Attack power is an example of a parameter relating to the strength of an attack against an object such as an enemy or opponent, with a higher value representing a higher attack power. Defense power is an example of a parameter relating to the ability to withstand attacks from an enemy or opponent, with a higher value representing a higher defense power. Recovery power is an example of a parameter related to the degree of recovery of physical strength (HP), with a larger value indicating a higher recovery power. Recovery power may be, for example, the speed at which physical strength (HP) recovers, or the value at which physical strength (HP) recovers. For example, character A has "HP=61000, SP=220, attack power=9000, defense power=800, recovery power=700."
[0065] The effect management information 1223 manages effects based on a specific area. The effect management information 1223 may store a specific area set in the game space in association with the level of the specific area. The effect management information 1223 is updated every time the level of the specific area is updated.
[0066] FIG. 5 is a diagram illustrating an example of a table showing effects for each level of a specific area held by the user terminal 100 according to the embodiment. In the example of FIG. 5, the effect management information 1223 includes information indicating effects imparted to parameters such as stamina (HP), skill activation power (SP), attack power, defense power, and recovery power. For example, at level 0, the effect imparted to stamina (HP), skill activation power (SP), attack power, defense power, recovery power, etc. is "plus 10%." The effects imparted to stamina (HP), skill activation power (SP), attack power, defense power, recovery power, etc. may be stronger as the level increases. The effect for each level of the specific area may be different based on the type of parameter. For example, at level 0, stamina may be "plus 10%," while recovery power may be "plus 20%." Note that the effects imparted to stamina (HP), skill activation power (SP), attack power, defense power, recovery power, etc. may be fixed values such as "plus 100 points" or "plus 200 points." For example, at level 0, stamina is "+10%", but recovery power may be "+200 points". Note that the effect on stamina (HP) and skill activation power (SP) may be to increase the maximum values.
[0067] The control unit 110 can be realized by a processor 1001 and a memory 1002. The control unit 110 controls the overall functions of the user terminal 100. By executing a game program stored in the game program storage unit 121, the control unit 110 can function as an operation reception unit 111, a game progression unit 112, a virtual camera control unit 113, a display control unit 114, an object processing unit 115, an area processing unit 116, and an effect processing unit 117.
[0068] The operation receiving unit 111 receives a user operation input via the input unit 1071. Hereinafter, the expression "user operation" refers to a user operation input via the input unit 1071. The user operation includes various types of operations via the input unit 1071, such as a touch operation, a tap operation, a drag-and-drop operation, and a swipe operation. A tap operation is an example of an operation in which a user touches the input unit 1071 at one point and releases the touch in a short time. An operation in which the user releases the touch is an example of an operation in which the user releases the touch from the input unit 1071. An operation in which the user releases the touch corresponds to the end of the user operation. A tap operation includes an operation in which a user touches the input unit 1071 at one point and selects a variable object within an array object. A drag-and-drop operation is an example of an operation in which a user touches the input unit 1071 at one point and moves the contact position in time series.
[0069] The operation reception unit 111 can detect the start of a user operation based on detection of a contact position by the input unit 1071. The operation reception unit 111 can detect the end of a user operation based on a transition from detection to non-detection of a contact position by the input unit 1071. The operation reception unit 111 continuously acquires, from the input unit 1071, coordinate information from the contact position corresponding to the start of the user operation to the contact position corresponding to the end of the user operation. The operation reception unit 111 can determine the user operation using a known method. Depending on the game mode, the operation reception unit 111 may send the coordinate information to the game progression unit 112, the virtual camera control unit 113, the area processing unit 116, or the effect processing unit 117.
[0070] The operation receiving unit 111 may acquire information about a user's operation based on coordinate information from a contact position corresponding to the start of the user's operation to a contact position corresponding to the end of the user's operation. The information about the user's operation is information that can identify the user's operation. The information about the user's operation may include information indicating the type of the user's operation. The information about the user's operation may include information indicating the direction of the user's operation. For example, the direction of the user's operation may include four directions: up, down, left, and right, and four diagonal directions: upper right, lower right, upper left, and lower left. The information about the user's operation may include information indicating the amount of the user's operation. For example, the amount of operation is a value based on the distance the contact position has moved due to the user's operation. The information indicating the amount of the user's operation is information that indicates a value based on the distance between the contact position corresponding to the start of the user's operation and the contact position corresponding to the end of the user's operation. The contact position corresponding to the start of the user's operation is also referred to as the user's operation start position. The contact position corresponding to the end of the user's operation is also referred to as the user's operation end position or contact release position.
[0071] Note that the user may repeatedly perform an operation of sliding in two opposite directions without releasing contact with the input unit 1071. For example, the two opposite directions are the upward and downward directions. For example, the two opposite directions are the left and right directions. For example, the two opposite directions are the upper right and the lower left directions. For example, the two opposite directions are the lower right and the upper left directions. In this example, the information indicating the direction of the user's operation may include information indicating multiple directions in chronological order. The information indicating the operation amount of the user's operation may include the operation amount for each of the multiple directions. Depending on the game mode, the operation receiving unit 111 may send information regarding the user's operation to the game progression unit 112, the virtual camera control unit 113, the area processing unit 116, or the effect processing unit 117.
[0072] The game progression unit 112 refers to the game information stored in the game information storage unit 122 in accordance with the code written in the game program, and performs processing to place objects in the game space and progress the game. The game progression unit 112 can reflect coordinate information in response to user operations from the operation reception unit 111 and user instructions identified from information related to the user operations in the progress of the game.
[0073] The virtual camera control unit 113 can control the shooting mode of the virtual camera based on instructions from the game progression unit 112. The virtual camera is a virtual camera for obtaining images from the game space. The virtual camera control unit 113 controls the shooting mode of the virtual camera. The virtual camera control unit 113 can control the shooting mode of the virtual camera based on coordinate information in response to a user operation from the operation reception unit 111 or a user instruction identified from information related to the user operation. Being based on coordinate information in response to a user operation from the operation reception unit 111 or a user instruction identified from information related to the user operation corresponds to being based on a user operation.
[0074] The display control unit 114 displays an image. For example, the display control unit 114 works in cooperation with the game progression unit 112 and the virtual camera control unit 113 to generate display data for an image obtained by the virtual camera. The display control unit 114 outputs the display data to the display unit 1072. The display control unit 114 displays an image based on the display data on the display unit 1072. The display control unit 114 displays an image based on various objects stored in the object data 1221 on the display unit 1072.
[0075] The object processing unit 115 cooperates with the display control unit 114 to display various objects on the display unit 1072 based on the object data 1221. The object processing unit 115 changes the display mode of the various objects.
[0076] The area processing unit 116 cooperates with the operation receiving unit 111 to set a specific area in the game space based on a user's operation. The area processing unit 116 sets a specific area in the game space in response to a first object satisfying a first predetermined condition. The area processing unit 116 may set the specific area based on position information of the first object operated by the user. The area processing unit 116 may set the specific area based on attributes of the first object operated by the user. The attributes of the first object include, for example, gender, age, or occupation. The area processing unit 116 may set the specific area at a position set in the game. The area processing unit 116 may set the specific area at a randomly determined position. The area processing unit 116 may set the specific area based on the type of quest.
[0077] The effect processing unit 117 cooperates with the operation receiving unit 111 and, based on a user's operation, imparts an effect based on the specific area to a character object located within the specific area. The effect processing unit 117 cancels the effect in response to the character object to which the effect has been imparted moving out of the specific area. The effect processing unit 117 changes the level of the specific area based on a user's operation. The effect processing unit 117 raises the level of the specific area in response to the character object satisfying a second predetermined condition. The effect processing unit 117 imparts an effect according to the level of the specific area to a character object located within the specific area. The effect processing unit 117 lowers the level of the specific area when a predetermined time has elapsed. The predetermined time may be a time set in the game. The predetermined time is also referred to as a time limit.
[0078] The effect processing unit 117 raises the level of the specific area in response to a second object different from the first object satisfying a second predetermined condition. The second object is a character object different from the first object. The second object may be a character different from the first object among multiple characters owned by the same user. The second object may be a character owned by a different user from the first object. Note that the second object may be the same character as the first object. The second predetermined condition includes a user performing a predetermined operation on the second object located within the specific area. The predetermined operation may be the same as or different from the user's operation performed to set the specific area. The predetermined operation includes an operation by the user to cause the character to perform a predetermined action. The predetermined action includes, for example, the character activating a skill. The predetermined action is not limited to the activation of a skill and may be any action performed by the character in the game space. The effect processing unit 117 determines whether to perform control to raise the level of the specific area or to perform control other than the control to raise the level of the specific area, depending on whether the second object on which the predetermined operation has been performed is located within or outside the specific area. Specifically, when a user performs a predetermined operation on a second object located within the specific area, the second object performs a predetermined action, and the effect processing unit 117 raises the level of the specific area. When a user performs a predetermined operation on a second object located outside the specific area, the second object performs a predetermined action. In this case, the effect processing unit 117 does not raise the level of the specific area. Note that the predetermined operation may include an operation for raising the level of the specific area. Note that the effect processing unit 117 may raise the level of the specific area in response to the first object satisfying a second predetermined condition. In this case, the second predetermined condition includes a user performing a predetermined operation on a first object located within the specific area.
[0079] The effect processing unit 117 applies an effect based on a specific area with a higher level among the effects based on the specific areas to a character object located within an area where the specific areas overlap.
[0080] (2) Example images An example of an image displayed on the display unit 1072 will be described. FIG. 6 is a diagram illustrating an example of an image Im1 displayed on the user terminal 100 realized by the game program according to the embodiment.
[0081] The display unit 1072 displays an image Im1 when a specific area is set in response to a first object satisfying a first predetermined condition. For example, the image Im1 is an image when a character A selected by a user X activates a skill and a specific area is set. The image Im1 includes a character object Ob1, a center object Ob2, an area object Ob3, an indicator Ob4, and a deck object Ob5.
[0082] The character object Ob1 is an object representing a character that can be controlled by a user. For example, the character object Ob1 is character B selected by user X. The character object Ob1 performs actions such as skill activation based on the user's operation. The center object Ob2 is an object representing the center of a specific area. For example, if the specific area is a circular area, the center object Ob2 represents the vicinity of the center of the circle. The area object Ob3 is an object representing the extent of the specific area. For example, if the specific area is a circular area, the area object Ob3 may be a linear object connecting the center object Ob2 to a point inside the circle. If the character object Ob1 is located within the specific area, the area object Ob3 may be a linear object connecting the center object Ob2 and the character object Ob1. The area object Ob3 may be displayed in different display modes depending on the distance between the character object Ob1 and the center object Ob2. For example, if the character object Ob1 is located within the specific area and close to the center object Ob2, the area object Ob3 may be a thick linear object. The area object Ob3 may be a thin line-like object when the character object Ob1 is located within a specific area and far from the center object Ob2. By displaying the area object Ob3 in different display modes depending on the distance between the character object Ob1 and the center object Ob2, the user can recognize whether the character object Ob1 is located near the center of the specific area or near the boundary of the specific area. The area object Ob3 is not displayed when the character object Ob1 moves outside the specific area. The center object Ob2 may be an object of any shape. The area object Ob3 is not limited to a line-like object connecting the center object Ob2 and the character object Ob1, and may be an object of any shape. The area object Ob3 may be an object that constantly displays a specific area. For example, image Im1 includes an area object Ob3 that connects a center object Ob2 and a character B. When a user X performs an operation to activate a skill on character B located within a specific area, the level of the specific area increases.
[0083] The indicator Ob4 is an object that indicates the time during which the level of a specific area is valid. For example, the indicator Ob4 may be an object that displays a countdown or a timer indicating the remaining time during which the level of a specific area is valid. The indicator Ob4 may be displayed in a different display manner as the remaining time decreases. For example, the indicator Ob4 may change color as the remaining time decreases. The indicator Ob4 may be displayed in a different display manner depending on the level of the specific area. For example, the indicator Ob4 may be displayed in yellow when the level of the specific area is "1" and in green when the level of the specific area is "2." The indicator Ob4 may be hidden when the level of the specific area is "0." The indicator Ob4 may be shaped to surround the center object Ob2, or may be displayed in any shape at any position away from the center object Ob2. For example, image Im1 shows a state in which the level of a particular area has been raised to "Level 1." In this case, indicator Ob4 shows the remaining time for which "Level 1" is valid.
[0084] The deck object Ob5 is an object that displays multiple character objects selected by the user. For example, if user X owns character A, character B, character C, and character D, the deck object Ob5 includes characters A to D. The deck object Ob5 may display the character being controlled by the user in a manner that allows it to be distinguished from other characters. For example, if user X is controlling character B, the deck object Ob5 may display character B with a different brightness or luminance, background color, background brightness or luminance, blinking display, or the like from the other characters. The deck object Ob5 may display each character in a distinguishable manner. For example, the deck object Ob5 may display the character name of each character.
[0085] Note that the image Im1 may include text display that displays the parameters of the character object Ob1, the level of a specific area, or the remaining time.
[0086] FIG. 7 is a diagram illustrating an example of an image Im2 displayed on the user terminal 100 realized by the game program according to the embodiment.
[0087] The display unit 1072 displays an image Im2 when the character object Ob1 has moved from the position shown in the image Im1. For example, the image Im2 is an image when the character B selected by the user X is located within a specific area but at a point close to the boundary of the specific area. The image Im2 includes the character object Ob1, the center object Ob2, the area object Ob3, the indicator Ob4, and the deck object Ob5.
[0088] In image Im2, character B is located closer to the boundary of the specific region than in image Im1. Region object Ob3 connecting center object Ob2 and character object Ob1 is a thinner linear object than region object Ob3 in image Im1.
[0089] FIG. 8 is a diagram illustrating an example of an image Im3 displayed on the user terminal 100 realized by the game program according to the embodiment.
[0090] The display unit 1072 displays an image Im3 when the character object Ob1 has moved from the position shown in the image Im2. For example, the image Im3 is an image when the character B selected by the user X is located outside a specific area. The image Im3 includes the character object Ob1 and the deck object Ob5.
[0091] In image Im3, character B is located outside the specific area. The center object is outside the range of image Im3, so it is not displayed in image Im3. Character object Ob1 is located outside the specific area, so the area object is not displayed. In the example of image Im3, the effect applied to character B is canceled. As in this example, when character object Ob1 is located outside the specific area and the area object is hidden, the specific area-based effect is not applied to character object Ob1. If the specific area-based effect is "attack power," the effect applied when character object Ob1 is located within the specific area is canceled. For example, as shown in image Im1 or image Im2, assume that a "plus 10 percent" effect is applied to character B's attack power of "9200" while character B is located within the specific area. In this case, if character B moves outside the specific area, the attack power returns to its previous value of "9200." Note that if the specific area-based effect is "recovery power," the effect applied when character object Ob1 is located within the specific area is maintained. For example, suppose that character B is located within a specific area and his / her physical strength (HP) is restored by "plus 1000 points" as shown in image Im1 or image Im2. In this case, the restored physical strength (HP) is maintained even if character B is located outside the specific area. Depending on the type of effect, effects based on a specific area may include effects that are canceled when the character object moves outside the specific area and effects that are maintained.
[0092] Note that, when the character object Ob1 moves outside the specific region and then moves into the specific region, the effect based on the specific region may be imparted to the character object Ob1 again. In one example, when the character object Ob1 moves outside the specific region and then moves near the center of the specific region, an area object may be displayed and the effect based on the specific region may be imparted to the character object Ob1. Note that the position at which the effect based on the specific region is imparted to the character object Ob1 again may be any position set in the game. In another example, when the character object Ob1 moves outside the specific region and then moves to any position within the specific region, an area object may be displayed and the effect based on the specific region may be imparted to the character object Ob1.
[0093] (3) Operation The operations described below are premised on the assumption that the control unit 110 and memory unit 120 of the user terminal 100 cooperate to progress the game according to the code written in the game program, and generate display data. The operations described below are executed when the game is started by an operation by user X. The game progression unit 213 starts a timer in response to user X's operation to instruct the start of the game, and measures the elapsed time since the game started.
[0094] Fig. 9 is a flowchart showing an example of the information processing operation of the user terminal 100 shown in Fig. 3. Fig. 9 shows an example of the information processing operation of the user terminal 100 regarding the effect based on a specific region.
[0095] In the following example, user X owns characters A to D and controls character A at the start of the game. Characters A to D are examples of character objects. User X can change the character he controls to any of characters A to D while the game is progressing. User X will change the character he controls from character A to character B while the game is progressing. Character A is an example of a first object, and character B is an example of a second object.
[0096] In the following example, the first predetermined condition is that the first object has activated a skill.
[0097] The area processing unit 116 determines whether the first object satisfies a first predetermined condition (step S1). In step S1, for example, the area processing unit 116 determines that the user has performed a predetermined operation on the first object based on information about the user's operation acquired by the operation receiving unit 111. For example, the area processing unit 116 determines that the user has activated a skill on character A based on the user performing an operation to activate a skill on character A. The operation to activate a skill includes an operation of pressing and holding the touch screen 1007 for a predetermined period of time. The operation to activate a skill includes an operation of tapping a display object for activating a skill that is displayed on the touch screen 1007. The operation to activate a skill may include an operation of pressing and holding the touch screen 1007 for a predetermined period of time to display one or more new display objects on the touch screen 1007, and sliding a finger or the like that has touched the touch screen 1007 in a direction toward one of the one or more displayed display objects. The operation of activating a skill may include an operation of pressing and holding the touch screen 1007 for a predetermined period of time to display one or more new display objects on the touch screen 1007, touching any one of the one or more displayed display objects, and then releasing the touch. Note that the operation on the display object, the display method of the display object, etc. may be set by the user.
[0098] If the area processing unit 116 determines that the first object satisfies the first predetermined condition (step S1: YES), the process proceeds from step S1 to step S2. If the area processing unit 116 determines that the first object does not satisfy the first predetermined condition (step S1: NO), the process ends.
[0099] In response to the first object satisfying a first predetermined condition, the area processing unit 116 sets a specific area in the game space (step S2). In step S2, for example, the area processing unit 116 acquires position information of the first object operated by the user. The area processing unit 116 sets a specific area in the game space based on the position information of the first object. The specific area may be an area centered on the position of the first object. For example, in response to character A activating a skill, the area processing unit 116 sets a specific area to an area centered on the position of character A based on the position information of character A. Note that the area processing unit 116 may set a specific area at a position set in the game.
[0100] The object processing unit 115 cooperates with the display control unit 114 to display a central object near the center of the specific area set by the area processing unit 116. The object processing unit 115 cooperates with the display control unit 114 to display a region object so as to connect the central object and first objects located within the specific area. The area processing unit 116 may set a specific area in the game space in response to at least one first object satisfying a first predetermined condition. The area processing unit 116 may set a specific area in the game space each time the first object satisfies the first predetermined condition. In one example, when character A activates a skill, the area processing unit 116 sets a specific area A. Thereafter, when character A activates a skill, the area processing unit 116 sets a specific area B different from the specific area A. In another example, when character A activates a skill, the area processing unit 116 sets a specific area A. Thereafter, when the character operated by the user is changed from character A to character B and character B activates a skill, the area processing unit 116 sets a specific area B different from the specific area A.
[0101] The effect processing unit 117 determines whether the first object or the second object is located within a specific area (step S3). In step S3, for example, the effect processing unit 117 acquires position information of the first object or the second object. The effect processing unit 117 compares the position information of the first object or the second object with the position information of the specific area and determines whether the first object or the second object is located within the specific area. A case in which character A is operated by a user will be described. The effect processing unit 117 acquires position information of character A. Based on the position information of character A, the effect processing unit 117 determines whether character A is located within the specific area. A case in which character B is operated by a user will be described. The effect processing unit 117 acquires position information of character B. Based on the position information of character B, the effect processing unit 117 determines whether character B is located within the specific area. In this case, the object processing unit 115, in cooperation with the display control unit 114, displays an area object so as to connect the central object and the first object or the second object located within the specific area.
[0102] If the effect processing unit 117 determines that the first object or the second object is located within the specific area (step S3: YES), the process proceeds from step S3 to step S4. If the effect processing unit 117 determines that the first object or the second object is not located within the specific area (step S3: NO), the process ends.
[0103] The effect processing unit 117 imparts an effect based on the specific area to a first object or a second object located within the specific area (step S4). In step S4, for example, the effect processing unit 117 imparts an effect according to the level of the specific area to the first object or the second object located within the specific area. The effect processing unit 117 acquires the level of the specific area from the effect management information 1223. The effect processing unit 117 imparts the effect of the acquired level to the first object or the second object located within the specific area. For example, a case will be described where character A is located within a specific area indicating level 0. If the effect based on the specific area is "attack power up," the effect processing unit 117 imparts the level 0 effect "attack power plus 10 percent" to character A.
[0104] For example, a case will be described in which a first object or a second object is located within an area where multiple specific areas overlap. The effect processing unit 117 imparts to the first object or the second object an effect based on a specific area with a higher level among the effects based on the multiple specific areas. Specifically, when a character A is located within an area where a specific area A of level 0 and a specific area B of level 1 overlap, the effect processing unit 117 imparts to the character A an effect of level 1.
[0105] Note that the effect processing section 117 may impart a stronger effect to a second object located within a specific area than to a first object.
[0106] The effect processing unit 117 determines whether the first object or the second object to which the effect has been applied has moved outside the specific area (step S5). In step S5, for example, the effect processing unit 117 acquires position information of the first object or the second object, similar to step S3. The effect processing unit 117 compares the position information of the first object or the second object with the position information of the specific area, and determines whether the first object or the second object is located outside the specific area. A case in which character A is operated by a user will be described. The effect processing unit 117 acquires position information of character A. Based on the position information of character A, the effect processing unit 117 determines whether character A has moved outside the specific area. A case in which character B is operated by a user will be described. The effect processing unit 117 acquires position information of character B. Based on the position information of character B, the effect processing unit 117 determines whether character B has moved outside the specific area.
[0107] If the effect processing unit 117 determines that the first object or the second object to which the effect has been applied has moved outside the specific area (step S5: YES), the process proceeds from step S5 to step S6. If the effect processing unit 117 determines that the first object or the second object to which the effect has been applied has not moved outside the specific area (step S5: NO), the process ends.
[0108] In response to the first object or the second object to which the effect has been applied moving outside the specific area, the effect processing unit 117 cancels the effect applied to the first object or the second object (step S6). For example, a case will be described in which a specific area-based effect "attack power up" has been applied to character A. In response to character A moving outside the specific area, the effect processing unit 117 cancels the effect "attack power up" applied to character A. The effect processing unit 117 does not apply the specific area-based effect to character A located outside the specific area. In this case, the object processing unit 115 hides the area object. For example, a case will be described in which character A moves from inside the specific area to outside the specific area. The object processing unit 115 hides the area object that connected character A to the central object.
[0109] The area processing unit 116 may cancel the setting of the specific area after a certain time has elapsed since the specific area was set. If a specific area B is set after a specific area A is set, the area processing unit 116 may cancel the setting of the specific area A.
[0110] The first object may be a character with a special ability.
[0111] Fig. 10 is a flowchart showing an example of the information processing operation of the user terminal 100 shown in Fig. 3. Fig. 10 shows an example of the information processing operation of the user terminal 100 regarding the level of a specific area.
[0112] In the following example, user X owns characters A to D, and changes the character he controls from character A to character B during the game. The second predetermined condition is that a second object located within a specific area activates a skill. The level of the specific area is level 0. Character A is an example of a first object, and character B is an example of a second object.
[0113] The effect processing unit 117 determines whether a second object different from the first object satisfies a second predetermined condition (step S11). In step S11, for example, the effect processing unit 117 determines whether the second object is located within a specific area based on position information of the second object. If the effect processing unit 117 determines that the second object is located within the specific area, the effect processing unit 117 determines whether the user has performed a predetermined operation on the second object based on information about the user's operation acquired by the operation receiving unit 111. For example, the area processing unit 116 determines that the second predetermined condition has been satisfied based on the user performing an operation to activate a skill on character B located within the specific area.
[0114] Note that the effect processing unit 117 may determine whether the first object satisfies a second predetermined condition. In this case, the effect processing unit 117 determines whether the first object is located within a specific area based on the position information of the first object. If the effect processing unit 117 determines that the first object is located within the specific area, the effect processing unit 117 determines whether the user has performed a predetermined operation on the first object based on information related to the user's operation acquired by the operation receiving unit 111.
[0115] If the effect processing unit 117 determines that the second object satisfies the second predetermined condition (step S11: YES), the process proceeds from step S11 to step S12. If the effect processing unit 117 determines that the second object does not satisfy the second predetermined condition (step S11: NO), the process ends.
[0116] The effect processing unit 117 raises the level of the specific area in response to the second object satisfying the second predetermined condition (step S12). The effect processing unit 117 may acquire the level of the specific area from the effect management information 1223. In response to the second object satisfying the second predetermined condition, the effect processing unit 117 raises the level of the specific area from level 0 to level 1. The object processing unit 115 may work with the display control unit 114 to display an indicator indicating the level of the specific area. The object processing unit 115 work with the display control unit 114 to display an indicator indicating the remaining time for which the level of the specific area is valid. The object processing unit 115 may display an indicator of a different color depending on the level of the specific area. The effect processing unit 117 may update the effect management information 1223.
[0117] The effect processing unit 117 determines whether to perform control to raise the level of the specific area or to perform control different from the control to raise the level of the specific area, depending on whether the second object on which a predetermined operation has been performed is located inside or outside the specific area. For example, when an operation to activate a skill is performed on a second object located outside the specific area, the effect processing unit 117 activates the skill on the second object. A case will be described in which a user X performs an operation to activate a skill on character B located inside the specific area. The effect processing unit 117 raises the level of the specific area from level 0 to level 1 and causes character B to activate the skill. A case will be described in which a user X performs an operation to activate a skill on character B located outside the specific area. The effect processing unit 117 causes character B to activate the skill. The effect processing unit 117 maintains the level of the specific area at level 0.
[0118] In response to the second object satisfying a second predetermined condition, the effect processing unit 117 may impart to the second object an effect based on a specific area corresponding to the increased level. For example, a case will be described in which user X performs an operation to activate a skill on character B located within the specific area. The effect processing unit 117 raises the level of the specific area from level 0 to level 1 and activates the skill with the effect of level 1 imparted to character B. For example, if the effect based on the specific area at level 1 is "attack power plus 10 percent," the effect processing unit 117 activates the skill on character B with the attack power increased by 10 percent.
[0119] The effect processing unit 117 determines whether a predetermined time has elapsed (step S13). In step S13, for example, the effect processing unit 117 calculates the elapsed time from the time limit during which the level of the specific area is valid to the time point at which the level of the specific area is raised. If the elapsed time exceeds the time limit, the effect processing unit 117 determines that the predetermined time has elapsed.
[0120] If the effect processing unit 117 determines that the predetermined time has elapsed (step S13: YES), the process proceeds from step S13 to step S14. If the effect processing unit 117 determines that the predetermined time has not elapsed (step S13: NO), the process repeats step S13.
[0121] The effect processing unit 117 lowers the level of the specific area in response to the lapse of a predetermined time period (step S14). For example, if the level of the specific area is level 1, the effect processing unit 117 lowers the level of the specific area from level 1 to level 0. The object processing unit 115 may work with the display control unit 114 to change the display indicating the level of the specific area. The object processing unit 115 may work with the display control unit 114 to change the display form of the indicator. For example, when lowering the level of the specific area from level 2 to level 1, the object processing unit 115 may change the color of the indicator from yellow to green. The object processing unit 115 may work with the display control unit 114 to change the display form of the specific area. For example, when lowering the level of the specific area from level 2 to level 1, the object processing unit 115 may change the color of at least one of the center object and the area object from yellow to green. The effect processing unit 117 may update the effect management information 1223.
[0122] The effect processing unit 117 determines whether the level of the specific area is level 0 (step S15). For example, the effect processing unit 117 obtains the level of the specific area from the effect management information 1223, and determines whether the level of the specific area is level 0.
[0123] If the effect processing unit 117 determines that the level of the specific area is level 0 (step S15: YES), the processing ends. If the effect processing unit 117 determines that the level of the specific area is not level 0 (step S15: NO), the processing transitions from step S15 to step S13.
[0124] If the second condition is satisfied between steps S12 and S14, the effect processing section 117 raises the level of the specific area, and resets the count of the elapsed time.
[0125] Note that an increase in the level of a particular area may result in an enhancement of the effect associated with the ability of the first object.
[0126] At the timing when the level of the specific area is raised, an effect associated with the ability of the character that satisfies the second condition may be added to the character that satisfies the second condition.
[0127] Note that the characters that satisfy the second condition may be limited to characters with specific abilities.
[0128] (4) Effects As described above in detail, the program can cause a computer to set a specific area in the game space in response to a first object satisfying a first predetermined condition, and to increase the level of the specific area in response to at least a second object different from the first object satisfying a second predetermined condition, and to impart an effect based on the specific area to the first object or the second object located within the specific area. This allows the program to increase the level of the effect of the specific area based on user operations on the character that set the specific area and other characters. The program can also impart an effect based on the specific area to the character that set the specific area and other characters. This allows the program to motivate the user to use multiple characters. In this way, the program can further increase the interest of games involving multiple characters.
[0129] The program can cause the computer to lower the level of a specific area in response to the lapse of a predetermined time. This can motivate the user to operate their own character or another character within the predetermined time. Therefore, the program can further increase the interest of games involving multiple characters.
[0130] The program can cause the computer to cancel the effect in response to the first object or the second object to which the effect has been applied moving outside the specific area. By limiting the application of the effect, the program can motivate the user to operate their own character or other characters within the specific area. In this way, the program can further increase the interest of games involving multiple characters.
[0131] The program can cause the computer to set a specific area in the game space in response to a predetermined operation performed by the user on the first object. This can motivate the user to perform a predetermined operation on their own character or another character. In this way, the program can further increase the interest of games involving multiple characters.
[0132] The program can cause the computer to impart an effect to the first object or the second object according to the level of a specific area. Therefore, the program can motivate the user to perform an operation that will cause the second object to satisfy a second predetermined condition. In this way, the program can further increase the interest of games involving multiple characters.
[0133] The program can cause the computer to increase the level of a specific area in response to a predetermined operation being performed on a second object located within the specific area. This allows the program to motivate the user to perform predetermined operations on their own character or other characters. In this way, the program can further increase the interest of games involving multiple characters.
[0134] The program can cause the computer to activate a skill on a second object located outside the specific area when an operation to activate a skill on the second object is performed. This allows the program to motivate the user to activate skills on their own character or other characters located outside the specific area. Furthermore, the user does not need to perform any special operations to increase the level of a specific area. Therefore, the user can increase the level of a specific area by performing operations normally used during gameplay. In this way, the program can further enhance the enjoyment of games involving multiple characters.
[0135] The program can cause the computer to determine whether to perform control to raise the level of a specific area or to perform control different from the control to raise the level of a specific area depending on whether the second object on which a predetermined operation has been performed is located inside or outside the specific area. This allows the program to perform different control depending on the position of the object operated by the user. In this way, the program can further increase the interest of games with multiple characters.
[0136] The program can cause the computer to function to impart an effect based on a specific area to the second object according to the level it has reached in response to the second object satisfying a second predetermined condition. This allows the user to perform a predetermined operation on their own character or another character located within the specific area, thereby raising the level of the specific area and obtaining the effect of the further increased level. Therefore, the program can further motivate the user to perform a predetermined operation on their own character or another character. In this way, the program can further increase the enjoyment of games involving multiple characters.
[0137] The program can cause a computer to set multiple specific areas in the game space in response to at least one first object satisfying a first predetermined condition, and to impart a specific area-based effect with a higher level among the multiple specific area-based effects to a first object or a second object located within an overlapping range of the multiple specific areas. This allows the program to motivate the user to set multiple specific areas. The program can also motivate the user to perform operations to raise the level of a desired specific area. In this way, the program can further enhance the enjoyment of games involving multiple characters.
[0138] The present invention is not limited to the above-described embodiment.
[0139] In the above embodiment, the second object is described as one of the characters owned by the same user, but is not limited to this. In the case of cooperative play in which multiple users play a game, the second object may be a character owned by another user.
[0140] In the above embodiment, an example has been described in which the effect processing unit 117 does not impart an effect based on a specific area to a first object or a second object located outside the specific area, but this is not limiting. For example, when a first object or a second object that satisfies the second condition moves outside the specific area, the effect processing unit 117 may impart an effect based on a specific area to the first object or the second object for a predetermined period of time.
[0141] In the above embodiment, an example has been described in which the set specific area does not move, but the present invention is not limited to this. The specific area may move in accordance with the movement of the first object.
[0142] In the above embodiment, the level of a specific area ranges from level 0 to level 4, but this is not limiting. The number of levels of a specific area may be the number of characters participating in a quest. For example, each character may be permitted to level up a specific area once. If the same character is permitted to level up a specific area more than once, the conditions for the second and subsequent times may be different. For example, the effect of a level increase may be greater when different characters level up a specific area than when the same character levels up more than once. Specifically, when character A levels up three levels, the attack power may increase from 1x to 1.5x, 1.5x to 1.75x, and 1.75x to 1.8x. However, when different characters level up three levels, the attack power may increase from 1x to 1.5x, 1.5x to 2x, and 2x to 2.5x. When the same character levels up multiple levels, different conditions may need to be met compared to when different characters level up. Specifically, when character A increases his / her level by multiple stages, a condition may be that character A activates a skill twice. When character A increases his / her level by multiple stages, a condition may be that character A accumulates points up to a predetermined value and activates a skill. When character A increases his / her level by multiple stages, the probability of increasing his / her level may be determined by lottery. Specifically, when character A increases his / her level for the first time, there is a 100% probability that the level will increase, but when character A increases his / her level for the second time, there is a 70% probability that the level will increase, and when character A increases his / her level for the third time or thereafter, there is a lower probability of increasing his / her level.
[0143] Although a touch panel has been described as an example of the input unit 1071, the input unit 1071 is not limited to this. The input unit 1071 may be a controller having a plurality of buttons.
[0144] For example, the configurations of the server 200 and the user terminal 100 may be replaced with other configurations capable of implementing the programs according to the embodiments. The configurations of the server 200 and the user terminal 100 may be omitted, distributed across multiple devices, and replaced with similar configurations. Each functional unit of the server 200 and the user terminal 100 may be implemented using a circuit. The circuit may be a dedicated circuit that implements a specific function, or may be a general-purpose circuit such as a processor.
[0145] Furthermore, the process flow described using the flowchart is not limited to the procedure described, and the order of some steps may be changed, or some steps may be performed simultaneously in parallel. Furthermore, the series of processes described above do not need to be performed consecutively, and each step may be performed at any timing.
[0146] At least a part of the processing of each of the above embodiments can be realized by using, for example, a processor installed in a general-purpose computer as basic hardware. A program that realizes the above processing may be provided by being stored on a computer-readable recording medium. The program is stored on the recording medium as an installable file or an executable file. Examples of recording media include magnetic disks, optical disks (CD-ROMs, CD-Rs, DVDs, etc.), magneto-optical disks (MOs, etc.), semiconductor memories, etc. Any recording medium can be used as long as it can store the program and is computer-readable. Furthermore, the program that realizes the above processing may be stored on a computer (server) connected to a network such as the Internet and downloaded to a computer (client) via the network.
[0147] It should be noted that this invention is not limited to the above-described embodiments, and various modifications can be made in the implementation stage without departing from the spirit of the invention. Furthermore, the embodiments may be implemented in appropriate combinations, in which case the combined effects can be obtained. Furthermore, the above-described embodiments include various inventions, and various inventions can be extracted by combining selected elements from the disclosed elements. For example, if the problem can be solved and the desired effect can be obtained even if some elements are deleted from all elements shown in the embodiments, the configuration from which these elements are deleted can be extracted as an invention. [Explanation of symbols]
[0148] 1...game system, 100...user terminal, 110...control unit, 111...operation reception unit, 112...game progression unit, 113...virtual camera control unit, 114...display control unit, 115...object processing unit, 116...area processing unit, 117...effect processing unit, 120...storage unit, 121...game program storage unit, 122...game information storage unit, 200...server, 210...control unit, 211...reception control unit, 212...transmission control unit, 213...game progression unit, 220...storage unit, 221...game program storage unit, 222...game information storage unit, 223...user information database, 1001...processor, 1002...memory, 1003...storage page, 1004...sensor, 1005...communication interface, 1006...input / output interface, 1007...touch screen, 1008...bus, 1071...input section, 1072...display section, 1221...object data, 1222...parameter management information, 1223...effect management information, 2001...processor, 2002...memory, 2003...storage, 2004...communication interface, 2005...input / output interface, 2006...bus, NW...network, Ob1...character object, Ob2...center object, Ob3...area object, Ob4...indicator, Ob5...deck object.
Claims
1. Computer, means for setting a specific area in the game space in response to the first object satisfying a first predetermined condition; means for increasing the level of the particular area in response to at least a second object different from the first object satisfying a second predetermined condition; means for applying an effect based on the specific area to the first object or the second object located within the specific area; It functions as the means for raising the level of the specific area includes, in response to a second object different from the first object satisfying a second predetermined condition, raising the level of the specific area so that the effect of the level of the specific area is greater than when the first object satisfies the second predetermined condition. program.
2. A computer, means for setting a specific area in the game space in response to the first object satisfying a first predetermined condition; means for increasing the level of the particular area in response to at least a second object different from the first object satisfying a second predetermined condition; means for applying an effect based on the specific area to the first object or the second object located within the specific area; It functions as the means for raising the level of the specific area includes raising the level of the specific area in response to the first object satisfying a condition different from the second predetermined condition. program.
3. The means for raising the level of the specific area includes raising the level of the specific area in response to the first object satisfying a condition different from the second predetermined condition. The program according to claim 1.
4. the first predetermined condition includes a predetermined operation being performed by a user on the first object; The program according to claim 1.
5. the second predetermined condition includes a predetermined operation being performed by a user on the second object located within the specific area; The program according to claim 1.
6. the predetermined operation is an operation to activate a skill, causing the computer to function as a means for activating a skill on the second object when an operation for activating a skill on the second object located outside the specific area is performed; The program according to claim 5.
7. an area processing unit that sets a specific area in the game space in response to the first object satisfying a first predetermined condition; an effect processing unit that raises a level of the specific area in response to at least a second object different from the first object satisfying a second predetermined condition; Equipped with the effect processing unit applies an effect based on the specific area to the first object or the second object located within the specific area; the effect processing section, in response to a second object different from the first object satisfying a second predetermined condition, increases the level of the specific area so that the effect of the level of the specific area becomes greater than when the first object satisfies the second predetermined condition; Information processing device.
Citation Information
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