Program and information processing device
The program facilitates cooperative gameplay by forming groups of characters and synchronizing movements, addressing the issue of scattered characters in multiplayer games, allowing synchronized play and effect application across dispersed players.
Patent Information
- Application Number
- JP2022097327
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-06-16
- Publication Date
- 2025-09-25
- Estimated Expiration
- 2035-09-03
AI Technical Summary
Existing games with multiple player characters often result in characters being scattered across different stages, preventing collaborative play and cooperative gameplay, especially when players are dispersed in a game space.
A program that functions as a game control means to form groups of player and non-player characters, allowing coordinated gameplay and movement control to synchronize characters based on predetermined conditions, enabling cooperative play even when characters are apart.
Enables seamless cooperative play by synchronizing character movements and applying global effects across groups, ensuring all players can enjoy the game regardless of their individual progress or location.
Smart Images

Figure 0007744302000001 
Figure 0007744302000002 
Figure 0007744302000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a recording medium. [Background technology]
[0002] In recent years, people have been downloading games for mobile devices such as smartphones and connecting with other users. There are known gaming systems that allow players to enjoy games while using their mobile phones. In some games, players use game items to gain an advantage in the game.
[0003] For example, recovering the player character's parameters in exchange for consuming items. There is a game (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-161487 Summary of the Invention [Problem to be solved by the invention]
[0005] On the other hand, When one event is made up of a plurality of game units called stages, there is a game in which the branching stage to proceed to is determined according to a predetermined condition (Japanese Patent Laid-Open Publication No. 10-179937).
[0006] however, In the above-mentioned games, in which a plurality of player characters play together, the characters may end up scattered across different stages, making it impossible to enjoy the collaborative play.
[0007] In addition to movement between stages, there is also a demand for enjoying cooperative play when multiple player characters are playing dispersedly in one game space.
[0008] So, Cooperative play even when multiple player characters are dispersed between stages or when moving between game spaces A program that allows etc. to provide. [Means for solving the problem]
[0009] In one aspect of the present invention, the program The computer is made to function as a game control means for forming groups including player characters operated by a player and non-player characters not operated by a player, and controlling the groups so that a game can be played on a group basis in a game space, and as a movement control means for moving the non-player characters that satisfy a predetermined condition regarding movement based on the position of the player characters when the player characters and the non-player characters are located apart from each other in the game space. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is a conceptual diagram illustrating an example of a game processing system according to an embodiment. [Figure 2] 1 is a block diagram showing an example of a hardware configuration of a game device according to an embodiment. [Figure 3] FIG. 2 is a block diagram illustrating an example of a hardware configuration of a server according to an embodiment. [Figure 4] 1 is a block diagram showing an example of the functional configuration of a game device according to an embodiment. [Figure 5] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server according to an embodiment. [Figure 6] FIG. 2 is a block diagram illustrating an example of the functions of an application unit according to the embodiment. [Figure 7] FIG. 2 is a block diagram showing an example of functions of a movement control unit in the embodiment. [Figure 8] FIG. 4 is a diagram illustrating an example of user information according to an embodiment. [Figure 9] FIG. 10 is a diagram illustrating an example of group information according to an embodiment. [Figure 10] FIG. 10 is a diagram showing an example of a display screen (part 1) on the side requesting participation. [Figure 11] FIG. 10 is a diagram showing an example of a display screen (part 2) on the side requesting participation. [Figure 12] FIG. 10 is a diagram showing an example of a display screen (part 1) on the side receiving a participation request. [Figure 13] FIG. 10 is a diagram showing an example of a display screen (part 2) on the side receiving a participation request. [Figure 14] FIG. 10 is a diagram showing an example of a display screen (part 1) for selecting a quest after receiving a participation request. [Figure 15] FIG. 10 is a diagram showing an example of a display screen (part 2) for selecting a quest after receiving a participation request. [Figure 16] FIG. 10 is a diagram for explaining movement control of a player character. [Figure 17]10 is a flowchart illustrating an example of an effect application process of a server according to an embodiment. [Figure 18] 10 is a flowchart illustrating an example of a migration control process of a server in an embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. The above examples are merely examples and are not intended to exclude the application of various modifications or technologies not explicitly stated below. That is, the present invention can be implemented in various modifications without departing from the spirit of the invention. In addition, in the following description of the drawings, the same or similar parts are denoted by the same or similar reference numerals. The drawings are schematic and do not necessarily correspond to the actual dimensions, proportions, etc. The drawings may contain parts with different dimensional relationships or ratios. There is.
[0012] [Embodiment] Hereinafter, a program and an information processing device according to an embodiment of the present invention will be described with reference to the drawings. .
[0013] <Game Processing System Overview> FIG. 1 is a conceptual diagram showing an example of a game processing system 1 according to an embodiment. In this example, the game processing system 1 includes, for example, game devices 10A, 10B, 10C of each user. C, a server (information processing device) 20 provided by, for example, a game management company, and a billing server The server 30 is connected via a network N.
[0014] When describing each game device individually, the reference numerals 10A, 10B, and 10C are used. There is no need to distinguish between them individually, and when describing them together, the reference numeral 10 will be used. The system device 10 is, for example, a mobile terminal, a tablet terminal, a PDA (Personal Digital Assistant), nt), personal computers, game consoles, etc.
[0015] The game device 10 is connected online to the server 20 via the network N, and Gameplay is carried out in the form of a game.
[0016] The server 20 may, for example, allow multiple players to play the basic game for free via a network N. Server 2 controls games such as F2P (Free to Play) online games. The game device 10 receives operation instructions input from the game device 10, controls the progress of the game, and Manages and distributes the data required to run the program.
[0017] The billing server 30 bills the game device 10 or the server 20 in response to a billing request. This is a server that handles billing within the company.
[0018] Network N is the Internet, etc., and is connected to wireless LAN access points and mobile phones. This includes base stations and other communication equipment.
[0019] <Hardware configuration> Next, the hardware configuration of the game device 10 will be described. 1 is a block diagram showing an embodiment of the hardware configuration of the system device 10. FIG.
[0020] The game device 10 shown in FIG. 2 includes a mobile communication antenna 112, a mobile communication unit 114, a wireless a wired LAN communication antenna 116, a wireless LAN communication unit 118, a storage unit 120, and a main control unit 15 0, and further includes an external interface including a camera 130 and an audio output terminal 142. It has 140 seats, etc.
[0021] The touch panel 102 has the functions of both a display device and an input device, and is responsible for the display function. It is composed of a display (display screen) 102A and a touch sensor 102B that performs input functions. The display 102A is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display. It is composed of a general display device such as a touch sensor. 2B is a display 102A and an element for detecting a touch operation disposed on the upper surface thereof. The touch sensor 102B is configured to have a transparent operation surface laminated thereon. As for the sensing method, among the known methods such as capacitance type, resistive film type (pressure sensitive type), electromagnetic induction type, Any method can be adopted.
[0022] The touch panel 102 is operated by the main control unit 150 in response to a program stored in the storage unit 120. The game image generated by the execution of the program 122 is displayed. 102 is a contact object that comes into contact with the operation surface (including the player's finger, a touch pen, etc.). The device accepts input by detecting the movement of a finger (a typical example is explained). The finger movement is performed by the position or area of the contact point. The coordinate information is detected as coordinate information indicating the area, for example, in the short side direction of the touch panel 102. and the coordinate values on the two axes in the long side direction.
[0023] The game device 10 includes a mobile communication antenna 112 and a wireless LAN communication antenna 116. It is connected to a network (Internet) N through the It is possible to do this.
[0024] The server 20 transmits play data of games and the like executed on the game device 10 to the network. The game data is collected through the network N, and the game progress is controlled based on the play data. It functions as a server that serves as the hub of the home system.
[0025] In the embodiment, the game device 10 is connected to the network N and the server 20. In this case, various games can be provided online to the game device 10. We are building an online game system. In this online game system, By managing and providing play data for multiple game programs, For layers, it's like playing various games at an arcade. It is now possible to provide:
[0026] The program 122 according to the embodiment is installed in the game device 10. Alternatively, a game function may be provided online from a server (not limited to server 20). It may also be something that
[0027] Next, the hardware configuration of the server 20 will be described. 3 is a diagram illustrating an example of a hardware configuration of the server 20. As shown in FIG. A control unit 202, a communication interface 206, a storage unit 208, a display unit 214, and an input Each of the sections is connected via a bus line 218.
[0028] The control unit 202 includes a CPU (Central Processing Unit), a ROM (Read On Memory), The control unit 202 includes a RAM (Random Access Memory) 204. By executing the control program 210 etc., the functions of a general information processing device can be realized. In addition to the above functions, the device is configured to realize processes related to online games, for example.
[0029] The RAM 204 also temporarily stores various types of information and stores the information required for the CPU to execute various processes. It is sometimes used as a work area.
[0030] The communication interface 206 communicates with the billing server 30 and the game device 1 via the network N. Controls communication with 0.
[0031] The storage unit 208 is, for example, a hard disk drive (HDD) and realizes the functions of a general information processing device. In addition to storing applications and data (not shown) for The memory unit 208 also includes an information memory unit 212.
[0032] The control program 210 is a program for performing processing related to the game. The player receives operational instructions from the device 10 and controls the progress of the game while playing based on these operational instructions. The control program 210 is a computer-readable record. The information may be stored in a medium, read from the recording medium, and stored in the storage unit 208.
[0033] The information storage unit 212 stores, for example, necessary data used in the game and data related to the user. Remember which.
[0034] The display unit 214 displays information to the administrator. The input unit 216 receives input from the administrator. The server 20 also has a display unit 214 and The display unit 214 and the input unit 216 do not necessarily need to be provided. The server 20 may be connected to the server 20 via the Internet.
[0035] <Game Overview> Here, an overview of the game that is the subject of the embodiment will be described. The game (controlled by the game device 10 and the server 20) is played by a predetermined group including multiple users. It can be used to create loops and execute in-game events in groups. In this in-game event, players are not involved in the organizers or participants of the event. You can consume game items that you own without using this game item. The following items are available: those that increase or decrease the parameters of your own player character; Other player characters may also be affected by the effects. As an effect that also affects the data (hereinafter also referred to as a global effect), for example, There is an effect related to the reward given to the player character, and while that effect is being applied , the probability of obtaining rewards and the rarity of the rewards increase. For example, an increase in experience points, or in the case of a battle event, an increase in attack or defense power, etc. Another example of a consuming game parameter is the parameter set on an item. Some are consumed at once and have an effect, while others have parameters that change over time. Some items are consumed and the effect lasts until they are all consumed. The game item may be a game item for which parameters are not consumed. Some game items have effects that are achieved by possessing or equipping them.
[0036] In addition, in the game of the embodiment, for the group to which the overall effect is applied, The effect will also extend to the player characters of players who join the game. , players are motivated to participate in groups to which the overall effect is applied. This allows players who join later to also benefit from the effect. A group to which the effect is applied becomes more likely to allow new players to join.
[0037] In addition, in the game of the embodiment, for example, a game in which a plurality of stages are cleared in order. When certain conditions for moving between stages are met during the game, an event will occur. The player character currently playing in the game will play the stage ahead of their own character. This allows the player character to move to the position of the player character in the middle of the game. Layers can catch up with faster players and stay at the same stage with other players. Next, the game device 10 and the server for executing the above-mentioned game will be described. The functional configuration of the server 20 will be described.
[0038] <Functional configuration> FIG. 4 is a block diagram showing an example of the functional configuration of the game device 10 according to the embodiment. The game device 10 shown in FIG. 4 includes, for example, a first transmitting unit 302, a first receiving unit 304, and a game The system includes a program execution unit 310 and a first storage unit 330.
[0039] The first transmission unit 302 is, for example, a main control unit 150, a mobile communication unit 114, a wireless LAN communication unit The first transmission unit 302 can be realized by the program 118, the program 122, etc. The command based on the input operation is sent to the server 20. Request commands to consume team items, groups, or specific events (e.g., dungeons) This command includes join commands to join a group (such as a group session).
[0040] The first receiving unit 304 is, for example, a main control unit 150, a mobile communication unit 114, a wireless LAN communication unit The first receiving unit 304 can be realized by the server 2. 0, and receives information about the progress of the game. It contains information about the screen that represents the execution screen of the event in the system, and information about the invitation message for the event. include.
[0041] The game execution unit 310 may be realized by, for example, the main control unit 150, the program 122, etc. The game execution unit 310 executes a game (e.g., multiple in-game events). The program execution unit 310 includes an operation reception unit 312, a command issuing unit 314, and a screen generation unit 316. , and a display control unit 318.
[0042] The operation reception unit 312 receives user operations input from the touch panel 102 and executes the game. For example, the operation receiving unit 312 may receive a lottery during an in-game event. It accepts operations to play games and participate in in-game events. The received operation content is output to the command issuing unit 314.
[0043] The command issuing unit 314 issues a command according to the operation content accepted by the operation accepting unit 312. The issued command is transmitted to the server 20 via the first transmission unit 302. For example, The command issuing unit 314 issues a command (request) indicating an operation for consuming a game item. At this time, the user information or the game device 10 is identified. The identification information for the user is sent together with the request command. It is possible to know which user or game device 10 has requested the game item. In addition, the command issuing unit 314 issues a command ( Join command) etc.
[0044] The screen generation unit 316 receives information about the progress of the game from the first receiving unit 304. Based on this information, a screen to be displayed on the touch panel 102 is generated. The plane generation unit 316 outputs the generated screen to the display control unit 318.
[0045] The display control unit 318 displays the acquired screen on the touch panel 14. The game device 10 displays an in-game event execution screen based on the information transmitted from the server 20. The above screens are displayed on the touch panel 102. The term "image" is used to include both still and moving images.
[0046] This allows the game device 10 to request the execution of an in-game event or Requesting participation in an event or requiring the use of game items in an in-game event It becomes possible to do this.
[0047] FIG. 5 is a block diagram illustrating an example of the functional configuration of the server 20 according to the embodiment. The server 20 shown in FIG. 1 includes a second transmitting unit 402, a second receiving unit 404, and a game control unit 410. , and a second storage unit 430. By executing the control program 210, the server 20 The functions of the game control unit 410 and the like can be realized.
[0048] The second transmission unit 402 is realized by, for example, the communication interface 206, the control unit 202, etc. The second transmission unit 402 can transmit information related to the progress of the game in response to an instruction from the game control unit 410. The information is transmitted to the game device 10.
[0049] The second receiving unit 404 is realized by, for example, the communication interface 206, the control unit 202, etc. The second receiving unit 404 receives commands indicating operation details from each game device 10. Believe.
[0050] The game control unit 410 can be realized by, for example, the control unit 202, the storage unit 208, etc. The game control unit 410 controls the execution of the game based on the received commands. For example, The game control unit 410 controls an in-game event executed by a group including multiple users. Control.
[0051] The second storage unit 430 can be realized by, for example, the storage unit 208. For example, the information about the game may include the name of the game player. The information of the user who will be playing, the information of the group that includes multiple users, and the game execution screen are It includes screen information for playing the game and other information necessary for the game.
[0052] Next, the game control unit 410 will be described in detail. 12, an event control unit 414, an initiation unit 416, an application unit 418, and a selection control unit 420. , an output unit 422 , a search control unit 424 , and a movement control unit 426 .
[0053] The generation unit 412 generates a group including a plurality of users. In this case, the generation unit 412 generates a user who has output the request command and a friend relationship with this user. You can create groups with multiple users in the same game, or you can create groups with multiple users in a specific in-game room. Groups can be created by users who are physically close to each other, or by users who are physically close to each other. There is no particular restriction on how to create a group. Also, a friend relationship is a relationship that is established by a user in advance. This refers to a relationship in which users are mutually approved and associated with each other.
[0054] The event control unit 414 includes a player character operated by one or more players. Control the execution of a specific event in the game for the group. For example, event control The section 414 displays the queries that can be executed by each player character in a room as an example of a group. Controls the execution of specific game units such as battles, dungeons, and stages. A single unit may consist of multiple stages that the player clears in order.
[0055] The activation unit 416 activates an effect related to a predetermined event based on the operation of a predetermined player in the group. For example, the activation unit 416 activates a game item by requesting the game device 10 to use the game item. When a command is received requesting a game item, it will be executed based on the game item ID etc. included in the command. The game item is identified by the above command, and the effect of the identified game item is applied. Activation refers to identifying a game item and starting to apply the effect of the identified game item. The timing of activation can be immediately after identifying the game item, or by using a timer. Alternatively, the game item may be identified using the above command, or a predetermined time may have elapsed since the game item was identified.
[0056] The effects of game items only affect the player character that requested them (single Some effects affect each player character in a group (global effects). As mentioned above, the effects that affect each player character in the group are experience, There are various effects, such as an increase in value or an increase in rewards. Single or overall effects have a time limit. If an effect has a time limit, the same effect may be exerted for a certain period of time, or the limit may be exceeded. The effect may become weaker as the time limit approaches.
[0057] In the case of a global effect, the application unit 418, at the first point in time when the effect is activated by the activation unit 416, Apply effects to each player character in the group, or apply effects from the first point onwards. When a group is being used, it applies effects to new player characters joining the group. In addition, in the case of a single effect, when the effect is activated by the activation unit 416, the application unit 418 At this point, the effect is given to the player character of the player who requested the use of the game item. The function of the application unit 418 regarding the overall effect will be explained with reference to FIG.
[0058] FIG. 6 is a block diagram showing an example of the function of the application unit 418 in the embodiment. In the illustrated example, the application unit 418 includes a first application unit 4182 and a second application unit 4184.
[0059] When a game item that activates a global effect is activated, the first application unit 4182 At the first point in time, players who are in the same group as the player who used the game item Apply the overall effect to at least one player character among the player characters. do.
[0060] The second application unit 4184 applies the effect to a new player when the effect is applied after the first point in time. When a player character operated by a player joins this group, for example, On entering, the activated overall effect is applied to this player character. If the overall effect is applied, the second application unit 4184 applies the overall effect to the group regardless of the user's operation. Any activated overall effects are automatically applied to a player character who newly joins the group.
[0061] The second application unit 4184 determines the degree of the overall effect based on the applied value by the first application unit 4182. For example, the second applying unit 4184 may change the degree of the effect of the first time point. The degree of the applied effect may be changed depending on the time. More specifically, the second application unit 4 184 should be designed so that the longer the time elapsed from the first point, the lower the overall effect. In addition, the second application unit 4184 may apply the effect in accordance with the order in which new members join the group. The degree may be changed.
[0062] By using the functions of each of the above parts, not only the player characters included in the group but also , and player characters who join the group later will also be able to use the player's operations. The effects of items can be applied without instructions. If an effect that affects the character is applied, each player This can prevent differences in effects from occurring between characters.
[0063] Returning to FIG. 5, the selection control unit 420 selects any player who controls a player character in the group. When a player invites a player to a running event, the player must not be participating in the event. For example, the selection control unit 420 controls the game so that the player's selection is accepted. Before starting the execution of the event, a pop-up screen or the like is used to display the status of the event that has not yet occurred based on the user's operation. Accept the selection of participating friends, etc. As for the selection method of non-participating players, The player may select players one by one from a list displayed on the screen, or may select friends. In some cases, multiple players may be selected at once.
[0064] The output unit 422 outputs a message including information about the effect to the terminal operated by the selected non-participating player. For example, the output unit 422 outputs a message encouraging the user to participate in a predetermined event. A message containing the name of the game item in progress and information about the effect of the game item in progress. A message, a comment entered in advance by the inviter encouraging the attendee to attend a specific event, These are output as messages.
[0065] This allows players who are invited to join to check the effects of the items before joining the group. You can join a group later and enjoy designated events while receiving the effects of items.
[0066] The event control unit 414 also controls a predetermined event to be executed for one or more groups. For example, the event control unit 414 may control the execution of events on a room-by-room basis. In addition to this, there are also events where players in multiple rooms can play the same event, and The execution of the same event in which two teams compete against each other may also be controlled.
[0067] In this case, the first application unit 4182 applies the same effect to the same event at the first point in time when the overall effect is activated. A global effect may be applied to player characters in multiple participating groups. That is, the first application unit 4182 determines whether the group including the player who requested the activation of the effect is the group including the player who requested the activation of the effect. For each player character in the group that is performing a specific event, the overall effect This allows the overall effect to be applied to a single event involving multiple groups. In this case, the group that activated the item's effect will be The effect may be cancelled when the event is cleared.
[0068] In addition, the second application unit 4184 applies a plurality of overall effects when the overall effect is applied from the first time point onward. For a given event in which a group of players participate, This allows for a single event involving multiple groups to be performed. The effect applied at the first place will also be applied to player characters who join this specified event later. It is possible.
[0069] The search control unit 424 is configured to determine whether the overall effect is appropriate when the player searches for an event that he or she wants to perform. For example, the search control unit 424 controls the search so that events that are used are searched for preferentially. The search is performed in order of the remaining time of the period in which the overall effect is applied and the degree of effect. This may be displayed on the screen so that the player can see that the overall effect has been applied. This allows you to select and participate in attractive events that include groups that are suitable for you. Furthermore, if multiple groups are participating in the same event, By displaying the loops along with the effects applied to each, you can easily see the loops in a specific event. This will make it easier for you to choose which group to join.
[0070] Next, we will explain the movement control unit 426, but before explaining its function, The following describes conventional techniques for controlling the movement of robots.
[0071] If an event consists of multiple game units called stages, it branches. Decide which stage to proceed to depending on the time when the branching conditions are met in the branching event. There is a game called "Seiken" (Japanese Patent Laid-Open Publication No. 10-179937).
[0072] However, in the case of the above-mentioned game, in a game where multiple players play together, When the branching of the player's stage is decided based on the game result, the players are distributed to each stage. This could result in players being unable to enjoy cooperative play.
[0073] In addition, in dungeons with multiple stages, players clear the stages in order. When a game is played in which the player in front of the other player takes over the character, When a player joins a dungeon, the player's instructions will direct the player to the next stage where the player is. It is conceivable that the character of the subsequent player will appear on the page.
[0074] However, in the above game, subsequent players, regardless of their intentions, immediately after joining Suddenly, you will be playing a stage where there are other players, and you will be able to experience the stages in the middle. If you are unable to play or fall behind during play, you can easily correct this. If you are unable to play the game, you may not be able to fully enjoy it. do.
[0075] Therefore, the movement control unit 426 in this embodiment controls the movement of the player character on the stage. At the timing when movement is possible between the two players, one of the preceding player characters It is possible to move the subsequent player character to the vicinity of the layer character's position. This allows subsequent players to move between stages in real time. You can enjoy the current stage and catch up with the person ahead of you when the stage changes. This allows players to fully enjoy a game with multiple stages. The function of 26 will be explained with reference to FIG.
[0076] FIG. 7 is a block diagram showing an example of the functions of the movement control unit 426 in the embodiment. The movement control unit 426 shown in FIG. 7 includes a first determination unit 4262, a second determination unit 4264, and a movement unit 4266. Includes 266.
[0077] The first determination unit 4262 determines whether each player character operated by one or more players: For example, the first determination unit 4262 determines whether the data is distributed among different stages. If the player characters are distributed across at least two stages, the result is and determines that it is distributed.
[0078] The second determination unit 4264 determines whether or not the player characters are distributed to different stages. , for the player character of the player playing in one stage, It is determined whether a predetermined condition is met. For example, the predetermined condition regarding movement is Kuta has cleared the first stage, and the player has used an item that allows movement. These are some of the things that happened.
[0079] When a predetermined condition is satisfied, the movement unit 4266 moves a predetermined player character to the current Any player character that exists in a stage preceding a certain player character For example, the movement unit 4266 moves a predetermined player character based on the position. If it is determined that it is possible to move between stages, one of the preceding player characters A predetermined player character is moved to the vicinity of the player character.
[0080] With the above movement control functions, players can move freely around the stage where other players are playing. You can move around the stage as easily as you would in a normal game, and you can enjoy cooperative play. At the same time, you will not necessarily move to the stage where the leading player is playing. This means you can enjoy playing on more stages than ever before.
[0081] If there are multiple leading player characters, the movement unit 4266 automatically moves one player character to the other. You can choose a character or let the player choose one. When a user is selected, the user may be selected randomly or according to a predetermined criterion. stomach.
[0082] As a predetermined criterion, for example, the player that is closest to the position of a predetermined player character can be used. When a layer character is selected, the player who controls this predetermined player character will allow you to play through the stages in a more orderly fashion.
[0083] In addition to moving between stages, the movement unit 4266 can also move from the stage to the lobby. This may also be a move to a post-clear game space called "The Final Chapter."
[0084] In addition, the movement unit 4266 receives position information of the preceding player character in the game space, Stage information is acquired, and the subsequent player characters are moved based on this information. The position after the movement may be the position at the start of the stage, or the position of the preceding player character. It may be near the location.
[0085] The movement mode may be a form of instantaneous movement, or the player character may The movement form can be one in which the robot dashes to shorten the movement time, or a combination of both. A combination is also acceptable.
[0086] As described above, the server 20 has various functions, and thus can manage all the information used in a given event. It is possible to control the application of physical effects and the movement of the player character, which increases the interest of the game. can be improved.
[0087] <Data Structure> Next, a data structure of some information related to the embodiment will be described. 8 is a diagram showing an example of user information in the user information shown in FIG. Each user corresponds to one user (player). Each user's information includes the user ID, user name, Game items owned by the user, friends registered by the user, and actions performed by the user The information includes the current position of the player character.
[0088] The user ID is an identifier assigned to each user by the server 20 in order to identify each user. In the example shown in Figure 8, identifiers such as "U0001" and "U0002" are assigned to each user. It is being used.
[0089] A user name is a name that each user can choose for themselves to use in online games. It is composed of any character string. In the example shown in Figure 8, The character string is registered as a user name.
[0090] Game items are items that users can acquire by defeating enemy characters or picking up during online games. The game items are acquired through a lottery process and are owned by the player. Equipped by layer characters, it affects parameters related to battles with enemy characters. and influence the rewards awarded during the event.
[0091] For friends, the user ID of the user registered as a friend associated with the user The friend list contains as many user IDs as there are registered friends. If you share your friend information with other games, it will be linked to your user ID. Alternatively, friend information stored on another server or the like may be used.
[0092] The current position is information indicating the current position of the player character operated by the user. For example, in the example shown in FIG. 8, information such as "CL1" and "CL2" is assigned. The game progresses according to the stage identification information and the coordinates of the stage in the game space. It is rewritten at regular intervals or whenever the player character's position changes. In addition, the current location information only needs to be linked to the user ID, so Alternatively, the information may be stored separately as information different from the information.
[0093] 9 is a diagram illustrating an example of group information in the embodiment. Each row corresponds to one group. In the example shown in Figure 9, the groups are called rooms. However, there are other names such as party. The host user selects multiplayer and When the system device 10 sends a group creation request to the server 20, the server 20 creates a new group. Create loop information.
[0094] Each group information includes the room ID, host user information, guest user information, and item It contains system information.
[0095] The room ID is an identifier assigned to each group to identify them.
[0096] The host user information is information about the user who will be the host of each group. The user information includes the user ID to identify the user and the game ID owned by the user. It may also include the user name, etc.
[0097] Guest user information is used when a guest user is invited by a host user or when a guest user joins a group from the system. This is information about users who have joined the group by receiving a joining notification. The information contained in the information is basically the same as the information contained in the host user information.
[0098] Item information is information about the game items currently being used in that room. In particular, information on game items that have overall effects is associated with the game items.
[0099] Here, the application unit 418 refers to the item information of the group information to determine whether the currently activated Therefore, new players can easily see the game items that are currently in use. If there is a player who has joined, the application unit 418 refers to the item information and You can apply global effects to the player.
[0100] Note that item information is not necessarily required for group information. If it is not included in the group information, the application unit 418 Search for game items, and if the game item you are using has a global effect, The overall effect can be applied to each player character in the room.
[0101] <Example> Next, we will explain specific examples of the application control of the overall effect and the movement control in the above-mentioned game. First, we will explain the application control of the overall effect using a screen example, and then we will explain the stage transition. The movement control will be explained using the movement diagram. In the following example, the movement control will be performed based on the in-game events. These are called quests.
[0102] <<Overall effect application control>> As a concrete example of controlling the application of the overall effect, the party requesting (inviting) participation in a quest The following screen examples will be used to explain the process. The generation of screen data and the control of screen transitions are performed by the game execution unit 310, which includes the above-mentioned units. This will be carried out by:
[0103] (Screen of the person inviting participation) FIG. 10 is a diagram showing an example of a display screen (part 1) on the side requesting participation. In this example, the display screen D10 includes various display areas and UI components (e.g., buttons) that will be described next. Includes:
[0104] The quest selection areas Q11, Q12, Q13, and Q14 display the quest name, This is an area that displays the parameters consumed by the execution of the quest. For example, When any of the positions or designated buttons are pressed, friends who are not participating in this quest will A request to join the quest is output to the friend. The friend selection is accepted by the selection control unit 4. The request to participate in a quest is executed by the output unit 422.
[0105] When a request to participate in a quest is made in the state shown in FIG. 10, the output unit 422 A message including information about the quest is sent to the game device 10 operated by the friend user. and output it.
[0106] FIG. 11 is a diagram showing an example of a display screen (part 2) on the side requesting participation. The display screen D12 has the same basic screen configuration as the display screen D10 shown in FIG. do.
[0107] Differences between the display screen D12 shown in FIG. 11 and the display screen D10 shown in FIG. The point is that information about the activated overall effect is displayed in the item display area AR10. In the item display area AR10, for example, an item called "EXP Flora Boost II" This effect is a global effect, and each player character in the group The effect of this effect is to increase the experience points. The remaining time before the effect is applied is also displayed.
[0108] When a request to participate in a quest is made in the state shown in FIG. 11, the output unit 422 A message containing information about the overall effect of the quest will be sent to the friend's user. The game device 10 outputs the information.
[0109] (The screen of the person being invited to participate) FIG. 12 is a diagram showing an example of a display screen (part 1) on the side receiving the participation request. In this example, the display screen D20 includes various display areas and UI components (e.g., buttons) that will be described next. ) is included.
[0110] The above message is displayed on the display screen D20 of the game device 10 of the user who has been requested to participate. Once acquired, a pop-up screen P20 will be displayed. UI component B20 for displaying information about the quest and refusing to participate in the quest. The UI component B22 for participating in the quest is included. The quest information includes the requester's name, the quest The event name and consumption parameters are included. To decline participation, UI component B20 is pressed. If you are asked to join a quest, you can select the quest you are asked to join from the quest selection screen. Quest information is held on the game device 10 side or the server 20 side.
[0111] The display screen D20 shown in FIG. 12 is displayed when a participation request is made from the display screen D10 shown in FIG. This is the screen displayed on the device that has received the participation request when the device receives the participation request.
[0112] FIG. 13 is a diagram showing an example of a display screen (part 2) on the side receiving the participation request. The basic screen configuration of the display screen D22 is the same as that of the display screen D20 shown in FIG. be.
[0113] Differences between the display screen D22 shown in FIG. 13 and the display screen D20 shown in FIG. 12 The item display area AR22 displays information about the overall effect that is being activated. For example, "Experience points gained are boosted by 1.50!" is displayed in the item display area AR22. As shown in FIG. 13, the item display area AR22 displays the item name. Instead, the effect itself may be displayed. , it is easy to understand what effect it has.
[0114] The display screen D22 shown in FIG. 13 is displayed when a participation request is made from the display screen D12 shown in FIG. This is the screen displayed on the device that has received the participation request when the device receives the participation request.
[0115] (Quest selection screen after being invited to participate) FIG. 14 shows an example of a display screen (part 1) for selecting a quest after receiving a participation request. In the example shown in FIG. 14, the display screen D30 includes various display areas and U Contains components (e.g., buttons).
[0116] The quest selection areas Q21, Q22, and Q23 include a display area for the quest name. The selection area Q21 is a quest for which participation (support request) has been made from the display screen D10 shown in FIG. The selection area Q21 displays the information about the quest, the name of the quest, and the name of the person you are requesting to join. The information includes the name of the player who played the game, the parameters consumed, etc.
[0117] FIG. 15 shows an example of a display screen (part 2) for selecting a quest after receiving a participation request. The display screen D32 shown in FIG. 15 has a basic screen configuration similar to that shown in FIG. It is the same as display screen D30.
[0118] Differences between the display screen D32 shown in FIG. 15 and the display screen D30 shown in FIG. 14 The item display area AR30 displays information about the overall effect being activated. For example, "Experience points gained are boosted by 1.50!" is displayed in the item display area AR30. As shown in FIG. 15, the item display area AR30 displays the item name. Instead, the effect itself may be displayed. This allows the player to select a quest. It is easy to understand what effect it has on the quest.
[0119] At this time, the search control unit 424 prioritizes quests for which a global effect is activated. Control the display and make it easier for players to search.
[0120] Movement Control Next, a specific example of movement control will be described with reference to FIG. 16. 16 is a diagram for explaining the movement control of the actor. In the example shown in FIG. 16, the event is divided into five stages. The room consists of stages (ST1-5), each controlled by four players. It includes characters (PC10, PC12, PC14, PC16).
[0121] In the example shown in FIG. 16, the player character PC10 is operating and controlling the stage ST1. The player character PC12 is currently operating and controlling the stage ST2. The player character PC14 is being operated and controlled on the stage ST4, and the player character P C16 is currently controlling the operation on stage ST5. Let's say you clear T1, ST2, ST3, ST4, and ST5 in that order.
[0122] At this time, the first determination unit 4262 determines the status where each player character in the room is located. Since the number of bytes is 2 or more, it is determined to be distributed.
[0123] Next, the second determination unit 4264 determines whether a predetermined condition is satisfied for each player character. The second determination unit 4264 determines whether the player character who is in the lead is In this case, the predetermined conditions are not judged.
[0124] The predetermined condition is, for example, that the player's current action has cleared the stage. For example, when the player character PC10 clears the stage ST1, the second determination unit 4 264 determines that the player character PC10 satisfies a predetermined condition.
[0125] The moving unit 4266 moves the player character that satisfies the predetermined condition to any preceding player. For example, the movement unit 4266 moves the player character based on the position of the player character. The player PC10 moves to the stage ST4 where the player character PC14 is located.
[0126] At this time, the position to be moved may be the starting position of stage ST4, or the player character This allows subsequent players to enter the game if they satisfy a predetermined condition. For example, you can play on the same stage as the preceding player character. You can enjoy the game together with other players.
[0127] The moving unit 4266 also moves the player character PC10 to the position closest to the player's own character. Alternatively, the player character PC12 may be moved based on the position of the player character PC12 that is currently in a different position. The subsequent player characters play the game in the stage in relatively order, and other players You can have fun together with your layer.
[0128] In addition, when controlling the movement of the moving unit 4266, it is prohibited to control the movement to a retreated position. For example, the moving unit 4266 may move the player character PC14 to the It is prohibited to control the movement based on the position of the character PC10 or PC12. This can prevent the game from slowing down.
[0129] <Operation> Next, the operation of the server 20 in the embodiment will be described. 17 is a flowchart showing an example of the effect application process of the server 20 in the step shown in FIG. In step S102, while the event control unit 414 is controlling the event, the initiation unit 416 Acquire game items selected by the player during or before the event begins do.
[0130] In step S104, the activation unit 416 activates the selected game item.
[0131] In step S106, the application unit 418 determines whether the activated game item is a special item. A special item is, for example, a game item that has a global effect. If it is a special item (step S106-YES), the process proceeds to step S110. If it is not a special item (step S106-NO), the process proceeds to step S10 Go to step 8.
[0132] In step S108, the application unit 418 executes the operation by the player who used the game item. The effect is applied to the player character.
[0133] In step S110, the first application unit 4182 determines whether the player who used the game item has The activated effect is applied to each player character in the group. For step S110, it is not necessary for everyone in the group to participate. For example, game items player characters other than those controlled by the player using Applies only to characters in the group with small parameters such as HP (1 or higher) This may be done.
[0134] In step S112, the selection control unit 420 selects a player who has not yet participated in the event in order to invite the player to the event. Determine whether a layer has been selected. If an invitation instruction is given (step S112-YES), the process proceeds to step S If there is no invitation instruction (step S112-NO), the process returns to step S11 Go to 6.
[0135] In step S114, the output unit 422 outputs the game information of the game device 10 operated by the selected player. A message including information about the overall effect and encouraging participation in a predetermined event is output to the user.
[0136] In step S116, the second application unit 4184 applies the effect in step S110. After that, it is determined whether there are any new players who wish to participate in the specified event. If there is a player who wants to join (step S116-YES), that player is added to the event. The group information is updated to include the new member, and the process proceeds to step S118. If there is no player who desires this (step S116-NO), the process proceeds to step S120. In addition, by updating the group information, new participants can be added during the control of a specific event. The player character operated by the player can join a group.
[0137] In step S118, the second application unit 4184 applies the player operated by the newly joining player. The effect is automatically applied to the layer character. The parameters of the player character being controlled, such as HP, are already affected by the effect within the group. Compare with the parameter of the character being used, and if it is greater than this, the effect will not be applied. (Only if the parameter is smaller than the parameter of the character that already has the effect applied in the group. Also, when a new player joins, the player who has already joined the team may apply the effect. If the effect applied in step S110 has expired, the effect may not be applied.
[0138] In step S120, the application unit 418 checks whether a predetermined time, which is the application period of the effect, has elapsed. If the predetermined time has elapsed (step S120-YES), the effect application process ends. If the predetermined time has not elapsed (step S120-NO), the process returns to step S1 Return to step S12. Note that this step S120 is not based on the passage of time, but on the completion of a game event, etc. It may be possible to determine whether to continue or end the effect application process based on the progress of the game.
[0139] If the above process applies effects that affect other characters in an event, The timing of participation in the event will cause differences in the effects between each player character. This can prevent this from happening.
[0140] FIG. 18 is a flowchart showing an example of a migration control process of the server 20 in the embodiment. In step S202 shown in FIG. 18, the first determination unit 4262 determines whether or not one or more players Each player character controlled by a player is distributed in a different event (first If the player characters are dispersed (step S202 If the player characters are not distributed, the process proceeds to step S204. If so (step S202-NO), the process proceeds to step S208.
[0141] In step S204, the second determination unit 4264 determines whether each player character is participating in a different event. When the events are distributed among the predetermined For the player character, the predetermined condition (second condition) regarding movement between stages is met. If the predetermined condition is met (YES in step S204), the process proceeds to step S205. If the predetermined condition is not satisfied (step S204-NO), the process ends. Proceed to step S208.
[0142] In step S206, if a predetermined condition is met, the movement unit 4266 Select any player character that is in a position preceding the character, and A predetermined player character is moved based on the above.
[0143] In step S208, the movement control unit 426 determines whether the predetermined event has ended. If the predetermined event ends (step S208-YES), the movement control process ends. If the predetermined event has not ended (step S208-NO), the process returns to step S202 Return to.
[0144] By the above process, the subsequent player characters can move forward in the stage in a relatively orderly manner. You can enjoy the game together with other players.
[0145] Note that each processing step included in the processing flow described in FIGS. 17 and 18 The order of the tasks can be changed or they can be executed in parallel as long as there is no contradiction in the content. In addition, other steps may be added between each processing step. While the steps described herein may be performed in multiple steps, they are presented here for convenience. Anything that is described as being divided into multiple steps can be understood as one step.
[0146] [Variations] In the above embodiment, an online game has been described as an example. The device 10 can also be implemented in a game machine for so-called arcade games. The term "terminal" refers to both the type of game device and the stationary type game device. An event is executed for a predetermined group including a player character controlled by the If controlled, the present invention can be applied.
[0147] In the embodiment, the server 20 has the functions of effect application control and movement control. However, for example, when connecting between terminals, the effect application control and the movement control are performed on the terminal side. In other words, each function can be executed either on the server side or on the terminal side. It is sufficient to decide whether to equip it appropriately.
[0148] In addition, regarding the effect application control described above, the overall effect activated by other players is applied. The player controlling the player character invited friends to the event. When you invite someone, you can refer to the group information to include the effect information in the invitation message. In this way, the scope of effect application may be further expanded.
[0149] In addition, the effects of the same item may be activated multiple times, or the effects of multiple items may be activated. You can also apply the effect to a group of enemies to get a more powerful overall effect. Not all player characters in the group, but only those with parameters such as HP below a certain value. It may be possible to limit the application to only characters that meet certain conditions. The same applies to joining player characters.
[0150] Also, the movement control explained above has mainly been about moving between stages, but it can also be used for moving within a single game. Even when multiple player characters are playing in a space, other players Therefore, in such games, When a predetermined condition regarding the movement is satisfied, the movement control unit controls the movement of the player operated by the other player. The player character may be controlled to move based on the position of the player character. The predetermined condition in this case is, for example, when a predetermined enemy character is defeated.
[0151] In addition, regarding the effect application control and movement control described above, the player character does not necessarily The present invention can be applied to any device that is not directly operated by a player. For example, the player can set up the character only with equipment and other settings, and store this information. After instructing the user to participate in the event, the computer controls the event based on the settings information stored in the memory. Even if the character is an NPC (non-player character) that automatically controls the character, Also, at the start of the event, only the organizer or those who process entries before the start of the event may enter. The player controls the character, and when the number of participating characters reaches a predetermined number (for example, four), If there are not enough NPCs, the game will be played with the missing number of NPCs and players will be allowed to join mid-game. If you do, select any NPC (either the computer or the player) Alternatively, a process of replacing this may be performed.
[0152] Although the embodiments have been described in detail above, the present invention is not limited to the above embodiments and is not limited to the above embodiments. Within the scope of the claims, various modifications and variations are possible in addition to the above-described embodiments. is.
[0153] The following additional notes will be disclosed below regarding the embodiments. (Appendix 1) On the computer, Each player character, controlled by one or more players, moves through the game space. The control steps control the game, which is cleared while playing. A game character is controlled by a player during game play. a determination step of determining whether a predetermined condition regarding movement within the space is satisfied; When the predetermined condition is satisfied, a player character other than the predetermined player character a selection step of selecting one position from the positions of the actuator; a moving step of moving the predetermined player character to the selected position; A program that executes the following. (Appendix 2) The player characters other than the predetermined player character are The position of the predetermined player character among the player characters preceding the character 2. The program according to claim 1, wherein the player character is the player character that is closest to the player character. (Appendix 3) A computer-readable recording medium having the program described in Appendix 1 or 2 recorded thereon. [Explanation of symbols]
[0154] 1. Game Processing System 10. Gaming Devices 20 servers 30 Billing Server 120 Storage section 150 Main control unit 202 Control section 208 Memory section 310 Game Execution Department 330 1st memory section 410 Game control unit 412 Generation part 414 Event control section 416 Movement Unit 418 Application section 420 Selection control section 422 Output section 430 2nd memory section
Claims
1. Computer, a game control means for forming groups including player characters operated by a player and non-player characters not operated by a player, and controlling the game so that the game can be played on a group basis within the game space; movement control means for, when the player character is ahead of the non-player character and the player character and the non-player character are located apart from each other in the game space, moving the non-player character that satisfies a predetermined condition regarding movement based on the position of the leading player character; It functions as the movement control means controls the non-player character that satisfies the predetermined condition to dash within the game space, thereby shortening the movement time; program.
2. the movement control means moves the non-player character that satisfies the predetermined condition to a position near the position of the player character; The program according to claim 1.
3. the movement control means instantaneously moves the non-player character that satisfies the predetermined condition to a position near the position of the player character without making the non-player character move in a dash manner; The program according to claim 1 or 2.
4. the game control means makes it possible to replace the non-player characters by a player's operation when the number of characters in the group reaches a predetermined number during game play; The program according to any one of claims 1 to 3.
5. a game control means for forming groups including player characters operated by a player and non-player characters not operated by a player, and controlling the group units in a game space so that a game can be played; movement control means for, when the player character is ahead of the non-player character and the player character and the non-player character are located apart from each other in the game space, moving the non-player character that satisfies a predetermined condition regarding movement based on the position of the leading player character; Equipped with the movement control means controls the non-player character that satisfies the predetermined condition to dash within the game space, thereby shortening the movement time; Information processing device.
Citation Information
Patent Citations
Game system and game program
JP2004329682A
Program, information memory medium and game apparatus
JP2005224281A
Ranking setting system
JP2008036240A
Program, information storage medium, and game device
JP2011062469A
Game system, program, and object
JP2014128454A