Program, game device, server device and game system

The game system enables non-contact object manipulation, enhancing gameplay with strategic depth and player engagement by allowing object reservation, selection, and timing control based on player character parameters.

JP7736278B2Active Publication Date: 2025-09-09BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2023178019
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2018-09-06
Filing Date
2023-10-16
Publication Date
2025-09-09
Estimated Expiration
2039-07-17

AI Technical Summary

Technical Problem

Existing games limit player interaction with objects by requiring physical contact, lacking variety in object movement and strategic depth.

Method used

A game system that allows players to set and manipulate objects without direct contact through reservation and selection mechanisms, controlling object placement, range, and timing based on player character parameters.

Benefits of technology

Enhances gameplay by expanding object movement range, enabling strategic object manipulation and increasing player engagement through varied and intuitive interactions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a program, a game device, and a server device capable of achieving a game for operating an object without a player character coming into contact with the object, and improving the attraction of the game by expanding the width of the operation of the object.SOLUTION: Control is executed for setting a designated object of objects arranged in a game space as an object in a reservation state, and arranging the object in a reservation state at a predetermined position in the game space, and / or control is executed for displaying information on the object in a reservation state at a predetermined position in a game screen. When a predetermined condition is satisfied, the reservation state of the object set to the reservation state by a reservation control part is released, and a predetermined operation of the object is executed.SELECTED DRAWING: Figure 14
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Description

[Technical Field]

[0001] The present invention relates to a program, a game device, and a server device. [Background technology]

[0002] 2. Description of the Related Art Games have been known in the past in which a player's character in a game space performs actions using objects that the player comes into contact with.

[0003] For example, there is a game in which a character rolls a spherical object, and objects that collide with the spherical object are successively combined to make the spherical object larger like a snowball, which can then be rolled further (for example, Patent Document 1).

[0004] Furthermore, there are games in which a player character grabs an object present in the game space and attacks an enemy character by throwing the object at them (for example, Non-Patent Document 1). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Patent No. 3843241 [Non-patent literature]

[0006] [Non-Patent Document 1] Super Mario USA [Retrieved June 14, 2018](https: / / www.nintendo.co.jp / ngc / sms / history / smu / ) Summary of the Invention [Problem to be solved by the invention]

[0007] However, the system described in Patent Document 1 above and the system described in Non-Patent Document 1 above are simple games in which the player character comes into contact with an object and then moves the object (rolls it, throws it, etc.), and there is room for further improvement.

[0008] The present invention has been made to solve the above-mentioned problems, and its purpose is to provide a program, a game device, and a server device that can realize a game in which a player character can move an object without coming into contact with the object, and that can expand the range of object movements to make the object more appealing. [Means for solving the problem]

[0009] (1) In order to solve the above problems, the present invention provides: A program for executing a game in which a player character and an opponent character fight each other using objects arranged in a game space, a reservation control unit that sets a designated object from among the objects placed in the game space as a reserved object, and controls the placement of the reserved object at a predetermined position in the game space, and / or controls the display of information about the reserved object at a predetermined position on the game screen; This relates to a program that causes a computer to function as an operation control unit that, when certain conditions are met, releases the hold state of an object that has been set to a hold state by the hold control unit and performs a specified operation on the object.

[0010] The present invention also relates to a computer-readable information storage medium storing the program, a game device having the above configuration, and a server device having the above configuration.

[0011] According to the present invention, it is possible to set an object to a pending state without the player character touching the object, and then to move the object. In other words, the present invention can expand the range of object movements, providing a game that will further interest players.

[0012] For example, according to the present invention, even if the player character does not come into contact with an object, the object can be set to a pending state, and when a predetermined condition is met, the pending state of the object can be released and the object can be attacked by an enemy character, for example.

[0013] (2) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The reservation control unit Of the objects present in the game space, an object designated based on an operational input by the player may be set as a pending object.

[0014] According to the present invention, the player can designate the object in the reserved state by inputting an operation himself, so that the object to be reserved can be set in a manner that reflects the player's intention.

[0015] (3) Furthermore, the program, information storage medium, game device, and server device according to the present invention are causing the computer to further function as a range setting unit that sets a predetermined range in the game space based on the position of the player character; The reservation control unit A designated object from among the objects present within the predetermined range may be set as a pending object.

[0016] According to the present invention, the predetermined range that affects the setting of the pending state is set based on the position of the player character, so the player can play the game while being aware of the position of the player character.

[0017] (4) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The range setting unit: The size of the predetermined range may be changed based on the position of the player character.

[0018] According to the present invention, the position of the player character affects the size of the predetermined range, so the player can play the game while being aware of the position of the player character.

[0019] (5) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The range setting unit: The size of the predetermined range may be changed based on a predetermined parameter of the player character.

[0020] According to the present invention, since the predetermined parameters of the player character affect the magnitude of the predetermined range, the player can be motivated to improve the predetermined parameters of the player character, thereby making the game more interesting.

[0021] (6) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The reservation control unit Multiple objects may be set to the pending state.

[0022] According to the present invention, since multiple objects can be set in a pending state, the player can play the game strategically.

[0023] (7) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The reservation control unit The number of objects in the reserved state may be controlled to be displayed on the game screen.

[0024] According to the present invention, the player can easily grasp the number of objects in a pending state.

[0025] (8) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The operation control unit When a predetermined condition is satisfied, the hold control unit may release the hold state of the plurality of objects that have been set to the hold state, and execute a predetermined operation on the plurality of objects.

[0026] According to the present invention, since multiple objects can be operated, the player can play the game with a strategy. For example, according to the present invention, it is possible to attack an enemy character with multiple objects at once.

[0027] (9) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The reservation control unit It may be possible to determine whether or not to set the object to the pending state depending on at least one of the distance between the player character and the object, the type of the object, the attribute of the object, and the compatibility between the player character and the object.

[0028] According to the present invention, the player plays the game taking into consideration at least one of the distance between the player character and the object, the type of object, the attribute of the object, and the compatibility between the player character and the object, thereby making the game more interesting.

[0029] (10) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The reservation control unit At least one of the number, attributes and types of objects that can be set to a reserved state may be changed according to a predetermined parameter of the player character.

[0030] According to the present invention, for example, the higher the predetermined parameters of the player character, the more control is possible to increase the number of objects that can be set to a pending state, which provides an incentive to improve the predetermined parameters of the player character and further increases the fun of game play.

[0031] (11) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The operation control unit At least one of the number, attributes and types of the objects to be operated collectively may be changed according to a predetermined parameter of the player character.

[0032] According to the present invention, for example, the higher the predetermined parameter of the player character, the more control becomes possible, such as increasing the number of objects that are operated at once, which provides an incentive to improve the predetermined parameter of the player character and further increases the enjoyment of game play.

[0033] (12) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The operation control unit The movement of the object may be changed in accordance with a predetermined parameter of the player character.

[0034] According to the present invention, for example, the higher the predetermined parameter of the player character, the greater the attack power of the object's attack action becomes possible, providing an incentive to improve the predetermined parameter of the player character and further increasing the enjoyment of game play.

[0035] (13) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The operation control unit The hold control unit may release the object that has been set to the hold state by the hold control unit on the condition that a given consumption value is subtracted from the operation parameter, and a predetermined operation may be performed for the object.

[0036] According to the present invention, since a given consumption value is subtracted from the movement parameters in exchange for the movement of an object, it is possible to prevent the object from being moved in an unintended manner, and the player can play the game strategically by taking the movement parameters into consideration. Furthermore, it is possible to motivate the player to improve the movement parameters, further increasing the enjoyment of the game.

[0037] (14) The present invention also provides A program for executing a game in which a player character and an opponent character fight each other using objects arranged in a game space, a selection unit that sets a designated object from among the objects arranged in the game space as a selected object; a period control unit that controls a waiting period from a specific timing until a predetermined action is executed, in association with the selected object; causing the computer to function as an action control unit that executes a predetermined action on the selected object at a timing when the waiting period has elapsed since the specific timing; The period control unit The program controls the waiting period based on at least one of the weight of the selected object and the type of the selected object.

[0038] The present invention also relates to a computer-readable information storage medium storing the program, a game device having the above configuration, and a server device having the above configuration.

[0039] According to the present invention, it is possible to set an object to a selected state without the player character having to touch the object, and then to move the object. In other words, the present invention can expand the range of object movements, and provide a game that will further interest the player.

[0040] For example, according to the present invention, even if the player character does not come into contact with the object, the object can be set to a selected state, and when a waiting period has elapsed from a specific timing, a predetermined action (e.g., attacking an enemy character) can be performed on the selected object.

[0041] Furthermore, according to the present invention, the waiting period is controlled based on at least one of the weight of the selected object and the type of the selected object, so that the difficulty of operating the selected object can be reproduced according to the weight and type of the selected object.

[0042] (15) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The operation control unit The specific timing may be the start timing of a predetermined input, and a predetermined action may be executed on the selected object when the elapsed time during which the predetermined input is continuously detected exceeds the waiting period.

[0043] According to the present invention, the timing at which a predetermined input (e.g., touch input, button input, etc.) begins is defined as the predetermined timing, and a predetermined action is performed on the selected object when the elapsed time during which the predetermined input is continuously detected from the predetermined timing has passed a waiting period, thereby allowing the player to make intuitive inputs.

[0044] The hold period may be defined as the time that has elapsed since the player started a predetermined input (for example, a touch input or a button input) during which the predetermined input is continuously detected.

[0045] (16) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The period control unit The heavier the weight of the selected object, the longer the waiting period may be.

[0046] Furthermore, according to the present invention, the heavier the selected object is, the longer the waiting period is set, so that it is possible to reproduce an object in such a way that it takes longer to operate a heavier object, for example.

[0047] (17) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The selection unit: Of the objects present in the game space, an object designated based on an operational input by the player may be set as the selected object.

[0048] According to the present invention, the player can specify the selected object by inputting an operation himself, so that the object to be selected can be set in a manner that reflects the player's intention.

[0049] (18) Furthermore, the program, information storage medium, game device, and server device according to the present invention are causing the computer to further function as a range setting unit that sets a predetermined range in the game space based on the position of the player character; The selection unit: A designated object from among the objects present within the predetermined range may be set as a selected object.

[0050] According to the present invention, the predetermined range that affects the setting of the selection state is set based on the position of the player character, so the player can play the game while being aware of the position of the player character.

[0051] (19) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The range setting unit: The size of the predetermined range may be changed based on the position of the player character.

[0052] According to the present invention, the position of the player character affects the size of the predetermined range, so the player can play the game while being aware of the position of the player character.

[0053] (20) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The range setting unit: The size of the predetermined range may be changed based on a predetermined parameter of the player character.

[0054] According to the present invention, since the predetermined parameters of the player character affect the magnitude of the predetermined range, the player can be motivated to improve the predetermined parameters of the player character, thereby making the game more interesting.

[0055] (21) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The selection unit: A plurality of objects may be set to the selected state.

[0056] According to the present invention, since a plurality of objects can be set in a selected state, the player can play the game strategically.

[0057] (22) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The selection unit: The number of selected objects may be displayed on the game screen.

[0058] According to the present invention, the player can easily grasp the number of selected objects.

[0059] (23) Furthermore, the program, information storage medium, game device, and server device according to the present invention , The period control unit setting the waiting period for each of the plurality of selected objects based on at least one of a weight of the selected object and a type of the selected object; The operation control unit For each of the plurality of selected objects, a predetermined action may be executed for the selected object at a timing when the standby period for the selected object has elapsed from a specific timing.

[0060] According to the present invention, since multiple objects can be operated, the player can play the game with a well-thought strategy. Furthermore, according to the present invention, a waiting period is set for each of multiple selected objects based on at least one of the weight of the selected object and the type of the selected object, so that a waiting period appropriate for each selected object can be set. According to the present invention, for example, it is possible to attack an enemy character first with a light object, and then attack the enemy character with the last heavy object. Furthermore, it is possible to attack an enemy character first with a specific type of object, and then attack the enemy character last with another type of object.

[0061] (24) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The selection unit: It may be possible to determine whether or not to set the object to the selected state depending on at least one of the distance between the player character and the object, the type of the object, the attribute of the object, and the compatibility between the player character and the object.

[0062] According to the present invention, the player plays the game taking into consideration at least one of the distance between the player character and the object, the type of object, the attribute of the object, and the compatibility between the player character and the object, thereby making the game more interesting.

[0063] (25) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The selection unit: At least one of the number, attributes and types of objects that can be set to a selectable state may be changed according to a predetermined parameter of the player character.

[0064] According to the present invention, for example, the higher the predetermined parameter of the player character, the more control is possible to increase the number of objects that can be set to a selectable state, which provides an incentive to improve the predetermined parameter of the player character and further increases the enjoyment of game play.

[0065] (26) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The operation control unit The movement of the object may be changed in accordance with a predetermined parameter of the player character.

[0066] According to the present invention, for example, the higher the predetermined parameter of the player character, the higher the attack power of the attacking action of the object can be controlled. This provides an incentive to improve the meter and further increases the fun of gameplay.

[0067] (27) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The operation control unit A predetermined action may be executed for the selected object on the condition that a given consumption value is subtracted from the action parameter.

[0068] According to the present invention, since a given consumption value is subtracted from the movement parameters in exchange for the movement of an object, it is possible to prevent the object from being moved in an unintended manner, and the player can play the game strategically by taking the movement parameters into consideration. Furthermore, it is possible to motivate the player to improve the movement parameters, further increasing the enjoyment of the game.

[0069] (28) Furthermore, the program, information storage medium, game device, and server device according to the present invention are The period control unit The waiting period associated with the selected object may be set based on at least one of the weight of the selected object and the type of the selected object, and a predetermined parameter of the player character.

[0070] According to the present invention, for a selected object, the waiting period can be shortened as the predetermined parameter of the player character increases, providing an incentive to improve the predetermined parameter of the player character and further increasing the enjoyment of game play. [Brief explanation of the drawings]

[0071] [Figure 1] FIG. 2 is a diagram showing an example of a network diagram of the game system according to the present embodiment. [Figure 2] FIG. 2 is a diagram showing an example of a functional block diagram of the game device according to the embodiment. [Figure 3] FIG. 2 is a diagram showing an example of a functional block diagram of a server device according to the embodiment. [Figure 4] FIG. 4 is a diagram showing an example of a game screen according to the present embodiment. [Figure 5] FIG. 4 is a diagram showing an example of a game screen according to the present embodiment. [Figure 6] FIG. 4 is a diagram showing an example of a game screen according to the present embodiment. [Figure 7] FIG. 4 is a diagram showing an example of a game screen according to the present embodiment. [Figure 8]8A and 8B are diagrams for explaining a predetermined range in this embodiment. [Figure 9] FIG. 4 is a diagram showing an example of information related to an object according to the embodiment. [Figure 10] 10A and 10B are diagrams showing an example of the arrangement of objects in a pending state according to this embodiment. [Figure 11] FIG. 10 is a diagram showing an example of the relationship between ability values ​​and types in the present embodiment. [Figure 12] FIG. 4 is a diagram showing an example of a game screen according to the present embodiment. [Figure 13] FIG. 4 is a diagram showing an example of a game screen according to the present embodiment. [Figure 14] 3 is a flowchart showing the flow of processing according to the present embodiment. [Figure 15] FIG. 4 is an explanatory diagram regarding the designation of an object according to the present embodiment. [Figure 16] FIG. 10 is a diagram showing an example of displaying information about an object in a suspended state according to the embodiment. [Figure 17] FIG. 10 is a diagram showing an example of displaying information about an object in a suspended state according to the embodiment. [Figure 18] FIG. 4 is an explanatory diagram regarding operation instructions according to the present embodiment. [Figure 19] FIG. 10 is a diagram showing an example of a functional block diagram of a game device according to a second embodiment. [Figure 20] FIG. 10 is an explanatory diagram regarding operation timing of the second embodiment. [Figure 21] FIG. 10 is a diagram showing an example of a game screen according to the second embodiment. [Figure 22] FIG. 10 is an explanatory diagram of a predetermined gauge according to the second embodiment. [Figure 23] FIG. 10 is a diagram showing an example of a game screen according to the second embodiment. [Figure 24] 10 is a flowchart showing the flow of processing according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0072] The following describes embodiments. Note that the embodiments described below do not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiments are necessarily essential components of the present invention.

[0073] [1] Game System Fig. 1 is a diagram showing an example of a system configuration of a game system 1 according to this embodiment. As shown in Fig. 1, the game system 1 according to this embodiment is configured such that a server device 20 that provides a game service and game devices 10 (e.g., game devices 10A, 10B, and 10C) are connectable to the Internet (an example of a network).

[0074] The server device 20 is an information processing device, a computer, or the like that provides services to the game device 10. The server device 20 can also function as, for example, an SNS server that provides a service that allows communication between multiple players.

[0075] The game device 10 executes the game program of this embodiment stored in the storage unit 170 (or information storage medium 180). The game program includes a game application. Note that the game device 10 may access the server 20 in advance to receive the game program from the server 20 and store it in the storage unit 170 (or information storage medium 180).

[0076] The server device 20 may also provide an online game service that connects to the game devices 10 of multiple players via a network, allowing players to simultaneously share the same game progress online.

[0077] Furthermore, the server device 20 may be configured as one (device, processor) or as multiple (devices, processors).

[0078] The information stored in the memory area of ​​the server device 20, such as billing information and game information, may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet), or when the server device 20 functions as an SNS server, the information stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet).

[0079] The game device 10 is a device that can be connected to the server device 20 via a network such as the Internet (WAN) or LAN. The communication line between the game device 10 and the server device 20 may be wired or wireless.

[0080] [1.1] Game device configuration The configuration of the game device 10 of this embodiment will be described with reference to Fig. 2. Fig. 2 is an example of a functional block diagram of the game device 10 of this embodiment. Furthermore, the game device 10 of this embodiment does not need to include all of the components shown in Fig. 2, and may have a configuration in which some of them are omitted.

[0081] The game device 10 is an information processing device (computer, terminal device) such as a portable game machine, a portable terminal device, a smartphone, a tablet terminal device, a mobile phone, or an image generating device.

[0082] The game device 10 of this embodiment is made up of an operation input unit 150 , a storage unit 170 , an information storage medium 180 , a processing unit 100 , a display unit 190 , a sound output unit 192 , and a communication unit 196 .

[0083] The operation input unit 150 is composed of a plurality of buttons, an analog stick, an acceleration sensor as a physical sensor that detects information that changes according to tilt and movement, a microphone, a vibration unit that feeds back perceptible vibrations to the player according to the content of the game, a control circuit that performs various controls including vibration control of the vibrator, and a communication unit. The operation input unit 150 also has an operator such as a touch panel display.

[0084] The operation input unit 150 may further include a lever, a cross key, a mouse, etc. The operation input unit 150 may also include a gyro sensor that detects the angular velocity applied to the controller itself.

[0085] The operation input unit 150 of this embodiment is an operation input device that can be held in both hands by the player P and whose position and orientation can be changed as desired, and the operation input unit 150 is detachable from the main body of the game device 10. The main body of the game device 10 may be integrated with the operation input unit 150. The operation input unit 150 may also receive input by voice input.

[0086] When the operation input unit 150 is not attached to the main body of the game device 10, control is performed so that data is transmitted and received to and from the main body via wireless communication of the operation input unit 150. When the operation input unit 150 is attached to the main body of the game device 10, it may be connected by a connector (not shown) to charge each operation input unit 150 or to make other electrical connections or connections for data communication.

[0087] The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions can be realized by hardware such as RAM (VRAM).

[0088] In particular, the storage unit 170 of this embodiment includes a main storage unit 171 and an image buffer 172. The image buffer 172 stores the image generated by the image generation unit 120.

[0089] The information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions can be realized by hardware such as an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM).

[0090] The processing unit 100 performs various processes of this embodiment based on data read from the program stored in the storage unit 170 or the information storage medium 180. That is, the storage unit 170 or the information storage medium 180 stores a program for causing a computer to function as each unit of this embodiment (a program for causing a computer to execute the processing of each unit).

[0091] Note that the programs for causing a computer to function as each unit of this embodiment may be distributed from the storage unit 240 or information storage medium 280 of the server 20 to the information storage medium 180 (or storage unit 170) via a network. Such use of the storage unit 240 or information storage medium 280 of the server 20 is also included in the scope of the present invention.

[0092] The processing unit 100 (processor) performs game processing, image generation processing, or sound control processing based on information (input information) input from the operation input unit 150, a program expanded from the information storage medium 180 to the memory unit 170, etc.

[0093] The processing unit 100 of this embodiment performs various game processes, such as starting a game when a game start condition is met, progressing the game, ending the game when a game end condition is met, and progressing to an ending when the final stage is cleared.

[0094] In addition, the processing unit 100 of this embodiment functions as a communication control unit 101, a reception unit 110, a placement unit 111, a movement / action processing unit 112, a game processing unit 114, a hold control unit 115, a range setting unit 116, a display control unit 118, an image generation unit 120, and a sound control unit 130.

[0095] The communication control unit 101 performs processing for transmitting and receiving data to and from other game devices 10 and the server 20 via the network.

[0096] The receiving unit 110 performs processing to receive instructions (e.g., operation instructions) from the operation input unit 150 and input information (operation input, input signal) from the operation input unit 150. For example, the receiving unit 110 receives any one of a plurality of types of operation instructions for an object.

[0097] The placement unit 111 performs processing to place objects in a game space (also referred to as a virtual space, a virtual three-dimensional space, or an object space). For example, the placement unit 111 performs processing to place display objects such as buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in the game space in addition to characters and objects. Here, the game space is a virtual game space, and in the case of a virtual three-dimensional space, for example, it is a space in which objects are placed in three-dimensional coordinates (X, Y, Z) such as a world coordinate system or a virtual camera coordinate system.

[0098] For example, the placement unit 111 places an object (an object configured with primitives such as a polygon, a free-form surface, or a subdivision surface) in a world coordinate system. Also, for example, the placement unit 111 determines the position and rotation angle (synonymous with orientation or direction) of the object in the world coordinate system, and places the object at that position (X, Y, Z) with that rotation angle (rotation angle around the X, Y, and Z axes). Note that the placement unit 111 may perform processing to place a scaled object in a virtual space.

[0099] The placement unit 111 of this embodiment may place the object in a virtual two-dimensional space.

[0100] The movement / motion processing unit 112 performs calculations for the movement and movement of objects in the game space (virtual space). That is, it performs processing to move objects in the virtual space and make the objects move (motion, animation) based on input information, programs (movement / motion algorithms), various data (motion data), etc. Specifically, it performs processing to sequentially obtain object movement information (movement speed, movement acceleration, position, orientation, etc.) and motion information (position or rotation angle of each part that makes up the object) for each frame (1 / 60 seconds). Note that a frame is a unit of time for object movement / motion processing and image generation processing.

[0101] Furthermore, when moving an object in a virtual two-dimensional space, the movement / motion processing unit 112 controls the object to move in a given direction at a predetermined speed. You can do this.

[0102] The movement / motion processing unit 112 also includes a motion control unit 112a. The motion control unit 112a releases the reserved state of an object that has been set to the reserved state by the reservation control unit 115, and executes a predetermined motion for the object. Details will be described later.

[0103] The game processing unit 114 mainly executes the various game processes described above and also performs various game calculation processes related to the game.

[0104] The reservation control unit 115 sets a designated object among the objects placed in the game space as a reserved object, and controls the placement of the reserved object at a predetermined position in the game space, and / or controls the display of information about the reserved object at a predetermined position on the game screen. Details will be described later.

[0105] When the reservation control unit 115 controls the placement of a reserved object at a predetermined position in the game space, it performs processing to place the reserved object in the game space using a method similar to that of the placement unit 111. That is, the reservation control unit 115 places the reserved object (an object configured with primitives such as a polygon, a free-form surface, or a subdivision surface) in three-dimensional coordinates (X, Y, Z) such as a world coordinate system or a virtual camera coordinate system. For example, the reservation control unit 115 determines the position and rotation angle (synonymous with orientation or direction) of the reserved object in the world coordinate system, and places the reserved object at that position (X, Y, Z) with that rotation angle (rotation angle around the X, Y, and Z axes). The reservation control unit 115 may also perform processing to place a scaled reserved object in the virtual space.

[0106] In addition, when the reservation control unit 115 controls the display of information about the object in a reserved state at a predetermined position on the game screen, it controls the display of information about the object in a reserved state in a predetermined display area of ​​the display unit 190 (for example, a predetermined area WA on the right side of the display unit 190).

[0107] The range setting unit 116 sets a predetermined range in the game space, the details of which will be described later.

[0108] The display control unit 118 controls the display unit 190 to display the images generated by the image generation unit 120 and information related to the images.

[0109] The image generating unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating an image.

[0110] Furthermore, the image generation unit 120 receives object data (model data) including vertex data (position coordinates of vertices, texture coordinates, color data, normal vectors or α values, etc.) of each vertex of an object (model), and performs vertex processing (shading by a vertex shader) based on the vertex data included in the input object data. Note that when performing vertex processing, vertex generation processing (tessellation, surface division, polygon division) for subdividing polygons may be performed as necessary.

[0111] In vertex processing, vertex movement processing and geometry processing such as coordinate transformation, for example, world coordinate transformation, field of view transformation (camera coordinate transformation), clipping processing, perspective transformation (projection transformation), and viewport transformation are performed in accordance with the vertex processing program (vertex shader program, first shader program), and based on the processing results, the vertex data given for the group of vertices that make up the object is changed (updated, adjusted).

[0112] Then, rasterization (scan conversion) is performed based on the vertex data after vertex processing, and polygon (primitive) faces are associated with pixels. Following rasterization, pixel processing (shading by pixel shader, fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen). In pixel processing, various processes such as texture reading (texture mapping), color data setting / changing, semi-transparent compositing, and anti-aliasing are performed in accordance with a pixel processing program (pixel shader program, second shader program) to determine the final drawing color of the pixels that make up the image. The perspective-transformed drawing color of the object is output (drawn) to image buffer 172 (a buffer that can store image information on a pixel-by-pixel basis; VRAM, rendering target). In other words, pixel processing involves per-pixel processing, in which image information (color, normal, brightness, alpha value, etc.) is set or changed on a pixel-by-pixel basis. This generates an image seen from a virtual camera (a given viewpoint) in object space. When there are multiple virtual cameras (viewpoints), images can be generated so that the images seen from each virtual camera can be displayed as split images on one screen.

[0113] Vertex processing and pixel processing are realized by so-called programmable shaders (vertex shaders and pixel shaders), hardware that makes it possible to program the rendering process of polygons (primitives) using shader programs written in a shading language. With programmable shaders, the rendering process can be programmed at the vertex or pixel level, allowing for a high degree of freedom, and significantly improving the expressive power compared to the fixed rendering process used by conventional hardware.

[0114] When drawing an object, the image generation unit 120 performs geometry processing, texture mapping, hidden surface removal, alpha blending, and the like.

[0115] In geometry processing, the object is subjected to coordinate transformation, clipping, perspective projection transformation, light source calculation, etc. Then, the object data (position coordinates of the object's vertices, texture coordinates, color data (brightness data), normal vector, α value, etc.) after geometry processing (perspective projection transformation) is stored in storage unit 170.

[0116] Texture mapping is a process for mapping textures (texel values) stored in storage unit 170 onto an object. Specifically, textures (surface properties such as color (RGB), alpha value, etc.) are read from storage unit 170 using texture coordinates and the like set (assigned) to the vertices of the object. Then, the texture, which is a two-dimensional image, is mapped onto the object. In this case, a process for associating pixels with texels and bilinear interpolation or the like is performed to interpolate the texels.

[0117] Hidden surface removal can be performed using the Z-buffer method (depth comparison method, Z-test), which uses a Z-buffer (depth buffer) that stores the Z-values ​​(depth information) of the drawing pixels. That is, when drawing a drawing pixel corresponding to an object's primitive, the Z-value stored in the Z-buffer is referenced. The Z-value in the referenced Z-buffer is then compared with the Z-value of the drawing pixel of the primitive, and if the Z-value of the drawing pixel is a Z-value that is closer to the virtual camera (for example, a small Z-value), the drawing process for that drawing pixel is carried out and the Z-value in the Z-buffer is updated to the new Z-value.

[0118] Alpha blending (alpha compositing) is a semi-transparent compositing process (normal alpha blending, additive alpha blending, subtractive alpha blending, etc.) based on an alpha value (A value).

[0119] For example, in alpha blending, the drawing color (overwrite color) C1 to be drawn in the image buffer 172 and the color already drawn in the image buffer 172 (rendering target) are The resulting drawing color (base color) C1 is linearly blended based on the α value. In other words, if the final drawing color is C, it can be calculated by C=C1*α+C2*(1-α).

[0120] The alpha value is information that can be stored in association with each pixel (texel, dot), and is information in addition to color information. The alpha value can be used as mask information, semi-transparency (equivalent to transparency or opacity), bump information, etc.

[0121] The sound control unit 130 performs sound processing based on the results of various processes performed by the processing unit 100, and generates game sounds such as background music, sound effects, or voices.

[0122] The display unit 190 outputs the image generated by the processing unit 100, and its function can be realized by hardware such as a CRT display, LCD (liquid crystal display), OLED (organic EL display), PDP (plasma display panel), touch panel display, or HMD (head mounted display).

[0123] Furthermore, the game device 10 of this embodiment may be connected to a display unit 190 such as a monitor or television, and game images may be displayed on the display unit 190 as an external output destination.

[0124] The sound output unit 192 outputs the sound reproduced by the sound control unit 130, and its function can be realized by hardware such as a plurality of speaker units or headphones.

[0125] Note that a speaker provided in the display device may be used as sound output unit 192. For example, when a television (home television receiver) is used as the display device, the speaker of the television receiver can be used as sound output unit 192.

[0126] The communication unit 196 can communicate with other game machines via a network (Internet). This function can be realized by hardware such as various processors, communication ASICs, and network interface cards, as well as by programs. The communication unit 196 can also communicate via both wired and wireless means.

[0127] The game device 10 of this embodiment may be controlled to allow game play in a single-player mode in which only one player can play, or in a multi-player mode in which multiple players can play. For example, when controlled in the multi-player mode, game processing may be performed by transmitting and receiving data to and from other game devices 10 via a network, or one game device 10 may perform processing based on input information from multiple operation input units 150.

[0128] [1.2] Server equipment The configuration of the server device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is an example of a functional block diagram of the server device 20 of this embodiment. The server device 20 of this embodiment does not need to include all of the components of Fig. 3, and may have a configuration in which some of them are omitted.

[0129] The server device 20 includes an input unit 220 for use in input by the administrator and others, a display unit 230 for displaying predetermined information, an information storage medium 280 in which predetermined information is stored, a communication unit 296 for communicating with the game device 10 and others, a processing unit 200 for mainly executing processing related to the game to be provided, and a memory unit 240 for storing various data mainly used in the game.

[0130] The input unit 220 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 220 in this embodiment may be a mouse or keyboard. It is composed of:

[0131] The display unit 230 displays an operation screen for the system administrator. For example, the display unit 230 of this embodiment is configured by a liquid crystal display or the like.

[0132] The information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0133] The communication unit 296 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.

[0134] The storage unit 240 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions are realized by RAM (VRAM), etc. The information stored in the storage unit 240 may be managed by a database.

[0135] In addition to the main memory 242, the memory unit 240 of this embodiment also includes: (1) A game data storage unit 244 that stores information about the game (hereinafter referred to as "game information"), including various table data used when executing game processing and information about game media such as items provided to players (including initial values); (2) a player information storage unit 246 in which information about each player (hereinafter referred to as "player information") is stored; It has the following characteristics.

[0136] In this embodiment, game media refers to items, in-game currency, etc., and is provided as virtual game media within the game, and can be acquired or used at a given time within the game (it does not have to be acquired by the player).

[0137] The processing unit 200 performs various processes using the main memory unit 242 in the memory unit 240 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0138] The processing unit 200 performs various processes of this embodiment based on programs (data) stored in the information storage medium 280. That is, the information storage medium 280 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0139] For example, the processing unit 200 (processor) controls the entire server device 20 based on a program stored in the information storage medium 280, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 200 performs processes to provide various services in response to requests from the game device (terminal device) 10.

[0140] Specifically, the processing unit 200 of this embodiment includes at least a communication control unit 201, a Web processing unit 202, a game management unit 203, and a timer management unit 207.

[0141] The communication control unit 201 performs processing to transmit and receive data to and from the game device 10 via the network. That is, the server device 20 performs various processes based on information received from the game device 10 by the communication control unit 201. In particular, the communication control unit 201 of this embodiment performs various processes based on information received from the game device 10. In response to a request from the game device 10 of the player, the game device 10 performs processing to transmit the game screen to the game device 10 of the player.

[0142] The Web processing unit 202 functions as a Web server. For example, the Web processing unit 202 performs a process of transmitting data in response to a request from a Web browser installed in the game device 10, and a process of receiving data transmitted by the Web browser of the game device 10, via a communication protocol such as HTTP (Hypertext Transfer Protocol).

[0143] The game management unit 203 may be linked with the game device 10 and execute game processing based on the player's operations input via the game device 10 .

[0144] In particular, the game management unit 203 provides game media such as items used in the game to each player based on the player's instructions or at a timing appropriate to the game progress (before the game starts or during the game).

[0145] The game management unit 203 may then work in conjunction with the game device 10 to progress the game based on the player's character, objects, items, parameters, and the like.

[0146] The timer management unit 207 has a timer function and outputs the current time or a preset time to each unit based on a request from the game management unit 203 or other units. The timer management unit 207 is also used to synchronize with each terminal device.

[0147] [2] Method of this embodiment [2.1] Overview Next, the technique of this embodiment will be described. The game device 10 of this embodiment is an action RPG (RPG is an abbreviation for role-playing game) in which a player character PC, together with companion characters AC1 and AC2 (ally characters AC1 and AC2), clears a plurality of stages in which they fight against enemy characters EC in a game space, and ultimately achieves a goal.

[0148] In particular, the game of this embodiment provides a game world in which characters have special abilities (e.g., psychic powers such as telekinesis), and the player character PC can move objects (objects) without touching them.

[0149] 4 to 7 show examples of game images displayed on the display unit 190 of the game device 10. For example, as shown in Fig. 4, a bicycle object OB1, a bench object OB2, and a medicine object OB3 are present in the game space, and are placed away from the player character PC.

[0150] For example, when a bicycle object OB1 falls within a predetermined range AR set based on the position of the player character PC, the bicycle object OB1 will float and be placed in the game space in a suspended state in the air, as shown in FIG. 5. In other words, when the bicycle object OB1 falls within the predetermined range AR, the bicycle object OB1 will be placed in a state where the movement of the bicycle object OB1 is suspended (suspended state). In this way, in the game world of this embodiment, it is possible to create a situation where the player character PC can lift the bicycle object OB1 by telekinesis without touching it. If not only the bicycle object OB1 but also the bench object OB2 and the medicine object OB3 can be placed within the predetermined range AR, the bench object OB2 and the medicine object OB3 can also be placed in a suspended state, as shown in FIG. 6. can be done.

[0151] When the game device 10 receives an action instruction, as shown in FIG. 7, for example, the game device 10 releases the reserved state of the bicycle object OB1 and executes an attack action such as throwing the bicycle object OB1 at the enemy character EC.

[0152] In this way, the game device 10 of this embodiment allows the player character PC to operate an object without touching the object. In other words, according to this embodiment, a game world can be created in which the player character PC can control objects without touching them, and an attractive game that attracts players can be provided.

[0153] [2.2] Explanation of the specified range First, the predetermined range in this embodiment will be described in detail. Here, the "predetermined range" is the range in which an object can be put into a suspended state.

[0154] The range setting unit 116 of this embodiment sets a spherical predetermined range AR in the game space based on the position of the player character PC. In other words, since the predetermined range AR is set based on the position of the player character PC, when the player character PC is moved, the predetermined range AR also moves in conjunction with it.

[0155] In addition, since the predetermined range AR in this embodiment is three-dimensional, not only a bicycle object OB1 on the ground but also a drone object OB5 in the air can be put into a reserved state if it can fit within the predetermined range AR. Note that the object to be put into a reserved state may be either a static object or a dynamic object.

[0156] To explain the predetermined range more specifically, the range setting unit 116 sets a sphere of radius RM centered at the position P1 (representative position) of the player character PC as the predetermined range AR in the game space, as shown in Fig. 8(A). As an application example of this embodiment, the range setting unit 116 may set a cylinder of a circle of radius RM centered at the position P1 of the player character PC as the predetermined range AR in the game space, or may set a given three-dimensional range centered at the position P1 of the player character PC as the predetermined range AR. For example, the predetermined range AR may be a regular three-dimensional shape such as a sphere, cube, or triangular pyramid, or may be an irregular three-dimensional shape with projections and recesses.

[0157] Moreover, the range setting unit 116 sets the predetermined range AR during the period T during which range setting input information (e.g., an input signal from the enlarge button) for enlarging the predetermined range AR is received from the operation input unit 150. Furthermore, according to the game device 10 of this embodiment, the player P can perform a movement operation to move the player character PC while performing a predetermined range setting input (e.g., pressing the enlarge button), and can cause the object to be included in the predetermined range AR and put into a reserved state.

[0158] Then, the range setting unit 116 invalidates the setting of the predetermined range AR at the timing when the range setting input information is no longer accepted. Even after the setting of the predetermined range AR is invalidated, objects that have already been set to the reserved state remain in the reserved state.

[0159] [2.2.1] Expansion control of a specified range The range setting unit 116 expands the predetermined range AR in accordance with the period T during which range setting input information (for example, an input signal from an enlargement button) is accepted. In other words, when the accepting unit 110 continuously accepts the range setting input information, the range setting unit 116 expands the predetermined range AR in accordance with the period T during which the range setting input information is continuously accepted (the input period T of the range setting input information), as shown in FIG. 8(B). ), the predetermined range AR is expanded based on the position P1 of the player character PC.

[0160] For example, range setting unit 116 controls the radius of the sphere of the predetermined range AR to increase in proportion to the length of the input period T of the range setting input information. Specifically, when the input period of the range setting input information is 1 second, the predetermined range AR is expanded to a sphere with a radius of 0 to 1 meter, and when the input period of the range setting input information is 6 seconds, the predetermined range AR is expanded to a sphere with a radius of 0 to 6 meters.

[0161] Furthermore, when a predetermined event is executed during the game progress, the range setting unit 116 may perform expansion control, such as increasing the radius of the predetermined range AR by an additional 2 meters (or by 1.5 times) during the event period (from the start of the event to the end of the event).

[0162] In addition, when the player character PC uses an expansion item such as a "power-up item," the range setting unit 116 may perform expansion control, such as increasing the radius of the specified range AR by an additional 3 meters (or doubling it) for a specified period of time (e.g., 60 seconds).

[0163] It should be noted that after the range setting unit 116 expands the predetermined range AR to the maximum expansion range, the size of the sphere is then maintained at the maximum expansion range.

[0164] [2.2.2] Control of the size of a given range based on a given parameter The range setting unit 116 of this embodiment may change the size of the predetermined range based on a predetermined parameter of the player character PC. Here, the "predetermined parameter" is a value indicating the performance of the player character PC, such as the "ability score" or "level" of the player character PC.

[0165] The range setting unit 116 controls the maximum expansion range of the predetermined range AR so that the higher the ability value ABP of the player character is, the larger the maximum expansion range of the predetermined range AR becomes. In other words, the range setting unit 116 controls the radius RM of the maximum expansion range of the sphere of the predetermined range AR so that it becomes longer in proportion to the ability value ABP of the player character. Specifically, if the ability value ABP of the player character PC is 10, the radius RM of the maximum expansion range of the sphere of the predetermined range AR is set to 1 meter, and if the ability value ABP of the player character PC is 60, the radius RM of the maximum expansion range of the sphere of the predetermined range AR is set to 6 meters. In this way, the maximum expansion range of the predetermined range AR increases as the player character PC grows, allowing the player P to progress through the game while even more enjoying the growth of the player character PC.

[0166] [2.2.3] Control of the expansion speed of a given range based on given parameters The range setting unit 116 of this embodiment may determine the speed at which the predetermined range expands based on predetermined parameters of the player character. The faster the speed at which the predetermined range expands, the faster the object can be put into a suspended state, so the faster the expansion speed, the more advantageous it is for the player P.

[0167] For example, the range setting unit 116 controls the expansion speed of the predetermined range AR to be faster as the ability value ABP of the player character is higher. In other words, the expansion speed V (unit: meters / second) of the sphere of the predetermined range AR is controlled to be faster in proportion to the ability value ABP of the player character. Specifically, when the ability value ABP of the player character PC is 10, the expansion speed V is set to 1 meter per second, and when the ability value ABP of the player character PC is 60, the expansion speed V is set to 6 meters per second. In this way, the expansion speed of the predetermined range AR increases as the player character PC grows, so the player P can progress through the game while enjoying the growth of the player character PC even more. .

[0168] [2.2.4] Visualization of a specified area While the predetermined range AR is set, the display control unit 118 displays the predetermined range AR in a given color. For example, as shown in FIGS. 5 and 6, the display control unit 118 may display the surface where the sphere of the predetermined range AR intersects with the ground, a wall, or the like as the range indicated by the predetermined range AR in a given color (for example, purple). The display control unit 118 may also display the sphere of the predetermined range AR itself in a given color. The display control unit 118 may also display the ground portion of the sphere of the predetermined range AR in a given color.

[0169] 5 and 6, the display control unit 118 may display the radius of the current predetermined range AR (for example, 1 meter in FIG. 5) and the radius RM of the maximum enlarged range of the sphere of the predetermined range AR (for example, 6 meters in FIG. 5) on the game screen, and may display the radius of the current predetermined range AR at the radius RM using a gauge ARP. In this way, the player can easily recognize the size of the current predetermined range AR.

[0170] [2.3] Reserved Control Next, the hold control of this embodiment will be described. The hold control unit 115 of this embodiment sets a designated object from among the objects present in the game space as a hold object, and performs processing to place the hold object at a predetermined position in the game space.

[0171] Here, "setting an object to a pending state" refers to a state in which an object is secured (held, acquired) in association with a player character and the action of the object is suspended. The game device 10 places the suspended object on the game screen in a state in which it is separated from the ground of the game space and floating in the air, or in a state in which it continues to sway in the air. The display manner (appearance) of the suspended object may be changed. For example, the color of the object set to a pending state may be changed. Specifically, for example, the pixel values ​​of the object set to a pending state may be changed by combining pixel values ​​of a specific color (e.g., blue) with pixel values ​​of the object before being set to a pending state. The game device 10 stores the secured objects (object ID, object type, number of objects, etc.) in association with the ID of the player character or the player ID in the storage unit 170 (information storage medium 180, etc.).

[0172] [2.3.1] Example of setting pending objects The reservation control unit 115 sets, among the objects present within the predetermined range AR, an object designated by the computer (CPU) as an object in a reserved state. For example, the reservation control unit 115 sets, among the objects present within the predetermined range AR, an object that has been set in advance as being able to be reserved as an object in a reserved state.

[0173] The display control unit 118 may distinguishably display the object that is set to be reservable, because this allows the player P to move the player character PC with the goal of securing the object that is set to be reservable.

[0174] [2.3.2] Object information 9 is a diagram showing an example of information about each object. Information about each object is stored in the storage unit 170 (or the information storage medium 180) in association with the ID of the player character PC or the ID of the player P.

[0175] For example, as shown in Figure 9, each object is associated with an object ID. The object name, type, holdable flag, hold status flag, weight, attributes, and consumption value are set.

[0176] The reservable flag is set to "1" if the object is one of the objects present in the game space that can be designated by the computer (CPU) or the player, and is set to "0" if the object is not one that can be designated by the computer (CPU) or the player. The game device 10 may control the updating of the reservable flag of each object in accordance with the growth (ability value) of the player character PC. For example, the number and types of objects for which the reservable flag is updated from 0 to 1 may be increased as the ability value of the player character PC increases. This is because, as the player character grows, more types of objects can be made reservable, which increases the fun of the game.

[0177] The pending state flag is set to "1" if the object is currently in a pending state, and is set to "0" if the object is not currently in a pending state. For example, in the example of Fig. 6, the pending state flags of the bicycle object OB1, bench object OB2, and medicine object OB3 are set to "1", indicating that they are currently in a pending state.

[0178] [2.3.3] Placement of pending objects Then, the reservation control unit 115 places the object in a reserved state at a predetermined position in the game space. For example, as shown in Fig. 10(A), the reservation control unit 115 places the bicycle object OB1 set in a reserved state at a position Q1 that is a predetermined distance (for example, 10 meters) upward (in the Y direction) from the position P1 of the player character PC.

[0179] Furthermore, the reservation control unit 115 of this embodiment places the reserved object in the game space so as to follow the change in position P1 of the player character PC in the game space. In other words, when the player character PC moves and the position P1 of the player character changes, the position Q1 of the bicycle object OB1 changes while maintaining the positional relationship between the position P1 and the position Q1 of the bicycle object OB1. In this way, even if the player character PC moves, the reserved object OB1 is placed so as to follow the change in position P1 of the player character PC, so the player can keep track of the reserved object OB1 without losing sight of it.

[0180] The hold control unit 115 may stop each object in a predetermined position, or may control the object so that it appears to be floating in the air based on the predetermined position. For example, at least one of the position and orientation of each object may be controlled in a predetermined manner (e.g., swaying left and right, forward and backward, or continuously rotating). In this way, the player can easily recognize the object in a held state, since the object moves in a manner different from that of a normal object.

[0181] [2.3.4] Controlling the setting of multiple objects to a pending state The hold control unit 115 may set a plurality of objects individually or collectively as objects in a hold state.

[0182] Furthermore, as shown in FIG. 10(B), when there are a plurality of objects OB1, OB2, and OB3 in a suspended state, the order of the plurality of objects OB1, OB2, and OB3 in a suspended state is determined and arranged.

[0183] First, the reservation control unit 115 reserves the objects in the order that they were reserved. An identification number (order) is assigned to each object. When multiple objects are secured at the same time, different numbers may be assigned to the objects, or the same number may be assigned to the objects. The game device 10 then stores the identification number of each reserved object in the storage unit 170 (or the information storage medium 180) in association with the player character ID.

[0184] Then, the reservation control unit 115 arranges the objects in ascending order. For example, as shown in FIG. 10(B), if the first object is determined to be a bicycle object OB1, the second object is determined to be a bench object OB2, and the third object is determined to be a medicine object OB3, the first bicycle object OB1 is arranged at position Q1, a predetermined distance (e.g., 10 meters) upward (in the Y direction) from the position P1 of the player character PC. The second bench object OB2 is arranged at position Q2 adjacent to position Q1 on the XZ plane, with the same height (Y value) as position Q1. The third medicine object OB3 is arranged at position Q3 adjacent to position Q2 on the XZ plane, with the same height (Y value) as position Q1. For example, as shown in FIG. 10(B), positions Q1, Q2, and Q3 may be arranged on a predetermined trajectory L (e.g., a circular trajectory or an elliptical trajectory).

[0185] Furthermore, the reservation control unit 115 of this embodiment positions each of the reserved objects OB1, OB2, and OB3 so as to follow the change in the position P1 of the player character PC. In other words, when the player character PC moves and the position P1 of the player character changes, the positions Q1, Q2, and Q3 change while maintaining the positional relationship between the position P1 and the positions Q1, Q2, and Q3.

[0186] As shown in Fig. 6, the display control unit 118 displays the number of objects currently in a pending state as a pending number NP on the display unit 190. In the example of Fig. 6, the number of objects currently in a pending state is 3, so the pending number "3" is displayed. The game device 10 of this embodiment basically generates an image seen from a viewpoint behind the player character PC, but by displaying the pending number, the player can accurately recognize the number of objects currently in a pending state even if, for example, there is a pending object that is out of view.

[0187] [2.3.5] Example of process to determine whether to set to pending status The reservation control unit 115 may determine whether or not to set the object to a reservation state depending on at least one of the distance between the player character PC and the object (an object existing within a predetermined range AR), the type of the object, the attribute of the object, and the compatibility between the player character and the object. Here, the type of object refers to each group of objects that are grouped according to common properties, and also includes the concept of the weight of the object, for example.

[0188] [2.3.5.1] Example 1 of the process for determining whether to set the status to on hold For example, the reservation control unit 115 may determine the probability of setting an object (an object whose reservation flag is set to 1) that exists within a predetermined range AR to a reservation state, and determine whether or not to set the object to a reservation state based on that probability.

[0189] (probability based on distance) The holding control unit 115 may control the probability of setting an object existing within a predetermined range AR to a held state according to the distance between the player character and the object.

[0190] For example, it is set such that the probability of setting an object to a held state decreases as the distance between the position P1 of the player character and the object increases. In other words, the closer the object is to the player character, the higher the probability of setting the object to a held state. It is controlled as follows.

[0191] Specifically, when an object OB1 of a bicycle exists within a predetermined range AR, if the distance D between the player character PC and the object OB1 of the bicycle is within 1 meter (D ≤ 1), the object OB1 of the bicycle is set to a held state with a probability of 80%. On the other hand, when an object OB2 of a bench exists within a predetermined range AR, if the distance D between the player character PC and the object OB2 of the bench is more than 1 meter and within 5 meters (1 < D ≤ 5), the object OB2 of the bench is set to a held state with a probability of 20%.

[0192] (Probability based on weight) For example, the holding control unit 115 may control the probability of setting an object existing within a predetermined range AR to a held state according to the weight of the object.

[0193] For example, as shown in FIG. 9, a weight is defined for each object in advance. For example, the holding control unit 115 is set such that the probability of setting an object to a held state decreases as the object gets heavier. In other words, the lighter the object, the higher the probability of setting the object to a held state.

[0194] Specifically, when the vehicle object OB4 exists within the predetermined range AR, if the weight of the vehicle object OB4 is 1600 kilograms, the vehicle object OB4 is set to a hold state with a 10% probability. On the other hand, when the nail object OB11 exists within the predetermined range AR, if the weight of the nail object OB11 is 0.1 kilogram, the nail object OB11 is set to a hold state with a 90% probability.

[0195] (Probability Based on Distance and Weight) Also, the hold control unit 115 may control the probability of setting an object existing within the predetermined range AR to a hold state based on the distance between the player character and the object and the weight of the object.

[0196] Specifically, when the vehicle object OB4 exists within the predetermined range AR, if the weight of the vehicle object OB4 is 1600 kilograms, if the distance D between the player character PC and the vehicle object OB4 is within 3 meters (D ≤ 3), it is set to a hold state with a 50% probability, and if the distance D between the player character PC and the vehicle object OB4 is greater than 3 meters and within 6 meters (3 < D ≤ 6), it is set to a hold state with a 20% probability.

[0197] Also, when a nail object OB11 lighter than the vehicle object OB4 exists within the predetermined range AR, the probability of setting it to a hold state is made higher than that of the vehicle object OB4. For example, when the weight of the nail object OB11 is 0.1 kilogram, if the distance D between the player character PC and the nail object OB11 is within 3 meters (D ≤ 3), it is set to a hold state with a 90% probability, and if the distance D between the player character PC and the nail object OB11 is greater than 3 meters and within 6 meters (3 < D ≤ 6), it is set to a hold state with an 80% probability.

[0198] [2.3.5.2] Example 2 of Judgment Process for Whether to Set to Hold State Further, the hold control unit 115 may determine whether to set an object existing within a predetermined range AR (an object with a hold - enable flag set to 1) in a hold state based on a predetermined condition.

[0199] For example, the hold control unit 115 may determine whether to set an object existing within the predetermined range AR in a hold state according to the distance and weight between the player character and the object.

[0200] For example, when the distance D between the player character PC and the object is within 1 meter (D ≤ 1), all objects regardless of weight are set in the hold state. When the distance D between the player character PC and the object is greater than 1 meter and within 2 meters (1 < D ≤ 2), objects weighing less than 2000 kilograms are set in the hold state, and for other objects, control is performed so as not to set them in the hold state. When the distance D between the player character PC and the object is greater than 2 meters and within 3 meters (2 < D ≤ 3), objects weighing less than 1000 kilograms are set in the hold state, and for other objects, control is performed so as not to set them in the hold state. When the distance D between the player character PC and the object is greater than 3 meters and within 4 meters (3 < D ≤ 4), objects weighing less than 100 kilograms are set in the hold state, and for other objects, control is performed so as not to set them in the hold state. When the distance D between the player character PC and the object is greater than 4 meters and within 5 meters (4 < D ≤ 5), objects weighing less than 10 kilograms are set in the hold state, and for other objects, control is performed so as not to set them in the hold state. When the distance D between the player character PC and the object is greater than 5 meters (5 < D), objects weighing less than 1 kilogram are set in the hold state, and for other objects, control is performed so as not to set them in the hold state.

[0201] [2.3.5.3] Example 3 of the determination process for whether to set in the hold state Furthermore, the reservation control unit 115 may determine whether or not to set an object (an object whose reservation possible flag is set to 1) existing within the predetermined range AR to a reservation state according to the attribute of the object.

[0202] For example, the reservation control unit 115 may control so that objects with a specific attribute are set to a reserved state, and so that objects with other attributes are not set to a reserved state. Specifically, if there are five types of object attributes, "water," "fire," "wood," "light," and "dark," the reservation control unit 115 controls so that objects with the attributes of "water," "fire," and "wood" are set to a reserved state, and so that objects with the attributes of "light" and "dark" are not set to a reserved state.

[0203] [2.3.5.4] Example 4 of determining whether to set to pending status In addition, the reservation control unit 115 may determine whether or not to set an object (an object whose reservation flag is set to 1) that exists within a predetermined range AR to a reservation state depending on the compatibility between the player character and the object.

[0204] Here, the compatibility between the player character and the object is, for example, compatibility regarding the attributes or types of the player character and the object.

[0205] For example, the reservation control unit 115 may perform control so that objects with the same attribute as the player character's attribute are set to a reserved state, and objects with attributes different from the player character's attribute are not set to a reserved state. Specifically, for example, if the player character's attribute is "water", the reservation control unit 115 performs control so that objects with the "water" attribute are set to a reserved state, and objects with the attributes of "fire", "wood", "light", and "dark" are not set to a reserved state.

[0206] Note that compatibility may be determined by factors other than attributes. For example, there may be types of objects that are compatible with the type of player character (personality, gender, skill, etc.) and types of objects that are incompatible with the type of player character. The type of object may be determined, and control may be performed so that objects of a type that are compatible with the type of player character are set to a reserved state, and objects of a type that are incompatible with the type of player character are not set to a reserved state.

[0207] [2.3.6] Example of changing the number, attributes, and types of objects that can be set as pending Furthermore, the reservation control unit 115 changes at least one of the number, attributes, and types of objects that can be set to a reservation state, depending on a predetermined parameter (for example, ability value) of the player character PC.

[0208] Here, the "number of objects that can be set to the reserved state" refers to the maximum number of objects that can be secured to the reserved state. For example, the higher the ability value ABP of the player character PC, the more objects that can be set to the reserved state.

[0209] For example, the number K of objects that can be set to a reserved state is increased in proportion to the ability value ABP of the player character. Specifically, if the ability value ABP of the player character PC is 10, the number K of objects that can be set to a reserved state is set to 10, and if the ability value ABP of the player character PC is 60, the number K of objects that can be set to a reserved state is set to 60. In this way, as the player character PC grows, the number of objects that can be secured to a reserved state increases, allowing the player P to progress through the game while enjoying the growth of the player character PC even more.

[0210] Furthermore, the "attributes of an object that can be set to a reserved state" refer to the attributes of an object that can be secured to a reserved state. For example, the higher the ability value of the player character PC, the more types of objects with different attributes can be set to a reserved state.

[0211] To explain more specifically, for example, suppose there are five types of object attributes: "water," "fire," "wood," "light," and "darkness." If the ability value of the player character PC is 1 to 50, only objects with the "water" attribute are set to a reserved state. If the ability value of the player character PC is 51 to 90, only objects with the "water," "fire," and "wood" attributes can be set to a reserved state. If the ability value of the player character PC is 90 to 100, objects with all five types of attributes: "water," "fire," "wood," "light," and "darkness" can be set to a reserved state.

[0212] Furthermore, the "types of objects that can be set to a reserved state" refer to the types of objects that the player character PC can secure in a reserved state. For example, the higher the ability value ABP of the player character PC, the more types of objects that can be set to a reserved state. FIG. 11 illustrates the correspondence between the ability value ABP of the player character PC and the types of objects that can be set to a reserved state. As shown in FIG. 11, for example, if the ability value ABP of the player character PC is 10, a nail object can be reserved, but if the ability value ABP increases to 11, both the nail object and a bicycle object can be reserved. In this way, as the player character PC grows, the types of objects that can be reserved in a reserved state increase, allowing the player P to progress through the game while further enjoying the growth of the player character PC. Note that the types of objects may be classified by weight, material (metal, wood, water-based), etc.

[0213] Furthermore, the reservation control unit 115 may change at least one of the number, attributes, and type of objects that can be set to a reserved state according to information (for example, attributes) of the player character PC. For example, objects with the same attributes as the attributes of the player character PC may be set as objects that can be set to a reserved state. In other words, the attributes of the player character PC may be changed according to information (for example, attributes) of the player character PC. If the gender is "water," objects with the attribute of "water" are set as objects that can be set to a pending state.

[0214] [2.4] Motion Control Next, the movement control of the object in this embodiment will be described. When a predetermined condition is satisfied, the movement control unit 112a in this embodiment releases the suspended state of the object and executes the movement of the object. In other words, the movement control unit 112a shifts (transitions) the suspended object from the suspended state to the moving state. Then, the movement control unit 112a executes a predetermined movement (motion, animation) for the object. Note that the movement control unit 112a may also execute the movement of the player character itself in accordance with the movement of the object.

[0215] Here, "when a predetermined condition is satisfied" means when an action instruction is received from the player, when an action instruction is given by the CPU (computer), or the like.

[0216] For example, when the receiving unit 110 receives an action instruction, the action control unit 112a releases the suspended state of the object and causes the object to move based on the action content (motion data, animation data) corresponding to the action instruction. The action content may be an attack action, a defense action, a recovery action, etc. The game device 10 stores the action content in advance in the storage unit 170 or the information storage medium 180.

[0217] Note that the game device 10 assigns an operation to each action instruction in advance. For example, an operation input of the △ button is assigned to the action instruction E1, an operation input of the O button is assigned to the action instruction E2, and an operation input of the □ button is assigned to the action instruction E3.

[0218] When the player operates using a touch panel, for example, a flick operation (touch operation in a broad sense) on the first area of ​​the touch panel is assigned to operation instruction E1, a flick operation on the second area of ​​the touch panel is assigned to operation instruction E2, and a flick operation on the third area of ​​the touch panel is assigned to operation instruction E3.

[0219] The game device 10 causes the object whose action has been completed by the action control unit 112a to disappear from the game space. Furthermore, when the action control unit 112a releases the reserved state, the reservation control unit 115 subtracts the number of objects whose reserved state has been released from the current number of objects in the reserved state (retained number).

[0220] [2.4.1] Attack behavior control First, the attack action control will be described. When one action instruction received by the receiving unit 110 is an attack, the action control unit 112a causes the object to act based on the action content corresponding to the attack.

[0221] For example, when the action control unit 112a is specifying an enemy character to be locked on (attack target) based on the player's operation input (operation instruction), it causes the action control unit 112a to attack (fire) the object towards the enemy character that is the lock-on target (attack target).

[0222] Furthermore, if the action control unit 112a does not instruct lock-on based on the player's instruction operation (operation input), it causes the action of attacking (firing) an object in the direction the player character is facing. If there is no enemy character in the direction the player character is facing, the attack may fail. Note that the action control unit 112a may also cause the action of attacking (firing) an object in the direction of the enemy character that the computer (CPU) has automatically instructed to lock on.

[0223] In particular, the attack actions in this embodiment include multiple action contents, such as "close-range attack," "long-range attack," and "knock down," and the game device 10 stores, in advance in the memory unit 170 or the information storage medium 180, action contents corresponding to multiple types of action instructions.

[0224] For example, the receiving unit 110 receives one of a plurality of types of operation instructions for an object. Then, the operation control unit 112a causes the object to operate based on the operation content corresponding to the one operation instruction received by the receiving unit 110.

[0225] For example, as shown in FIG. 7, when the action control unit 112a receives an action instruction E1 for a "close-range attack," it releases the suspended state of the bicycle object OB and executes a close-range attack action, such as firing the bicycle object OB1 at close range and causing it to collide (hit) with (the enemy character EC that is the lock-on target.

[0226] Furthermore, when the action control unit 112a receives the action instruction E2 for "long-distance attack," it releases the bicycle object OB1 from the reserved state and executes a long-distance attack action, for example, by launching the bicycle object OB1 at an enemy character EC that is the lock-on target and is located at a predetermined distance (20 meters or more) from the player character PC, causing the bicycle object OB1 to collide with the enemy character EC. In this way, it becomes possible to attack the enemy character EC even if the enemy character EC is far away from the player character PC.

[0227] Furthermore, when the action control unit 112a receives the action instruction E3 to "knock down," it releases the reserved state of the bicycle object OB1 and executes an action of knocking down the bicycle object OB1, for example, above the head (minus Y direction) of the enemy character EC that is the lock-on target. For example, if there is a weak point above the head of the enemy character EC, a knock-down attack may be effective.

[0228] When the object OB1 hits (collides) with an enemy character EC by attack, damage is inflicted by subtracting an attack power parameter (attack value) corresponding to the object OB1 from the vitality value (HP value) of the enemy character. The game device 10 controls the object so that the heavier the object, the higher the attack power parameter.

[0229] Furthermore, attacks by objects may not only inflict damage on enemy characters, but may also be controlled to slow down enemy characters (prevent their movement) or reduce the enemy character's abilities. Furthermore, attacks by objects may involve the object itself being fired at enemy characters, or may involve a gun attack or explosion on the spot to inflict damage on enemy characters. Even if the action instructions are the same, the power (attack power) and effects (such as the object's flight distance and guidance accuracy) may differ depending on the type of object and individual differences.

[0230] [2.4.2] Example of defensive operation control Next, the defensive action control will be described. When one action instruction received by the receiving unit 110 is defensive, the action control unit 112a causes the object to act based on the action content corresponding to defensive.

[0231] For example, as shown in FIG. 12, when the action control unit 112a receives the action instruction E4 of "defense", it releases the reserved state of the bench object OB2, and causes the bench object OB2 to perform an action of defending against an attack from an enemy character EC, using the bench object OB2 as a shield. If there are multiple enemy characters, it causes the player character PC to perform an action of defending against an attack from the enemy character closest to the player character PC. Note that the action of defense is, for example, This is an action similar to placing a bench object OB2 to create a wall between the player character PC and the enemy character EC.

[0232] If the player character PC is damaged by an attack from an enemy character, the damage value is subtracted from the physical strength value (HP value) of the player character PC. If the attack is successfully defended by the object OB2, a process is performed to subtract a defense parameter (defense value) corresponding to the defense of the object OB2 from the damage value. The defense parameter value may be controlled so that the heavier the object, the higher it becomes.

[0233] [2.4.3] Special object behavior Furthermore, the action control unit 112a presets the action content of special objects. That is, the action content of an object may be preset for each object. For example, the game device 10 sets a gun object as an object that always attacks, and stores in advance in the storage unit 170 or the like the action content of firing a bullet. Then, when the action control unit 112a receives an action instruction, it releases the reserved state of the gun object, and controls it so that, for example, a bullet is fired at the enemy character EC that is the lock-on target.

[0234] Furthermore, the game device 10 sets the shield object as a defensive object at all times, and stores in advance in the storage unit 170 or the like the action content of arranging the shield object to create a wall. Then, when the action control unit 112a receives an action instruction, it releases the reserved state of the shield object, and performs control such that, for example, the shield is placed so as to create a wall between the player character PC and the enemy character EC, thereby defending against attacks from the enemy character EC.

[0235] Furthermore, the game device 10 treats the medicine object as a constantly recovering object, and stores in advance in the storage unit 170 or the like the operation content for distributing medicine to the characters. Then, as shown in FIG. 13, when the operation control unit 112a receives an operation instruction, it releases the reserved state of the medicine object OB3, and executes an operation for distributing medicine to the characters, for example, the player character PC and the companion characters AC1 and AC2. Then, the game device 10 performs control such as increasing the vitality values ​​(HP values) of the player character PC and the companion characters AC1 and AC2 based on the recovery force parameters (recovery value, increase rate, additional value) corresponding to the medicine object OB3.

[0236] [2.4.4] Controlling the movement of multiple objects individually Furthermore, when the action control unit 112a receives an action instruction from the player, it may individually release the suspended state of a plurality of objects and cause them to perform a predetermined action.

[0237] For example, the game device 10 releases the reserved state of objects in ascending order of the identification numbers of the reserved objects stored in the storage unit 170 or the like. That is, the oldest objects are operated in a FIFO (first-in, first-out) manner. For example, as shown in FIG. 10(B), when an operation instruction is received, the first reserved bicycle object OB1 is released from the reserved state and is made to perform a predetermined operation based on the operation content corresponding to the operation instruction. Next, the second reserved bench object OB2 is placed at position Q1 above the head of the player character PC (or may be almost above the head; the same applies below). Thereafter, when an operation instruction is received, the bench object OB2 is released from the reserved state and is made to perform a predetermined operation based on the operation content corresponding to the operation instruction. Finally, the third reserved medicine object OB3 is placed at position Q1 above the head of the player character PC. Thereafter, when an operation instruction is received, the third reserved medicine object OB3 is released from the reserved state and is made to perform a predetermined operation based on the operation content corresponding to the operation instruction.

[0238] In this way, the player can see the pending object above the player character PC. Since the object to be operated can be recognized as the next object to be operated, the object to be operated can be easily recognized, and an appropriate instruction for operation can be given to the object.

[0239] [2.4.5] Batch operation control by multiple objects Furthermore, when the action control unit 112a receives an action instruction from the player, it may release the suspended state of a plurality of suspended objects all at once and cause them to perform a predetermined action.

[0240] First, the receiving unit 110 receives instructions to designate a plurality of objects, and further receives instructions to move the plurality of designated objects. Then, when the operation control unit 112a receives instructions to designate and move the plurality of objects, it releases the suspended state of the plurality of objects and causes, for example, the enemy character EC to move according to the operation instructions.

[0241] For example, when the action control unit 112a receives an instruction to designate a reserved bicycle object OB1 and a reserved bench object OB2 and an action instruction E1 for a "close-range attack," it releases the reserved state of the bicycle object OB1 and the bench object OB2, and executes a close-range attack action such as causing the bicycle object OB1 and the bench object OB2 to collide at close range with the enemy character EC that is the lock-on target.

[0242] Furthermore, when the operation control unit 112a receives an instruction to designate a vending machine object OB7 in a reserved state and a refrigerator object OB8 in a reserved state and an operation instruction E4 to "defend," it releases the reserved state of the vending machine object OB7 and the refrigerator object OB8, and, for example, causes the vending machine object OB7 and the refrigerator object OB8 to act as shields to defend against attacks from the enemy character EC.

[0243] Furthermore, the action control unit 112a may change the number of objects to be actuated at once in accordance with a predetermined parameter (for example, ability value) of the player character PC.

[0244] For example, the action control unit 112a controls the number of objects to be collectively operated so that the higher the ability value of the player character is, the greater the number of objects to be collectively operated. For example, the number M of objects to be collectively operated is increased in proportion to the ability value ABP of the player character. Specifically, if the ability value ABP of the player character PC is 10, the number of objects to be collectively operated is 10, and if the ability value ABP of the player character PC is 60, the number of objects to be collectively operated is 60. In this way, as the player character PC grows, the number of objects to be collectively operated increases, allowing the player P to progress through the game while even more enjoying the growth of the player character PC.

[0245] [2.4.6] Processing to change the behavior of an object according to the player character's specified parameters Furthermore, the movement control unit 112a may change the movement of the object in accordance with a predetermined parameter (for example, ability value) of the player character PC. In this way, the player P can progress through the game while enjoying the growth of the player character PC even more.

[0246] For example, the action control unit 112a multiplies the attack power parameter by a predetermined coefficient AK (1≦AK) proportional to the ability value when a player character PC has a high ability value. Also, the action control unit 112a multiplies the attack power parameter by a predetermined coefficient AK (1≦AK) proportional to the ability value when a player character PC has a high ability value. Also, the action control unit 112a multiplies the attack power parameter by a predetermined coefficient AK (1≦AK) proportional to the ability value when a player character PC has a high ability value. The action control unit 112a multiplies the recovery force parameter by the coefficient AK (1≦AK) proportional to the ability value. Also, the action control unit 112a causes a player character PC with a high ability value to perform defense with high recovery force. For example, the action control unit 112a multiplies the recovery force parameter by a predetermined coefficient AK (1≦AK) proportional to the ability value.

[0247] [2.4.7] Timing of Actions The action control unit 112a of this embodiment releases the suspended state of an object that has been set to the suspended state upon receiving an action instruction from the player, and executes a predetermined action for the object, so that the player can intuitively give action instructions to play the game.

[0248] The action control unit 112a may release the reserved state of an object that has been set in a reserved state at a predetermined timing determined by the game device 10, and execute a predetermined action for the object, as follows: That is, the CPU (computer) may issue an action instruction at a predetermined timing determined by the game device 10, and the reserved state of the object may be released and the predetermined action may be executed.

[0249] The action control unit 112a sets the predetermined timing to be a timing T2, which is a predetermined period (for example, 60 seconds) after the timing T1 at which the object is reserved, and at this timing T2, releases the reserved state of the object and executes a predetermined action for the object. This is because the predetermined action can be executed for the object at a timing T2 appropriate for the progress of the game.

[0250] The operation control unit 112a determines the timing when a predetermined condition is satisfied for an object in a pending state as a predetermined timing, releases the pending state of the object that has been set in a pending state at the predetermined timing, and executes a predetermined operation for the object.

[0251] For example, in the case where there is one object formed by combining objects OB21 and OB22, the predetermined condition is, for example, that both objects OB21 and OB22 are set to a suspended state. That is, the timing T3 when both objects OB21 and OB22 are set to a suspended state is set as the predetermined timing, and the suspended state of the suspended objects OB21 and OB22 is released, and the objects OB21 and OB22 are operated. Note that the objects OB21 and OB22 may also be operated in a combined state.

[0252] Furthermore, if the predetermined condition is "the condition that the number of objects in the pending state reaches a predetermined number (for example, 5)," the timing T4 when the number of objects in the pending state reaches the predetermined number (for example, 5) may be set as the predetermined timing, at which the pending state of the objects in the pending state is released and the five objects are operated. Furthermore, when the game device 10 has secured a special object (for example, a cannon object) in a reserved state and is maintaining the reserved state, if it receives instructions for an enemy character to be attacked (locked-on target) and instructions for an attack preparation period, it may release the reserved state of the special object at the end of the attack preparation period T5 or at a timing T6 when a predetermined condition is satisfied, and perform an action on the special object (the action of firing the cannon at the enemy character).

[0253] 2.4.8 Operational parameters The game device 10 of this embodiment increases the entertainment value of the game by previously setting action parameters in association with the player character PC. Here, the action parameters (also called "telekinesis parameters") increase when an enemy character EC is defeated or when a game stage is cleared. Note that the action parameters do not increase over time. On the other hand, the action parameter may be decreased when the object in the pending state is actuated.

[0254] That is, the operation control unit 112a releases the suspended state of the object on hold, on the condition that a given consumption value is subtracted from the operation parameter, and executes a predetermined operation for the object.

[0255] For example, the game device 10 sets a consumption value for each object in advance, as shown in Fig. 9. For example, if the current action parameter of the player character PC is "100", when the consumption value of the object (the total consumption value in the case of multiple objects) is 100 or less, the reserved state of the object can be released and the object can be made to move.

[0256] For example, if the consumption value of the bicycle object OB1 is 60, and the bicycle object OB1 is to be released from the suspended state and operated, the consumption value of the object OB1, "60", is subtracted from the operation parameter "100" of the player character PC, the operation parameter is updated to "40", and the bicycle object OB1 is released from the suspended state and operated.

[0257] Furthermore, as shown in FIG. 5, the display control unit 118 displays the "current action parameter (e.g., 100)" / "upper limit value of the current action parameter (e.g., 200)" and a gauge GP indicating the current action parameter, so that the player can recognize the value of the action parameter.

[0258] The game device 10 increases the upper limit of the action parameter in accordance with the ability value of the player character PC. The game device 10 may also control the action parameter to be increased beyond the upper limit.

[0259] [2.5] Flowchart Next, an example of the flow of processing executed by the game device 10 of this embodiment will be described with reference to FIG.

[0260] First, a process for setting a set range is performed (step S1). That is, the range setting unit 116 sets the predetermined range AR during a period T during which the receiving unit 110 receives range setting input information for setting the predetermined range AR from the operation input unit 150.

[0261] Then, of the objects present within the predetermined range, a designated object is set as a reserved object (step S2). For example, the reservation control unit 115 sets an object OB1 designated by the computer (CPU) as a reserved object among the objects present within the predetermined range AR. Then, the reservation control unit 115 places the reserved object above the player character (step S3).

[0262] Then, it is determined whether or not an action instruction has been received (step S4). If an action instruction has been received (Y in step S4), the action control unit 112a releases the object from its reserved state and executes a predetermined action for the object (step S5). For example, if the action control unit 112a receives an action instruction E1 for a "close-range attack" from the player P, it releases the reserved state of the bicycle object OB1 and executes the action of a close-range attack of the bicycle object OB1 against the enemy character EC that is the target of the attack. This ends the processing.

[0263] [3] Application example [3.1] Application example of the technique for setting objects to a pending state The hold control unit 115 of the game device 10 of this embodiment sets a given object from among the objects present in the game space as a hold object, but may also set an object specified based on the player's instruction operation (operation input) as a hold object regardless of whether or not there is a specified range AR.

[0264] 15, the receiving unit 110 may receive a designation of a bicycle object OB1 based on a touch operation by the player, and the reservation control unit 115 may set the bicycle object OB1 as an object in a reserved state. More specifically, when the game device 10 detects a touch operation by the player in a display area of ​​the bicycle object OB1, the reservation control unit 115 may set the bicycle object OB1 as an object in a reserved state.

[0265] In addition, when a predetermined range AR is set, the reservation control unit 115 may set an object that exists within the predetermined range AR and that is specified by a touch operation by the player as an object in a reserved state.

[0266] [3.2] Examples of applications of pending objects The hold control unit 115 of this embodiment may set a specified object among the objects placed in the game space as a hold object, and perform control to display information about the hold object at a predetermined position on the game screen.

[0267] Here, "information about the object in a pending state" refers to the type, number, etc. of the object in a pending state.

[0268] For example, the reservation control unit 115 may display an icon of an object in a reserved state that has been acquired by the player character PC in a predetermined area WA of the game screen. Note that an icon represents a symbol, mark, or indicator of the object. The reservation control unit 115 displays an icon according to the type of object.

[0269] 16, an icon I-OB1 corresponding to a bicycle object OB1 in a reserved state, an icon I-OB2 corresponding to a bench object OB2 in a reserved state, and an icon I-OB3 corresponding to a medicine object OB3 in a reserved state are displayed at predetermined positions in a predetermined area (display area) WA. Note that the game device 10 may perform control so that the display order of the icons corresponding to objects in a reserved state can be edited on the editing screen based on an operation input by the player.

[0270] Furthermore, the reservation control unit 115 displays the number of reserved objects held by the player character PC for each object (each type of object). For example, if the number of reserved bicycle objects OB1 held is "1," "1" is displayed in the lower right corner of the icon I-OB1. Similarly, if the number of reserved bench objects OB2 and reserved medicine objects OB3 held is "1," "1" is displayed in the lower right corner of each of the icons I-OB2 and I-OB3. In this way, the player can accurately know the number of each reserved object. For example, even if the reserved objects are out of view due to the camera viewpoint, the player can recognize the number of reserved objects.

[0271] Furthermore, when the game device 10 controls to display information about the object in the pending state in the predetermined area WA, the game device 10 may control not to place the object in the pending state in the game space, as shown in Fig. 17. In other words, the game device 10 When a designated object among the objects placed in is set as a suspended object, the suspended object may be temporarily deleted from the game space. This is because the player can recognize which object is suspended by checking the information about the suspended object displayed in the predetermined area WA. Note that when the suspended state of the temporarily deleted suspended object is released and the object is made to operate, the object is controlled to reappear in the game space and perform a predetermined operation.

[0272] Since the predetermined area WA is limited, if there are a large number of icons, the icons may be arranged in a reel (loop) and the layout of the icons may be changed by moving the reels with a flick operation. For example, when a touch input to the top or bottom of the reels is detected, a new icon is displayed.

[0273] The game device 10 may also be controlled so that multiple objects are activated by repeatedly tapping the same icon. For example, if there are 10 bicycle objects OB1 in a reserved state, and five consecutive taps (five touch inputs) are received on the icon I-OB1 corresponding to the bicycle object OB1, the game device 10 may be controlled so that five bicycle objects OB1 are activated. The game device 10 may also be controlled so that the game device 10 is performing auto-tap during touch inputs on the same icon (until touch-off), and so that the game device 10 continuously activates multiple objects until the number of objects reaches zero.

[0274] Furthermore, the game device 10 may receive a selection of a plurality of objects by a slide input for a plurality of different icons, and may perform control to operate the plurality of objects. For example, in a case where there is one bicycle object OB1 in a reserved state, one bench object OB2 in a reserved state, and one medicine object OB3 in a reserved state, when a slide input is received passing through the icon I-OB1 corresponding to the bicycle object OB1, the icon I-OB2 for the bench object OB2, and the icon I-OB3 for the medicine object OB3, the game device 10 may perform control to operate the bicycle object OB1, the bench object OB2, and the medicine object OB3 in succession.

[0275] Furthermore, the game device 10 may be configured to continuously accept the selection of multiple objects during slide input (until touch-off).

[0276] The game device 10 may also display a bomb mark and continue to accept selection of multiple objects during slide input (until touch-off), and perform an action of exploding the selected multiple objects when touch-off is performed on the bomb mark (display area of ​​the explosion mark). Note that the game device 10 may accept selection in units of a predetermined area WA (reel unit), and proceed to an action of exploding all objects in a reserved state when touch-off is performed on the explosion mark. Note that the type, attack power (power), and number of explosion marks may be changed depending on the ability value and possessed skills of the player.

[0277] Furthermore, when the game device 10 receives a flick input from the edge of the screen toward the outside of the predetermined area WA, the predetermined area WA may be erased (or a storage bar corresponding to the predetermined area WA may be displayed). When the game device 10 receives a flick input from the edge of the screen toward the inside, the game device 10 may perform control so as to display the predetermined area WA again.

[0278] [3.3] Shrinkage of specified range The range setting unit 116 may change the predetermined range AR not only to enlarge it but also to reduce it. For example, when the player character PC is attacked by an enemy character EC and receives damage, the predetermined range AR may be controlled to be reduced. For example, the radius of the predetermined range AR may be When the radius of the predetermined range AR is 6 meters and the player character PC is attacked by an enemy character EC, the radius of the predetermined range AR is changed to 3 meters (reduced by 50%) for a predetermined period (60 seconds) from the time the player character PC is attacked by the enemy character EC. Note that, for example, when the player character PC is attacked by the enemy character EC and receives damage, the maximum expansion range of the predetermined range AR may be controlled to be reduced.

[0279] [3.4] Slowing down the expansion speed of a given range The range setting unit 116 may perform control so as to slow down the expansion speed of the predetermined range AR when the player character PC is attacked and damaged by an enemy character EC. For example, when the expansion speed V of the predetermined range AR is 6 meters per second and the player character PC is attacked by the enemy character EC, the expansion speed V is set to 3 meters per second for a predetermined period (60 seconds) from the time the player character PC is attacked by the enemy character EC.

[0280] [3.5] Selecting pending objects When the operation control unit 112a individually releases multiple objects from the suspended state and causes them to perform a predetermined operation, it operates the objects in order from the oldest using a FIFO (first in, first out) method, but it may also release the suspended state of an object selected based on the player's instructions and cause it to perform a predetermined operation.

[0281] For example, as shown in FIG. 10(B), the first reserved bicycle object OB1 is placed at position Q1 above the head of the player character PC. However, if the player P wants to operate a bench object OB2 instead of the bicycle object OB1, the objects OB1 to OB3 are moved along a trajectory L, and the bench object OB2 is placed at position Q1 above the head of the player character PC. Then, the bench object OB2 is released from the reserved state based on an action instruction, and a predetermined action is performed based on the action content corresponding to the action instruction. Note that the trajectory may or may not be displayed on the game screen.

[0282] As shown in FIG. 18, when the operation control unit 112a receives an instruction (touch operation) to select the icon I-OB1 of a bicycle object OB1 in a reserved state, the operation control unit 112a may release the reserved state of the selected bicycle object OB1 and perform a predetermined operation.

[0283] [3.6] Special Moves Furthermore, the game device 10 of this embodiment may set a specific period (e.g., 60 seconds) when a special move is activated based on the player's operation. During the specific period, the game device 10 may move an enemy character EC that is located at a predetermined distance or more (e.g., 20 meters or more) from the player character PC closer to the player character PC. For example, the game device 10 may move an enemy character EC that is located in a position where a long-range attack is not possible closer to the player character PC. Note that the game device 10 may be configured to accept a call instruction to move the enemy character EC within a predetermined range AR during the specific period, and when the call instruction is accepted, the game device 10 may move the enemy character EC within the predetermined range AR.

[0284] Furthermore, during a specific period, the predetermined range AR is further expanded (for example, by 1.5 times), making the number of objects that can be set in a reserved state unlimited. Also, during the specific period, objects of all weights can be set in a reserved state. In this way, after summoning the enemy character EC near the player character PC, it is possible to release the reserved state of heavy objects or multiple objects and attack the enemy character EC, allowing the player character PC to attack the enemy character EC all at once.

[0285] Furthermore, the game device 10 may accept instructions for a special attack during a specific period. For example, When the game device 10 receives an instruction for a special attack, the game device 10 may perform control so that the object OB is not moved and damage is inflicted on the enemy character EC only by the psychokinesis of the player character PC (the body of the enemy character EC is automatically destroyed).

[0286] [3.7] Special attack methods against enemy characters The game device 10 may also set the enemy character EC1 in a reserved state, release the reserved state of the enemy character EC1, and perform an action of attacking another enemy character EC2. When the enemy character EC1 is set in a reserved state, the strength value of the enemy character EC1 may be reduced. In this way, damage can be inflicted on both enemy characters EC1 and EC2, allowing the player to perform an advantageous attack.

[0287] [3.8] Map display The display control unit 118 of this embodiment may display a map screen in a predetermined area of ​​the game screen, which shows the relative positions of the player character PC, the object in a pending state, and the enemy character EC in the game space.

[0288] [3.9] Controlling the time until a request is put on hold When the predetermined range AR is set, the hold control unit 115 may set the object in the hold state immediately at the time point TS when the object belongs to the predetermined range AR, or may set the object in the hold state at the time point TE when a predetermined period has elapsed from the time point TS when the object belongs to the predetermined range AR.

[0289] In particular, when the predetermined range AR is set, the hold control unit 115 of the present embodiment may control the period PR from the time point TS when it is determined that the object (the object with the holdable flag set to 1) belongs to the predetermined range AR to the time point TE (the time point when the hold state flag is updated from 0 to 1) when setting to the hold state.

[0290] (Control of the period by distance) The hold control unit 115 may control the period PR according to the distance between the player character and the object. For example, the longer the distance between the position P1 of the player character and the position of the object, the longer the period PR is set. In other words, the shorter the distance between the position P1 of the player character and the position of the object, the shorter the period PR is controlled.

[0291] Specifically, when the distance D between the player character PC and the bicycle object OB1 is within 1 meter (D≦1), the period PR1 from the time point TS1 when it is determined that the bicycle object OB1 belongs to the predetermined range AR to the time point TE1 when setting the bicycle object OB1 in the hold state is set to 5 seconds.

[0292] On the other hand, when the distance D between the player character PC and the bench object OB2 is more than 1 meter and within 5 meters (1<D≦5), the period PR2 from the time point TS2 when it is determined that the bench object OB2 belongs to the predetermined range AR to the time point TE2 when setting the bench object OB2 in the hold state is set to 10 seconds.

[0293] (Control of the period by weight) For example, the hold control unit 115 may control the period PR from the time TS when it is determined that the object falls within the predetermined range AR to the time TE when the object is set to the hold state, depending on the weight of the object.

[0294] For example, as shown in Fig. 9, a weight is determined in advance for each object. The reservation control unit 115 sets the period PR to be longer as the object becomes heavier. In other words, the reservation control unit 115 controls the period PR to be shorter as the object becomes lighter.

[0295] Specifically, if the weight of the nail object OB11 is 0.1 kilograms, the period PR3 from the time TS3 when it is determined that the nail object OB11 falls within the predetermined range AR to the time TE3 when the nail object OB11 is set to a pending state is set to 2 seconds.

[0296] On the other hand, in the case of the car object OB4 which is heavier than the nail object OB11, the period PR is set to be longer than that of the nail object OB11.

[0297] In other words, if the weight of the car object OB4, which is heavier than the nail object OB11, is 1600 kilograms, the period PR4 from the time TS4 when it is determined that the car object OB4 falls within the predetermined range AR to the time TE4 when the car object OB4 is set to a pending state is set to 10 seconds.

[0298] (Duration control by distance and weight) In addition, the hold control unit 115 may control the period PR from the time TS when it is determined that the object falls within a predetermined range AR to the time TE when it is set to a hold state, based on the distance between the player character and the object and the weight of the object.

[0299] Specifically, for example, if the distance D between the player character PC and the nail object OB11 is within 3 meters (D ≤ 3), then from the time point TS5 when the nail object OB11 is determined to belong within the predetermined range AR, until the time point TE5 when the nail object OB11 is set to the hold state, the period PR5 is set to 2 seconds. If the distance D between the player character PC and the nail object OB11 is greater than 3 meters and within 6 meters (3 < D ≤ 6), then the period PR5 is set to 4 seconds.

[0300] On the other hand, in the case of the vehicle object OB4 that is heavier than the nail object OB11, the period PR is set longer than that of the nail object OB11.

[0301] That is, when the weight of the vehicle object OB4 is 1600 kilograms, if the distance D between the player character PC and the vehicle object OB4 is within 3 meters (D ≤ 3), then from the time point TS6 when the vehicle object OB4 is determined to belong within the predetermined range AR, until the time point TE6 when the vehicle object OB4 is set to the hold state, the period PR6 is set to 10 seconds. If the distance D between the player character PC and the vehicle object OB4 is greater than 3 meters and within 6 meters (3 < D ≤ 6), then the period PR6 is set to 20 seconds.

[0302] (Control of the period based on predetermined conditions) Also, when the predetermined range AR is set, the hold control unit 115 may control the period PR from the time point TS when an object (an object with the hold - possible flag set to 1) is determined to belong within the predetermined range AR until the time point TE when it is set to the hold state, based on predetermined conditions.

[0303] For example, the hold control unit 115 may control the period PR according to the distance and weight between the player character and the object.

[0304] For example, if the distance D between the player character PC and the object is within 1 meter (D ≤ 1) If so, set the period PR of all objects of all weights to 1 second. When the distance D between the player character PC and the object is greater than 1 meter and within 2 meters (1 < D ≤ 2), set the period PR of objects less than 2000 kilograms to 2 seconds, and control so as not to set the other objects on hold. When the distance D between the player character PC and the object is greater than 2 meters and within 3 meters (2 < D ≤ 3), set the period PR of objects less than 1000 kilograms to 3 seconds, and control so as not to set the other objects on hold. When the distance D between the player character PC and the object is greater than 3 meters and within 4 meters (3 < D ≤ 4), set the period PR of objects less than 100 kilograms to 4 seconds, and control so as not to set the other objects on hold. When the distance D between the player character PC and the object is greater than 4 meters and within 5 meters (4 < D ≤ 5), set the period PR of objects less than 10 kilograms to 5 seconds, and control so as not to set the other objects on hold. When the distance D between the player character PC and the object is greater than 5 meters (5 < D), set the period PR of objects less than 1 kilogram to 6 seconds, and control so as not to set the other objects on hold.

[0305] (Others) Also, the hold control unit 115 may control the period PR from the time point TS when the object (the object with the hold - possible flag set to 1) is determined to belong within the predetermined range AR to the time point TE when it is set to the hold state according to the attribute of the object when the predetermined range AR is set. For example, set the period PR of the object with the attribute of "water" to 5 seconds, the object with the attribute of "fire" to 6 seconds, the object with the attribute of "wood" to 7 seconds, the object with the attribute of "light" to 8 seconds, and the object with the attribute of "darkness" to 9 seconds.

[0306] Also, when a predetermined range AR is set, the hold control unit 115 may control the period PR from the time point TS when it is determined that the object (the object with the holdable flag set to 1) belongs within the predetermined range AR to the time point TE when the hold state is set, according to the compatibility between the player character and the object.

[0307] For example, the hold control unit 115 sets the period PR to 10 seconds for an object having the same attribute as the player character, and sets the period PR to 20 seconds for an object having an attribute different from that of the player character.

[0308] Also, the hold control unit 115 sets the period PR to 10 seconds for an object of a type having good compatibility with the type of the player character, and sets the period PR to 20 seconds for an object of a type having poor compatibility with the type of the player character.

[0309] (Adjustment according to the growth of the player character) In addition, according to the growth of the player character PC, the period PR (the period PR from the time point TS when it is determined that the object belongs within the predetermined range AR to the time point TE when the hold state is set) may be further adjusted. For example, a coefficient X (0 < X < 1) that decreases as the ability value of the player character PC increases is set, and the coefficient X is multiplied by the period PR determined above, and the multiplied value may be used as the final period PR.

[0310] [3.10] Counterattack The game device 10 of the present embodiment may adopt an attack method of intercepting (intercepting) an object. For example, when the enemy character EC throws a given object OB20 at the player character PC and the player or the CPU (computer) receives an operation instruction for interception, the player character PC may bounce back the object OB20 like a counterattack. When the player character PC is thrown at the player character PC and the player or the CPU (computer) receives an operation instruction for interception, the player character PC may bounce back the object OB20 like a counterattack.

[0311] [3.11] Examples of game system applications [3.11.1] Application example of server device 20 The server device 20 may perform some or all of the processes performed by the game device 10 of this embodiment. For example, the processing unit 200 of the server device 20 may function as a reception unit 210, a placement unit 211, a movement / motion processing unit 212, a motion control unit 212a, a hold control unit 215, a game processing unit 214, a range setting unit 216, a display control unit 218, an image generation unit 208, and a sound control unit 209.

[0312] The communication control unit 201 transmits information related to the game, information about the generated image, sound control information, etc. to the game device 10. The communication control unit 201 also receives input information received from the game device 10 (for example, information related to various instructions such as operation instructions), etc.

[0313] The receiving unit 210 receives input information from the game device 10 (for example, information relating to various instructions such as operation instructions).

[0314] The specific processing of the placement unit 211 of the server device 20 is similar to that of the placement unit 111 of the game device 10, and therefore a description thereof will be omitted.

[0315] The specific processing of the movement / motion processing unit 212 of the server device 20 is similar to that of the movement / motion processing unit 112 of the game device 10, and therefore a description thereof will be omitted.

[0316] When a predetermined condition is satisfied, the action control unit 212a of the server device 20 releases the reserved state of the object that has been set to the reserved state by the reservation control unit 215, and executes a predetermined action for the object. The specific processing of the action control unit 212a is the same as that of the action control unit 112a of the game device 10, and therefore a description thereof will be omitted.

[0317] The reservation control unit 215 of the server 20 sets a designated object from among the objects placed in the game space as a reserved object, and controls the placement of the reserved object at a predetermined position in the game space, and / or controls the display of information about the reserved object at a predetermined position on the game screen. Note that "display control" refers to the server 20 controlling the display on the game screen of the game device (terminal device) 10. For example, if the server 20 generates "control information" for displaying information about the reserved object at a predetermined position on the game screen and transmits it to the game device 10, the game device 10, upon receiving the "control information" from the server 20, displays information about the reserved object at a predetermined position on the game screen based on the "control information." Note that the specific processing of the reservation control unit 215 is similar to that of the reservation control unit 115 of the game device 10, and therefore a description thereof will be omitted.

[0318] The specific processing of the range setting unit 216 of the server 20 is similar to that of the range setting unit 116 of the game device 10, and therefore a description thereof will be omitted.

[0319] The display control unit 218 of the server device 20 controls the display of the images generated by the image generation unit 208 and information related to the images on the display unit 190 of the game device 10. The specific processing is the same as that of the display control unit 218 of the game device 10, so a description thereof will be omitted. Note that "control to display" refers to the process in which the server 20 controls the display on the game screen of the game device (terminal device) 10. For example, if the server 20 generates "control information" to be displayed on the game screen of the game device 10 and transmits it to the game device 10, the game device 10, upon receiving the "control information" from the server 20, displays the game screen based on the "control information."

[0320] The specific processing of the image generating unit 208 of the server 20 is similar to that of the image generating unit 120 of the game device 10, and therefore a description thereof will be omitted.

[0321] The specific processing of the sound control unit 209 of the server 20 is similar to that of the sound control unit 130 of the game device 10, and therefore a description thereof will be omitted.

[0322] [3.11.2] Browser game example The game device 10 may execute a game program using a browser (browser software, web browser).

[0323] In other words, the server device 20 may provide game services provided on the web browser of the game device 10, such as browser games (games that can be started simply by opening the installation site in the web browser) created in various languages ​​such as HTML, FLASH, CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).

[0324] Furthermore, the game device 10 is equipped with a web browser capable of viewing web pages (HTML data) when a browser game is executed on the game device 10. That is, the game device 10 is equipped with a communication control function for communicating with the server device 20, and a web browser function for controlling display using data received from the server device 20 (web data, data created in HTML format, etc.), as well as transmitting player operation data to the server device 20.

[0325] Specifically, when the game device 10 executes a game program provided by the server device 20, it requests the server device 20 to start the game, data is sent and received between the game device 10 and the server device 20, and the game starts.

[0326] The server device 20 of this embodiment receives input information and game information based on operations by a player of the game device 10 (that is, a player who executes a game), and performs game processing based on the received information.

[0327] The server device 20 then transmits the game processing result and game control information to the game device 10. The game device 10 performs game processing based on the game processing result and game control information received from the server device 20.

[0328] The game device 10 then acquires necessary information, such as game information about the player and game information about other players, from the server device 20, and executes game processing based on the game program stored in the storage area of ​​the game device 10.

[0329] [4] Second embodiment In the above embodiment (hereinafter referred to as the first embodiment), an example has been described in which a designated object among objects arranged in the game space is set as a suspended object, and when a predetermined condition is met for the suspended object (for example, when an action instruction is received or when an action instruction is given by the CPU), the suspended state is released and the object is made to operate. However, the present invention is not limited to this. In the following, the weight of the object and the size of the object may be used as the suspension state. An example will be described in which the period until a predetermined action is performed on an object is controlled according to the object's type (for example, a car, a refrigerator, a balloon, a fixed object, an adhesive object, etc.). The game system of the second embodiment is similar to the game system 1 (see FIG. 1) employed in the first embodiment, and is configured such that a server device 20 and a game device 10 can be connected via a network. Here, the type of object in the second embodiment may be a classification of an object, such as a car, a refrigerator, a balloon, or a nail, or may indicate the characteristics or state of an object, such as a fixed object or an adhesive object, or may indicate the material of the object, such as metal or wood, or may be an attribute of the object (such as "wood," "water," or "fire").

[0330] In the following description, the matters common to the first embodiment and the second embodiment will be omitted, and only matters different from the first embodiment and matters that should be explained in more detail will be explained.

[0331] [4.1] Configuration of the game device of the second embodiment The configuration of the game device 10 of the second embodiment will be described with reference to Fig. 19. Fig. 19 is an example of a functional block diagram of the game device 10 of this embodiment. The game device 10 of the second embodiment does not need to include all of the components of Fig. 19, and may have a configuration in which some of them are omitted.

[0332] The processing unit 100 of this embodiment functions as a communication control unit 101, a reception unit 110, a placement unit 111, a movement / action processing unit 112, a game processing unit 114, a range setting unit 116, a display control unit 118, an image generation unit 120, a sound control unit 130, a selection unit 131, and a period control unit 132.

[0333] The movement / motion processing unit 112 also includes a motion control unit 112a, which executes a predetermined motion for an object that has been set in a selected state by the selection unit 131.

[0334] For example, the operation control unit 112a may execute a predetermined operation on a selected object at a timing when a standby period associated with the selected object has elapsed from a specific timing. More specifically, the operation control unit 112a may define the start timing of a predetermined input as the specific timing, and execute a predetermined operation on the selected object at a timing when the elapsed time during which the predetermined input is continuously detected has elapsed from the standby period.

[0335] Furthermore, the action control unit 112a may be configured to execute a predetermined action for each of the multiple selected objects at a timing when a waiting period for the selected object has elapsed from a specific timing.

[0336] Furthermore, the movement control unit 112a may change the movement of the object in accordance with a predetermined parameter of the player character.

[0337] Furthermore, the action control unit 112a may execute a predetermined action for the selected object on the condition that a given consumption value is subtracted from the action parameter.

[0338] The range setting unit 116 sets a predetermined range in the game space based on the position of the player character. For example, the range setting unit 116 may change the size of the predetermined range based on the position of the player character. Furthermore, the range setting unit 116 may change the size of the predetermined range based on a predetermined parameter of the player character.

[0339] The selection unit 131 selects a specified object from among the objects arranged in the game space. As a selected object, the selection unit 131 may set an object that is specified based on an operation input by the player among objects present in the game space as a selected object. Furthermore, the selection unit 131 may set an object that is specified among objects present within a predetermined range as a selected object.

[0340] The selection unit 131 may also be configured to set a plurality of objects in a selected state, and may also be configured to perform control such that the number of selected objects is displayed on the game screen.

[0341] The selection unit 131 may also determine whether to set an object to a selected state based on at least one of the distance between the player character and the object, the type of object, the attributes of the object, and the compatibility between the player character and the object. The selection unit 131 may also determine whether to set an object to a selected state based on the type of player character (personality, gender, skill, etc.). The selection unit 131 may also determine whether to set an object to a selected state based on predetermined parameters of the player character (for example, level, ability value, etc.). The selection unit 131 may also determine whether to set an object to a selected state based on the weight of the object.

[0342] Furthermore, the selection unit 131 may change at least one of the number, attributes, and types of objects that can be set to a selected state, depending on a predetermined parameter of the player character.

[0343] The period control unit 132 controls a waiting period from a specific timing until a predetermined action is executed, in association with the selected object. For example, the period control unit 132 controls the waiting period associated with the selected object based on at least one of the weight of the selected object and the type of the selected object.

[0344] Specifically, the period control unit 132 may perform control such that the standby period is lengthened as the weight of the selected object increases.

[0345] Furthermore, the period control unit 132 sets a waiting period for each of the multiple selected objects based on at least one of the weight of the selected object and the type of the selected object.

[0346] In addition, the period control unit 132 may set a waiting period associated with the selected object based on at least one of the weight of the selected object and the type of the selected object, and predetermined parameters of the player character.

[0347] Furthermore, when the player character is equipped with special equipment, the period control unit 132 may perform control so that an object heavier than a predetermined value (for example, 1000 kilograms) can be lifted and fired at an enemy character. Furthermore, when the player character is equipped with special equipment, the period control unit 132 may perform control so that the waiting time is shortened (for example, the waiting time is halved).

[0348] [4.2] Configuration of the server device of the second embodiment The configuration of the server device 20 of the second embodiment is the same as that of the first embodiment shown in FIG. 3, and therefore a description thereof will be omitted.

[0349] [4.3] Overview of the second embodiment Next, a description will be given of a method according to the second embodiment. The game device 10 according to the second embodiment is an application of the method according to the first embodiment.

[0350] The game device 10 of the second embodiment reproduces the difficulty of an object's movement, for example, by controlling the waiting period until the object is lifted and fired at an enemy character.

[0351] For example, the game device 10 sets a designated object from among the objects arranged in the game space as a selected object, and sets a waiting period Tx in association with the selected object. Then, as shown in Fig. 20, the game device 10 executes a predetermined action (e.g., an action of attacking an enemy character) for the selected object at a timing Tb after the waiting period Tx has elapsed from a specific timing Ta (e.g., a predetermined input start timing). In particular, the game device 10 can recreate the difficulty of lifting the object in consideration of its weight by setting the waiting period before executing the predetermined action based on the weight of the selected object.

[0352] [4.4] Description of the specified range In the second embodiment, the above-mentioned predetermined range AR is also set. Note that, although the above-mentioned predetermined range AR has been mainly described as an example of a sphere based on the position of the player character PC, in the first and second embodiments, it may also be a given range (for example, a field of view range) set in the line of sight direction of the virtual camera. Note that the position (viewpoint) of the virtual camera may be a third-person viewpoint following behind the player character PC, or may also be a first-person viewpoint of the player character PC.

[0353] In addition, in the first embodiment, an example was described in which the predetermined range AR was visualized and displayed in an identifiable manner, but in the first and second embodiments, the predetermined range AR may be controlled not to be visualized (not to be displayed in an identifiable manner).

[0354] Also in the second embodiment, the size of the predetermined area AR may be changed (enlarged or reduced) based on the position of the player character PC.

[0355] Also in the second embodiment, the size of the predetermined range AR may be changed based on a predetermined parameter of the player character PC.

[0356] [4.5] Selected objects In the first embodiment, an example was described in which a designated object among objects existing in the game space is set as a pending object, but in the second embodiment, a designated object among objects existing in the game space is set as a selected object. Note that a selected object (an object set to a selected state) is an object that is to be made to perform a predetermined action.

[0357] The game device 10 stores the selected objects (object ID, object type, number of objects, etc.) in association with the player character ID or player ID in the storage unit 170 (information storage medium 180, etc.).

[0358] [4.5.1] Example of setting selected objects The game device 10 sets an object designated by the computer (CPU) among the objects present within a predetermined range AR as a selected object.

[0359] For example, the game device 10 may set one or more objects that are set in advance to be selectable from among the objects present within a predetermined range AR as selected objects.

[0360] Also, for example, if there are multiple objects that are set to be selectable in advance among the objects present within a predetermined range AR, the game device 10 may set one object that is closest to the position of the player character PC as the selected object.

[0361] Also, for example, if there are multiple objects that are set to be selectable in advance among the objects present within a predetermined range AR, the game device 10 may set one object that is in front of the player character PC as the selected object.

[0362] Also, for example, if there are multiple objects that are set in advance as selectable among the objects present within a predetermined range AR, the game device 10 may set the object that is closest to the position of the player character PC and in front of the player character PC as the selected object.

[0363] In the second embodiment, when an object that has been set to a selected state moves out of the predetermined range AR, the selected state of the object is cancelled (the selected state flag is updated to 0). Also, in the second embodiment, when another object newly falls within the predetermined range AR, the object is set to a selected state (the selected state flag is set to 1).

[0364] The display control unit 118 may perform image processing (effect processing) on ​​an object that has been set to a selected state (an object whose selection state flag is 1) so that the object glows. In this way, the player can easily recognize which object is in a selected state by looking at the glowing object.

[0365] The game device 10 of the second embodiment may set an object that exists in the game space and that is designated based on a player's operation input as a selected object, in the same manner as in the example of setting an object to a pending state in the first embodiment (see [3.1]). For example, the game device 10 may set an object that is designated based on a player's instruction operation (operation input) as a selected object, regardless of whether or not a predetermined range AR is present.

[0366] In addition, the game device 10 of the second embodiment may perform control to set a specified object from among the objects arranged in the game space as a selected object and display information about the selected object (such as the type and number of selected objects) at a predetermined position on the game screen, in the same manner as the example of control to display information about the object in a pending state at a predetermined position on the game screen in the first embodiment (see [3.2]).

[0367] Furthermore, in the second embodiment, the game device 10 may display the number of currently selected objects on the display unit 190. In this way, even if there are selected objects that are out of the field of view, the player can accurately recognize the number of currently selected objects.

[0368] [4.5.2] Object Information The object of the second embodiment is the same as that of the first embodiment shown in FIG. 9. The reservable flag may be read as a selectable flag. Also, the reservable flag may be read as a selectable flag. For example, for an object that is set to a selected state, the selection status flag corresponding to the object ID of that object is set to 1. Also, for an object that is not selected, the selection status flag corresponding to the object ID of that object is set to 0. Also, for an object that has been released from the selected state, the selection status flag corresponding to the object ID of that object is set to 0.

[0369] [4.5.3] Arrangement of selected objects In the second embodiment, the game device 10 controls the selected object so that it does not move but remains at the arrangement position.

[0370] [4.5.4] Example of determining whether to set the state to selected In the second embodiment, whether or not to set an object to a selected state may be determined based on at least one of the following: the distance between the player character PC and an object present within a predetermined range AR, the type of the object (e.g., material, etc.), the weight of the object, the attributes of the object, and the compatibility between the player character and the object. For example, in the first embodiment, whether or not to set an object to a suspended state may be determined using the same method as in determination process example 1 (see [2.3.5.1]), determination process example 2 (see [2.3.5.2]), determination process example 3 (see [2.3.5.3]), and determination process example 4 (see [2.3.5.4]).

[0371] Furthermore, in the second embodiment, the game device 10 may determine whether or not to put an object into a selected state based on the type of the player character (personality, gender, skill, etc.). For example, if the player character has a special skill, the game device 10 may control so that the object can be put into a selected state, and if the player character does not have a special skill, the game device 10 may control so that the object cannot be put into a selected state.

[0372] Furthermore, in the second embodiment, the game device 10 may determine whether or not to put an object into a selected state based on predetermined parameters of the player character (for example, level, ability value, etc.). For example, if the level of the player character PC is less than 10, the object cannot be put into a selected state, and if the level of the player character PC is 10 or higher, the object may be controlled to be put into a selected state.

[0373] [4.5.5] Example of changing the number, attributes, and type of objects that can be set as the selected state In the second embodiment, at least one of the number, attributes, and types of objects that can be set to the selected state may be changed according to a predetermined parameter (e.g., ability value) of the player character PC. For example, the number, attributes, and types of objects that can be set to the selected state may be changed in the same manner as in the example in which the number, attributes, and types of objects that can be set to the pending state are changed in the first embodiment (see [2.3.6]).

[0374] [4.6] Waiting period control In the second embodiment, the game device 10 controls a waiting period from a specific timing until a predetermined action is executed, in association with a selected object. The "waiting period" is a period from a specific timing until a predetermined action is executed, and may be rephrased as a predetermined period or a specific period.

[0375] For example, the game device 10 controls the standby period of a selected object based on the weight of the object. For example, the game device 10 controls the standby period so that the heavier the selected object is, the longer the standby period becomes.

[0376] Specifically, when the selected object is an object weighing less than 1 kilogram (for example, a nail object OB11 weighing 0.1 kilograms), the game device 10 sets the standby period associated with the object to 5 seconds. When the selected object is an object weighing 1 kilogram or more but less than 100 kilograms (for example, a bicycle object OB1), the game device 10 sets the standby period associated with the object to 7 seconds. When the selected object is an object weighing 100 kilograms or more (for example, a car object OB4 weighing 1600 kilograms), the game device 10 sets the standby period associated with the object to 10 seconds.

[0377] Furthermore, in the second embodiment, the game device 10 may set a standby period in association with a selected object based on predetermined parameters (for example, ability value or level) of the player character and the weight of the selected object.

[0378] For example, if the selected object is a car object OB4, the standby period is set to 10 seconds, but the higher the level of the player character PC, the shorter the standby period of the car object OB4 is controlled. For example, if the level of the player character PC is 10 or higher but less than 50, the standby period of the car object OB4 is set to 8 seconds; if the level of the player character PC is 50 or higher but less than 80, the standby period of the car object OB4 is set to 6 seconds; and if the level of the player character PC is 80 or higher, the standby period of the car object OB4 is set to 4 seconds. This can motivate the player to raise the level of the player character PC, making gameplay more interesting.

[0379] Furthermore, in the second embodiment, the game device 10 may control the waiting period associated with the selected object based on the type of the selected object (for example, a car, a refrigerator, a balloon, a fixed object, a sticky object, etc.). For example, the game device 10 may define the waiting period associated with the type of object, such as 10 seconds for a car object, 1 second for a balloon object, 15 seconds for a fixed object, and 10 seconds for a sticky object.

[0380] Furthermore, when there are multiple selected objects, the game device 10 may set a waiting period for each of the multiple selected objects based on the type of the selected object.

[0381] The game device 10 may also set the waiting period based on the weight of the selected object and the type of the selected object. For example, when a car object OB4 weighing 1600 kilograms and a road sign object OB40 weighing 1600 kilograms have the same weight, the game device 10 sets the waiting period for the fixed road sign object OB40 to be longer than the waiting period for the unfixed car object OB4. The game device 10 may also set different waiting periods for a nail object simply placed and a nail object hammered into a wall and fixed thereto. In other words, the waiting period for a nail object hammered into a wall is set to be longer than the waiting period for a nail object simply placed thereon.

[0382] Furthermore, the game device 10 may set a waiting period associated with a selected object based on a predetermined parameter of the player character and the type of the selected object. For example, the game device 10 may determine the waiting period based on the type of the selected object, and may further control the waiting period so that the waiting period becomes shorter as a predetermined parameter (e.g., level) of the player character becomes higher.

[0383] [4.7] Prescribed gauge The display control unit 118 of the game device 10 displays a predetermined gauge GX (also called a wait gauge) indicating the elapsed time from a specific timing Ta above or superimposed on the selected object, as shown in FIG. 21.

[0384] That is, when a predetermined input is continuously being made, the game device 10 controls the display so that the progress of the detection of the predetermined input is indicated by a predetermined gauge GX, clock hands, or the like. For example, as shown in FIG. 21 , for a bicycle object OB1 set in a selected state, the start timing of the predetermined input is set as a specific timing Ta, and while the predetermined input continues from the specific timing Ta, the predetermined gauge GX decreases as time passes. The initial length of the predetermined gauge GX indicates the length of the waiting period (7 seconds in the case of the bicycle object OB1). That is, the game device 10 controls the display of the predetermined gauge GX so that the timing when the predetermined gauge GX reaches 0 corresponds to the elapsed timing (end timing) of the waiting period. Then, the game device 10 executes a predetermined action for the selected bicycle object OB1 when the predetermined gauge GX reaches 0.

[0385] The game device 10 sets the start timing of the predetermined input as a specific timing Ta, and if the predetermined input is no longer detected before the waiting period Tx has elapsed since the specific timing Ta, the game device 10 controls the predetermined gauge GX to return to its initial length. In other words, if the player stops (cancels) the predetermined input before the waiting period has elapsed, the game device 10 controls the selected bicycle object OB1 so that the predetermined action is not performed.

[0386] In the second embodiment, the predetermined gauge GX is decreased in accordance with the time that the predetermined input is continuously performed, but the predetermined gauge GX may be increased in accordance with the time that the predetermined input is continuously performed. In such a case, the timing when the predetermined gauge GX reaches its maximum value is the timing when the standby period has elapsed, and the predetermined operation is executed.

[0387] Furthermore, in the second embodiment, the game device 10 may prepare a plurality of predetermined gauges GX with different initial fixed lengths depending on the weight or type of the selected object or the length of the standby period of the selected object.

[0388] Specifically, as shown in FIG. 22, the game device 10 sets the standby period to 5 seconds for an object in the selected state that weighs less than 1 kilogram. In such a case, a predetermined gauge GX1 with an initial length of L1 is prepared.

[0389] Further, for an object in the selected state that weighs 1 kilogram or more and less than 100 kilograms, the game device 10 sets the standby period to 7 seconds. In such a case, a predetermined gauge GX2 with an initial length of L2 (L1 < L2) is prepared.

[0390] Further, for an object in the selected state that weighs 100 kilograms or more, the game device 10 sets the standby period to 10 seconds. In such a case, a predetermined gauge GX3 with an initial length of L3 (L1 < L2 < L3) is prepared.

[0391] In the second embodiment, regardless of the length of the predetermined gauge GX, the game device 10 sets the speed at which the predetermined gauge GX decreases in accordance with the elapse of a predetermined input time from a specific timing Ta to a predetermined speed V. Therefore, the shorter the predetermined gauge GX (the lighter the object), the earlier the predetermined operation is executed. Conversely, the longer the predetermined gauge GX (the heavier the object), the longer it takes to execute the predetermined operation.

[0392] Also, in the second embodiment, regardless of the weight of the object in the selected state or the length of the standby period, the initial length of the predetermined gauge GX may be set to a fixed length, and the control may be performed so as to adjust the decrease speed of the predetermined gauge GX such that the timing when the predetermined gauge GX becomes 0 is the timing of the elapse of the standby period.

[0393] ​In the second embodiment, the game device 10 displays a predetermined gauge GX while a predetermined input is being made, as shown in Fig. 21, but when the selected bicycle object OB1 moves out of the field of view of the virtual camera, the predetermined gauge GX of the selected bicycle object OB1 is displayed so that it remains at the edge (right edge) of the screen, as shown in Fig. 23. This allows the player to recognize that the selected bicycle object OB1 making the predetermined input is in the direction of the predetermined gauge GX (to the right of the player character PC).

[0394] Furthermore, in the second embodiment, the game device 10 may cause the selected object to remain stationary during a period in which a predetermined input is being performed, or may cause the selected object to tremble in a fixed position without moving from its placement position, or may cause the selected object to float in the air above the ground of its placement position. For example, when causing the selected object to move during a period in which a predetermined input is being performed, the movement may be varied based on the weight or type of the selected object. For example, during a period in which a predetermined input is being performed, an object heavier than a predetermined value may be floated, and an object lighter than a predetermined value may be stationary.

[0395] Furthermore, if the specified input is no longer detected before the waiting period Tx has elapsed since the start of the specified input, the game device 10 stops the selected object at its original position and controls the display so that it is clear that the specified input has been stopped (released).

[0396] [4.8] Motion Control In the first embodiment, it was explained that when a predetermined condition is met (for example, when an action instruction is received from the player or when an action instruction is given by the CPU (computer)), the suspended state of the suspended object is released and the action of the object is executed. In the second embodiment, the timing control for executing a predetermined action of a selected object is performed as follows. That is, the game device 10 of the second embodiment executes a predetermined action for the selected object at a timing when a waiting period Tx associated with the selected object has elapsed from a specific timing Ta.

[0397] For example, the game device 10 sets a 0.1 kilogram nail object OB11 to a selected state, and executes an attack action in which the nail object OB11 is fired toward an enemy character when a waiting period (e.g., 5 seconds) for the nail object OB11 has elapsed from a specific time Ta.

[0398] The specific timing Ta in the second embodiment is, for example, the start timing of a predetermined input (also called the input of a psychokinesis attack, for example). Specifically, the specific timing is the start timing of a button input when the player performs a predetermined button input, and is the start timing of contact with a predetermined input area on the touch panel when the player performs an input on the touch panel.

[0399] The game device 10 then measures the elapsed time during which the predetermined input is continuously detected, and executes a predetermined action on the selected object at a timing Tb when the elapsed time since the predetermined input has elapsed a waiting period Tx. For example, when a 0.1 kilogram nail object OB11 is set to the selected state, the game device 10 measures the elapsed time since the start of the predetermined input by the player at a timing when the waiting period (for example, 5 seconds) has elapsed. An attacking action is executed in which the nail object OB11 is shot towards the enemy character.

[0400] The specific timing Ta may be a specific timing specified by the CPU, or may be the timing at which a selected object is set to the selected state.

[0401] As described in the first embodiment, a plurality of predetermined inputs (telekinesis attack inputs) may also be prepared in the second embodiment. For example, the plurality of predetermined inputs may be a △ button input corresponding to the action instruction E1, a circle button input corresponding to the action instruction E2, and a square button input corresponding to the action instruction E3. Furthermore, when operating with a touch panel, the plurality of predetermined inputs may be a touch input on a first area of ​​the touch panel corresponding to the action instruction E1, a touch input on a second area of ​​the touch panel corresponding to the action instruction E2, and a touch input on a third area of ​​the touch panel corresponding to the action instruction E3.

[0402] Also in the second embodiment, the game device 10 causes the selected object to act in response to each action instruction. For example, the game device 10 executes a close-range attack on the selected object in response to action instruction E1, and executes a defensive action on the selected object in response to action instruction E4.

[0403] Furthermore, in the second embodiment, the game device 10 controls the selected object so that the heavier the object is, the higher its power (parameters such as attack power, defense power, recovery power, etc.) becomes.

[0404] Also in the second embodiment, the game device 10 may cause a special object to perform an action based on a preset action content.

[0405] Furthermore, in the second embodiment, when there are multiple selected objects, the game device 10 sets a waiting period for each of the multiple selected objects based on the weight and type of the selected object. Then, for each of the multiple selected objects, the game device 10 executes a predetermined action for the selected object at a timing when the waiting period for the selected object has elapsed from a specific timing. In this way, it is possible, for example, to attack an enemy character first with a light object and then attack the enemy character with a last heavy object.

[0406] Also in the second embodiment, the game device 10 may change the action of the object in accordance with a predetermined parameter (for example, ability value) of the player character.

[0407] Also in the second embodiment, the game device 10 may execute a predetermined action for a selected object on the condition that a given consumption value is subtracted from the action parameter.

[0408] Furthermore, in the second embodiment, the game device 10 may execute a predetermined action a predetermined number of times (two or more times) for a selected object. For example, the game device 10 may execute a predetermined action for a selected object, and then execute the next predetermined action. Furthermore, after executing a predetermined action for a selected object, the game device 10 may execute the predetermined action again at a timing when a waiting period associated with the selected object has elapsed from a specific timing.

[0409] [4.9] Multi-step operation In the second embodiment, the game device 10 executes a first predetermined action on the selected object at a timing during the waiting period from the specific timing, and after the waiting period has elapsed, At that timing, a second predetermined action may be executed on the selected object.

[0410] For example, suppose that the game device 10 sets the road sign object OB40 to a selected state. The standby period for the road sign object OB40 is set to 10 seconds. The game device 10 then sets a specific time Ta as the start timing of a predetermined input. At time Tc, which is 7 seconds after the specific time Ta, when the predetermined input has been continuously detected, the road sign object OB40 executes a breaking motion. Then, at time Tb, which is 7 seconds after the specific time Ta, when the predetermined input has been continuously detected, a part of the road sign object OB40 (the sign portion) executes an attacking motion toward an enemy character. This provides multiple stages before the player's character can perform an action without coming into contact with the road sign object OB40, thereby enhancing the entertainment value of the game.

[0411] [4.10] Display control Furthermore, in the second embodiment, the game device 10 may display information on the weight and type of the selected object on the screen. For example, the game device 10 may display the specific weight of the selected object as a numerical value, and also display the type of object (e.g., car, balloon, nail), and characteristics (e.g., fixed object, sticky object, etc.). By looking at this information, the player can understand whether or not the object can be lifted.

[0412] As described above, the game device 10 may prepare in advance a plurality of gauges GX1, GX2, and GX3 of different lengths, determine the gauge according to the weight of the object set in the selected state, and display the gauge.

[0413] [4.11] Flowchart Next, an example of the flow of processing executed by the game device 10 of the second embodiment will be described with reference to FIG.

[0414] First, a process for setting a predetermined range is performed (step S11). Then, a designated object among the objects present within the predetermined range is set as a selected object (step S12). Then, a waiting period is set in association with the selected object (step S13).

[0415] Then, when the hold period of the predetermined input has elapsed beyond the standby period, a predetermined action is executed for the selected object (step S14). For example, the start timing of the predetermined input is set to a specific timing Ta, and the predetermined input is continuously detected for a time Tb, which is the time elapsed from the specific timing Ta until the standby period has elapsed, at which point the predetermined action is executed for the selected object. This completes the process.

[0416] [4.12] Application example of server device 20 The server device 20 may perform some or all of the processes performed by the game device 10 of the second embodiment. For example, the processing unit 200 of the server device 20 may function as a reception unit 210, a placement unit 211, a movement / motion processing unit 212, a motion control unit 212a, a game processing unit 214, a range setting unit 216, a display control unit 218, an image generation unit 208, a sound control unit 209, a selection unit 231, and a period control unit 232.

[0417] The specific processing of the operation control unit 212a of the server device 20 is similar to that of the operation control unit 112a of the game device 10, and therefore a description thereof will be omitted.

[0418] The specific processing of the selection unit 231 of the server 20 is similar to that of the selection unit 131 of the game device 10, and therefore a description thereof will be omitted.

[0419] The specific processing of the period control unit 232 of the server 20 is similar to that of the period control unit 132 of the game device 10, and therefore a description thereof will be omitted.

[0420] [4.13] Browser game application example The game device 10 of the second embodiment may also execute a game program in a browser, as in the first embodiment (see [3.11.2]).

[0421] [5] Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.

[0422] In this embodiment, the game is not limited to an action RPG, but can be used for, for example, action games, fighting games, sports games, and other competitive games, role-playing games (RPGs), and other simulation games.

[0423] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effects). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.

[0424] Although the embodiments of the present invention have been described in detail as above, it will be readily apparent to those skilled in the art that many modifications can be made without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]

[0425] 10 gaming devices, 20 server device, 100 processing unit, 101 communication control section, 110 Reception Department, 111 Arrangement Department, 112 Movement and motion control unit, 112a operation control section, 114 game processing unit, 115 Reserve Control Section, 116 range setting section, 118 display control unit, 120 image generation unit, 130 sound control section, 150 operation input unit, 170 Memory section, 171 Main memory, 172 image buffers, 180 Information storage media, 190 Display section, 192 sound output unit, 196 Communications Department, 200 processing unit, 201 Communication control section, 202 Web processing section, 203 Game Management Department, 207 Timer management unit, 240 storage section, 242 Main memory, 244 game data storage unit, 246 player information storage unit, 280 Information storage media, 296 Communications Department, 220 input section, 230 Display section

Claims

1. A program for executing a game in which a player character and an opponent character fight each other using objects arranged in a game space, a selection unit that sets a designated object from among the objects arranged in the game space as a selected object; a period control unit that controls a waiting period from a specific timing until a predetermined action is executed, in association with the selected object; causing the computer to function as an action control unit that executes a predetermined action on the selected object at a timing when the waiting period has elapsed since the specific timing; The selection unit Select multiple objects other than the character, The period control unit setting different waiting periods for each of the plurality of selected objects; The operation control unit A program characterized by executing a predetermined operation for each of a plurality of selected objects at a timing when the waiting period set for the selected object has elapsed from the specific timing.

2. In claim 1, The selection unit A program that displays the length of the waiting period set for each of the plurality of selected objects.

3. In claim 1 or 2, The selection unit For each of the plurality of selected objects, an initial length of a predetermined gauge of the selected object is determined based on the length of the waiting period set for the selected object, and the selected object is adjusted in accordance with the elapsed time during which the predetermined input is continuously detected. A program characterized by changing and displaying a predetermined gauge from its initial length.

4. In any one of claims 1 to 3, The period control unit A program characterized by setting the waiting period for each of a plurality of selected objects based on at least one of the weight of the selected object and the type of the selected object.

5. In any one of claims 1 to 4, The period control unit A program characterized in that the heavier the weight of a selected object, the longer the waiting period of the selected object.

6. In any one of claims 1 to 5, The period control unit A program characterized by setting the waiting period of a selected object for each of a plurality of selected objects based on at least one of the weight of the selected object and the type of the selected object, and a predetermined parameter of the player character.

7. In any one of claims 1 to 6, The selection unit A program characterized in that an object specified based on an operational input by a player from among objects present in the game space is set as a selected object.

8. In any one of claims 1 to 7, causing the computer to further function as a range setting unit that sets a predetermined range in the game space based on the position of the player character; The selection unit A program characterized in that a designated object among the objects present within the predetermined range is set as a selected object.

9. In claim 8, The range setting unit A program that changes the size of the predetermined range based on the position of a player character.

10. In claim 8 or 9, The range setting unit A program that changes the size of the predetermined range based on predetermined parameters of a player character.

11. In any one of claims 1 to 10, The selection unit A program that controls displaying the number of selected objects on a game screen.

12. In any one of claims 1 to 11, The selection unit the distance between the player character and the object, the type of the object, A program that determines whether or not to set an object to the selected state according to at least one of an attribute of the object and compatibility between the player character and the object.

13. In any one of claims 1 to 12, The selection unit A program that changes at least one of the number, attributes, and types of objects that can be set to a selectable state according to predetermined parameters of the player character.

14. In any one of claims 1 to 13, The operation control unit A program that changes the behavior of the object in accordance with a predetermined parameter of the player character.

15. In any one of claims 1 to 14, The operation control unit A program that executes a predetermined operation for the selected object on the condition that a given consumption value is subtracted from an operation parameter.

16. In any one of claims 1 to 15, The period control unit for each of the plurality of selected objects, the waiting period of the selected object is lengthened as the weight of the selected object increases; The operation control unit The program is characterized in that the power increases as the weight of the selected object increases.

17. In any one of claims 1 to 16, The operation control unit A program characterized by executing a first predetermined action on a selected object at a timing during the waiting period set for the selected object, and executing a second predetermined action on the selected object at a timing when the waiting period set for the selected object has elapsed.

18. A game device that executes a game in which a player character and an opponent character battle each other using objects arranged in a game space, a selection unit that sets a designated object from among the objects arranged in the game space as a selected object; a period control unit that controls a waiting period from a specific timing until a predetermined action is executed, in association with the selected object; an action control unit that executes a predetermined action on the selected object at a timing when the waiting period has elapsed since the specific timing, The selection unit Select multiple objects other than the character, The period control unit setting different waiting periods for each of the plurality of selected objects; The operation control unit A game device characterized in that, for each of a plurality of selected objects, a predetermined action is performed on the selected object at a timing when the waiting period set for the selected object has elapsed from the specific timing.

19. A server device that executes a game in which a player character and an opponent character battle each other using objects arranged in a game space, a selection unit that sets a designated object from among the objects arranged in the game space as a selected object; a period control unit that controls a waiting period from a specific timing until a predetermined action is executed, in association with the selected object; an action control unit that executes a predetermined action on the selected object at a timing when the waiting period has elapsed since the specific timing, The selection unit Select multiple objects other than the character, The period control unit setting different waiting periods for each of the plurality of selected objects; The operation control unit A server device characterized in that, for each of the plurality of selected objects, a predetermined operation is performed on the selected object at a timing when the waiting period set for the selected object has elapsed from the specific timing.

20. A game system for executing a game in which a player character and an opponent character fight each other using objects arranged in a game space, comprising: a selection unit that sets a designated object from among the objects arranged in the game space as a selected object; a period control unit that controls a waiting period from a specific timing until a predetermined action is executed, in association with the selected object; an action control unit that executes a predetermined action on the selected object at a timing when the waiting period has elapsed since the specific timing, The selection unit Select multiple objects other than the character, The period control unit setting different waiting periods for each of the plurality of selected objects; The operation control unit A game system characterized in that, for each of the multiple selected objects, a predetermined action is performed on the selected object at a timing when the waiting period set for the selected object has elapsed from the specific timing.

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