PROGRAM, INFORMATION PROCESSING APPARATUS AND INFORMATION PROCESSING METHOD
The system enables players to select and place objects in game programs by setting placeable areas for each object, preventing undesirable purchases and ensuring proper placement.
Patent Information
- Application Number
- JP2023151763
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-09-19
- Publication Date
- 2025-10-30
- Estimated Expiration
- 2043-09-19
AI Technical Summary
In existing game programs, players may unknowingly purchase additional objects that cannot be placed in the desired room object, leading to undesirable acquisitions.
The system allows players to select main and sub-objects, sets a placeable area for each main object, and determines if the sub-object can be placed on the main object before acquisition, displaying a notification if placement is not possible.
Ensures appropriate placement of sub-objects on main objects, allowing players to make informed purchases and avoid undesirable acquisitions.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, an information processing device, and an information processing method. [Background technology]
[0002] Conventionally, game programs with a room function that allows a player to view the actions of characters in a room in a virtual space have been known. In this type of program, characters and non-character objects are placed in a room object that resembles a room, and the character's actions are controlled so that the character automatically performs various actions. Some of these programs allow a player to purchase additional objects that can be placed in the room object (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-183680 Summary of the Invention [Problem to be solved by the invention]
[0004] In such a program, when adding variations to room objects, some additional objects may be impossible or undesirable to place depending on the type of room object, and in such cases, the player may unknowingly purchase an additional object that cannot be placed or is undesirable to place in the room object that the player desires.
[0005] The present invention has been made in consideration of the above circumstances, and its purpose is to provide a program, an information processing device, and an information processing method that allow a player to properly acquire and place objects. [Means for solving the problem]
[0006] (1) One aspect of the present invention relates to a program that causes a computer to execute the steps of: setting a selected main object to be selected by the player from multiple types of main objects based on the player's input; and setting a selected sub-object to be selected by the player from multiple types of sub-objects that the player can acquire based on the player's input; a placeable area in which a sub-object can be placed is set for each of the multiple types of main objects; determining whether the selected sub-object can be placed on the selected main object based on information corresponding to the placeable area of the selected main object and information corresponding to the selected sub-object; and setting the selected sub-object as a sub-object owned by the player based on the player's input.
[0007] In the present invention, each of a plurality of types of main objects is set with a placeable area in which sub-objects can be placed, and by determining whether or not the selected sub-object can be placed on the selected main object before setting the selected sub-object as a sub-object possessed by the player, it is possible to ensure that the sub-object is appropriately placed on the main object while allowing the player to appropriately acquire the sub-object.
[0008] (2) In addition, one aspect of the present invention may further include a step of displaying a display indicating that the selected sub-object cannot be placed on the selected main object when it is determined that the selected sub-object cannot be placed on the selected main object.
[0009] In this way, a display indicating that the selected sub-object cannot be placed on the selected main object allows the player to properly obtain the sub-object.
[0010] (3) In another aspect of the present invention, the steps of setting a character object to be placed on the selected main object from among a plurality of types of character objects based on input from the player, and placing the character object on the selected main object based on the placeable area of the selected main object and a judgment area corresponding to the character object may be further executed.
[0011] In this way, the character object based on the player's input can be appropriately positioned on the selected main object.
[0012] (4) Another aspect of the present invention relates to an information processing device that sets a selected main object for the player to select from multiple types of main objects based on the player's input, sets a selected sub-object for the player to select from multiple types of sub-objects that the player can acquire based on the player's input, sets a placeable area in which a sub-object can be placed for each of the multiple types of main objects, determines whether the selected sub-object can be placed on the selected main object based on information corresponding to the placeable area of the selected main object and information corresponding to the selected sub-object, and sets the selected sub-object as a sub-object possessed by the player based on the player's input.
[0013] (5) Another aspect of the present invention relates to an information processing method executed by one or more computers, which sets a selected main object to be selected by the player from multiple types of main objects based on the player's input, sets a selected sub-object to be selected by the player from multiple types of sub-objects that the player can obtain based on the player's input, sets a placeable area in which a sub-object can be placed for each of the multiple types of main objects, determines whether the selected sub-object can be placed on the selected main object based on information corresponding to the placeable area of the selected main object and information corresponding to the selected sub-object, and sets the selected sub-object as a sub-object possessed by the player based on the player's input.
[0014] (6) Another aspect of the present invention relates to a non-transitory computer-readable information storage medium that stores a program that causes a computer to execute the steps of: setting a selected main object to be selected by the player from multiple types of main objects based on the player's input; and setting a selected sub-object to be selected by the player from multiple types of sub-objects that the player can acquire based on the player's input, wherein a placeable area in which a sub-object can be placed is set for each of the multiple types of main objects; determining whether the selected sub-object can be placed on the selected main object based on information corresponding to the placeable area of the selected main object and information corresponding to the selected sub-object; and setting the selected sub-object as a sub-object owned by the player based on the player's input. [Brief explanation of the drawings]
[0015] [Figure 1] 1 is a schematic block diagram illustrating a configuration of an information processing system according to an embodiment of the present invention. [Figure 2]FIG. 2 is a functional block diagram illustrating functions of a server device according to an embodiment of the present invention. [Figure 3] FIG. 2 is a functional block diagram showing functions of a terminal device according to an embodiment of the present invention. [Figure 4] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 5] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 6] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 7] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 8] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 9] FIG. 1 is a diagram for explaining a method according to an embodiment of the present invention. [Figure 10] FIG. 1 is a diagram for explaining a method according to an embodiment of the present invention. [Figure 11] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 12] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 13] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 14] 1 is a flowchart illustrating a processing flow according to an embodiment of the present invention. [Figure 15] 1 is a flowchart showing a processing flow according to an embodiment of the present invention. [Figure 16] 1 is a flowchart illustrating a processing flow according to an embodiment of the present invention. [Figure 17] 1 is a flowchart illustrating a processing flow according to an embodiment of the present invention. [Figure 18] 1 is a flowchart illustrating a processing flow according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0016] The following describes an embodiment of the present invention. Note that the embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.
[0017] 1. Information processing system configuration Fig. 1 is a schematic block diagram showing the configuration of an information processing system 10 according to this embodiment. As shown in Fig. 1, in the information processing system 10, a server device 12 and multiple terminal devices 14 are connected via a network 16 such as the Internet, a mobile phone network, a LAN, or a WAN, forming a so-called client-server communication system. Each of the multiple terminal devices 14 communicates with the server device 12 via the network 16 to send and receive various information, and communicates with the other terminal devices 14 via the network 16 and the server device 12 to send and receive various information.
[0018] The server device 12 includes a processor such as a CPU, a main memory such as a ROM or RAM, an external memory such as a hard disk, an input device such as a keyboard, a display device such as an LCD display, a communication device, etc. In the server device 12, the CPU executes various processes according to programs stored in the main memory or programs loaded into the main memory from the external memory, and receives information from the terminal device 14 and transmits information to the terminal device 14 via the communication device.
[0019] The terminal device 14 can be an information processing device of various forms, such as a smartphone, tablet, personal computer, portable game console, or stationary game console, and each of these devices also includes a processor such as a CPU, a main memory such as ROM or RAM, an external memory such as flash memory or a hard disk, an input device such as a touch panel, a mouse, a keyboard, a controller, various sensors, or a microphone, a display device such as an LCD display or an OLED display, a sound output device such as a speaker, a communication device, etc. In the terminal device 14, the CPU also executes various processes according to programs stored in the main memory or programs loaded from an external memory device to the main memory, and receives information from the server device 12 and transmits information to the server device 12 or other terminal devices 14 via the communication device.
[0020] Fig. 2 is a functional block diagram showing the functions of the server device 12 of this embodiment. As shown in Fig. 2, the server device 12 of this embodiment includes a server information storage medium 20, a server storage unit 30, a server communication unit 36, and a server information processing unit 40. Note that some of the components (units) of Fig. 2 may be omitted.
[0021] The server information storage medium 20 stores programs and data for the server information processing unit 40 and the server communication unit 36 to perform various processes, and its functions can be realized by a flash memory, a hard disk, an optical disc (DVD, BD), etc. In other words, the server information storage medium 20 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).
[0022] The server storage unit 30 serves as a work area for the server information processing unit 40 and the server communication unit 36, and its functions can be realized by RAM (main memory), VRAM (video memory), etc. In detail, the server storage unit 30 includes a main memory unit 32 into which programs and data are read from the server information storage medium 20.
[0023] The server communication unit 36 performs various controls for communication with an external network (e.g., other server devices 12 or terminal devices 14), and its functions can be realized by various processors (CPU (main processor), GPU (graphics processor), DSP, etc.), or hardware such as a communication ASIC, or programs.
[0024] The server information processing unit 40 performs various processes such as game processing based on the received data received by the server communication unit 36 and various programs and data in the server memory unit 30, using the main memory unit 32 as a work area, and its functions can be realized by hardware such as various processors and ASICs, or programs.
[0025] The server information processing unit 40 includes a server game processing unit 42 and a server communication control unit 48. Note that some of these components may be omitted.
[0026] Based on the received data received by the server communication unit 36, the results of various processes performed by the server information processing unit 40, and the programs and data loaded into the main memory unit 32, the server game processing unit 42 performs processes such as starting a game when a game start condition is met, executing a game function selected from multiple types of game functions, matching multiple players (player identification information, player IDs) to form a single group, allowing multiple players forming a single group to participate in a multiplayer game, controlling a competitive game, progressing the game, determining by lottery from multiple game media game media such as characters and items to be given to players, generating an event when an event occurrence condition is met, calculating the game result, or ending the game when a game end condition is met.
[0027] The server communication control unit 48 causes the server communication unit 36 to communicate with other server devices 12 or terminal devices 14, and performs processing for transmitting and receiving various information. For example, the server communication control unit 48 causes the server communication unit 36 to transmit and receive information necessary for the process of newly registering a player in the information processing system 10, information necessary for the process of logging a player into the information processing system 10, information necessary for the process of setting an opponent player who will cooperate or compete with the logged-in player, and information necessary for the process of synchronizing multiple terminal devices 14 to run a multiplayer game. The server communication control unit 48 also causes the server communication unit 36 to transmit and receive destination information indicating the destination of the information, source information indicating the source of the information, identification information identifying the information processing system 10 that generated the information, and the like.
[0028] Fig. 3 is a functional block diagram showing the functions of the terminal device 14 of this embodiment. As shown in Fig. 3, the terminal device 14 of this embodiment includes a player input detection unit 50, a display unit 52, a sound output unit 54, a terminal information storage medium 56, a terminal storage unit 60, a terminal communication unit 66, and a terminal information processing unit 100. Note that some of the components (units) of Fig. 3 may be omitted.
[0029] The player input detection unit 50 is for detecting inputs made by the player to the terminal device 14 as player input, and its function can be realized by a touch sensor, a switch, a variable resistance sensor (potentiometer), an optical sensor, an acceleration sensor, a pressure sensor, an air pressure sensor, a microphone, etc.
[0030] The display unit 52 displays images on a display screen, and its function can be realized by a liquid crystal display, an organic EL display, or the like.
[0031] The sound output unit 54 outputs sound, and its function can be realized by a speaker, headphones, or the like.
[0032] The terminal information storage medium 56 stores programs and data for the terminal information processing unit 100 and the terminal communication unit 66 to perform various processes, and the functions thereof can be realized by a flash memory (SSD), a hard disk (HDD), an optical disc (DVD, BD), etc. That is, the terminal information storage medium 56 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).
[0033] The terminal storage unit 60 serves as a work area for the terminal information processing unit 100 and the terminal communication unit 66, and its functions can be realized by main memory such as SRAM or DRAM, or VRAM (video memory), etc. In detail, the terminal storage unit 60 includes a main memory unit 62 into which programs and data are read from the terminal information storage medium 56, and a drawing buffer 64 into which images to be displayed on the display unit 52 are drawn.
[0034] The terminal communication unit 66 performs various controls for communication with an external network (e.g., a server device 12 or another terminal device 14), and its functions can be realized by hardware such as various processors or communication ASICs, or programs.
[0035] In addition, the programs (data) for causing the computer to function as each part of this embodiment may be downloaded from the server device 12 to the terminal information storage medium 56 (or main memory unit 62) of the terminal device 14 via the network 16 and the terminal communication unit 66, and such use of the server device 12 may also be included within the scope of the present invention.
[0036] The terminal information processing unit 100 performs various processes such as game processing, image generation processing, and sound generation processing based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, and the various programs and data in the terminal storage unit 60, using the main storage unit 62 as a work area, and its functions can be realized by hardware such as various processors (CPU (main processor), GPU (graphics processor), DSP, etc.), ASIC, FPGA, etc., and by programs.
[0037] The terminal information processing unit 100 includes an input receiving unit 102, a terminal game processing unit 110, a display control unit 130, a hit determination unit 140, a character control unit 142, a parameter update unit 144, an image generation unit 140, a sound control unit 150, and a terminal communication control unit 160. Note that some of these units may be omitted.
[0038] The input acceptance unit 102 accepts the player input as a valid input according to the situation, or does not accept it as an invalid input, based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, the programs and data loaded into the main memory unit 62, etc.
[0039] The terminal game processing unit 110 (game processing unit) performs the following processes based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, and the programs and data loaded into the main memory unit 62: starting a game when a game start condition is met; executing a game function selected from multiple types of game functions; matching a player (player, player ID) of the terminal device 14 with a player (other player, other player ID) of another terminal device 14 to participate in a multiplayer game; controlling a competitive game; progressing the game; generating an event when an event generation condition is met; calculating the game result; updating various parameters corresponding to players and characters when update conditions corresponding to the parameters are met; or ending the game when a game end condition is met.
[0040] The display control unit 130 controls the display of images displayed on the display unit 52. Specifically, the display control unit 130 controls the display content, display mode, display timing, etc. of various objects and pre-rendered images (movie images) based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, the programs and data loaded into the main memory unit 62, etc.
[0041] For example, the terminal information storage medium 56 stores object data of various objects such as background objects for displaying backgrounds, effect objects for displaying effects, GUI objects for displaying GUIs (Graphical User Interfaces) such as buttons, player characters whose movements and actions can be controlled by the player of the player's own terminal device 14, other player characters whose movements and actions can be controlled by players of other terminal devices 14, and one or more non-player characters whose movements and actions are based on a given algorithm, and non-character objects for displaying objects other than characters such as buildings, tools, vehicles, and terrain, as well as image data of various pre-rendered images.
[0042] The display control unit 130 controls the display of objects and pre-rendered images based on the object data and image data of pre-rendered images loaded into the main memory unit 62, depending on the type of game function being executed, the progress of the game, etc.
[0043] When displaying a three-dimensional game image, the display control unit 130 performs processing to place, move, or operate objects made up of primitives such as polygons, free-form surfaces, and two-dimensional images that represent the objects in a virtual three-dimensional space (virtual space) based on the object data loaded into the main memory unit 62. The display control unit 130 also performs processing to control the position, direction (line-of-sight direction), and angle of view (field of view range) of a virtual camera (viewpoint) to generate an image that can be seen from a given (arbitrary) viewpoint in the virtual three-dimensional space.
[0044] In detail, the display control unit 130 includes an object control unit 132 and a virtual camera control unit 134 .
[0045] The object control unit 132 performs processing to place various objects configured of primitive surfaces such as polygons in a virtual three-dimensional space. Specifically, the object control unit 132 determines the position and orientation (rotation angle) of an object in the world coordinate system for each frame (1 / 30 seconds) based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, and programs and data loaded into the main memory unit 62, and places the object at the determined position (three-dimensional coordinates) in the determined orientation.
[0046] The object control unit 132 also performs movement calculations and motion calculations (movement or motion simulations) for moving or moving objects such as the player character, other player characters, and non-player characters. Specifically, the object control unit 132 calculates object movement information (position, rotation angle, speed, acceleration, etc.) and motion information (position, rotation angle, speed, acceleration, etc.) for each frame based on the player input detected by the player input detection unit 50, received data received by the device communication unit 66, results of various processes performed by the device information processing unit 100, and movement algorithms, motion algorithms, and motion data loaded into the main memory unit 62, and performs processing to move the object within the virtual three-dimensional space and to cause each of the multiple parts that make up the object to move (animate). The object control unit 132 also determines whether objects or their judgment areas overlap, and if objects overlap, performs processing to restrict the movement and motion of the objects so that the objects do not overlap.
[0047] If the object is a character object, the object control unit 132 controls the character's movements based on motion data associated with each character. Specifically, the motion data includes the position and rotation angle (the rotation angle of a child bone relative to a parent bone) of each bone that makes up the character's skeleton (the part objects, joints, and motion bones that make up the character object), and the object control unit 132 controls the character's attacking, defensive, and moving movements by moving each bone that makes up the character's skeleton based on the motion data or by deforming the skeleton shape.
[0048] When a multiplayer game is being played, player input information corresponding to the player input detected by the player input detection unit 50, position information of the player character, and various parameters of the player or player character are exchanged between the multiple matched terminal devices 12 via the server device 12.
[0049] With regard to other player characters, the terminal communication unit 66 receives other player information such as player input information of other players transmitted from other terminal devices 14 corresponding to the other player characters, position information of other player characters, and various parameters of other players or other player characters, and performs processing to move or operate the other player characters based on the received other player information, player input detected by the player input detection unit 50, results of various processes performed by the terminal information processing unit 100, and object data, movement algorithms, action algorithms, motion data, etc. of the other player characters loaded into the main memory unit 62.
[0050] With regard to non-player characters, processing is performed to move or operate the non-player characters based on other player information received by the terminal communication unit 66, player input detected by the player input detection unit 50, the results of various processes performed by the terminal information processing unit 100, and non-player character object data, movement algorithms, action algorithms, motion data, etc. loaded into the main memory unit 62.
[0051] As a result, the movements and actions of the player character, other player characters, and enemy characters are synchronized among the multiple terminal devices 14 participating in the multiplayer game.
[0052] The virtual camera control unit 134 performs processing to control a virtual camera (viewpoint) for generating an image seen from a given (arbitrary) viewpoint in the virtual three-dimensional space. Specifically, the virtual camera control unit 134 determines the position, orientation (rotation angle), and angle of view of the virtual camera in the world coordinate system for each frame (1 / 30 seconds) based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, the program and virtual camera control data loaded into the main memory unit 62, etc., and places the virtual camera at the determined position with the determined orientation and angle of view.
[0053] Here, the orientation of the virtual camera may be controlled by setting a gaze point, which is the point from which the virtual camera looks, in the virtual three-dimensional space, and controlling the orientation of the virtual camera so that it faces the set gaze point. The angle of view of the virtual camera may be controlled by expanding or contracting the angle of view, or by changing the distance between the virtual camera and a screen (projection surface) onto which the object is projected. By narrowing the angle of view of the virtual camera or increasing the distance between the screen and the virtual camera, an image that zooms in on the target object can be generated, and by widening the angle of view of the virtual camera or decreasing the distance between the screen and the virtual camera, an image that zooms back from the target object can be generated.
[0054] The virtual camera control unit 134 also controls the position, orientation, and angle of view of the virtual camera so that the virtual camera follows changes in the position and orientation of the player character who moves and performs actions based on player input, and so that the position, orientation, and angle of view of the virtual camera change based on player input.
[0055] Furthermore, based on virtual camera control data for specifying the position (movement path), orientation, angle of view, and point of interest of the virtual camera, virtual camera control unit 134 controls the position, orientation, and angle of view of the virtual camera so that the virtual camera moves to a predetermined position, moves along a predetermined movement path, rotates at a predetermined rotation angle, or changes to a predetermined angle of view. The virtual camera control data may include the position, rotation angle, angle of view, and point of interest of the virtual camera for each frame, as well as the amount of change, rate of change, and period of change (number of frames) for the position, rotation angle, angle of view, and point of interest of the virtual camera for each frame.
[0056] The image generation unit 140 performs processing to draw a game image in the drawing buffer 64 for each frame based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, in particular the results of various processes performed by the display control unit 130, and the programs and data loaded into the main memory unit 62, thereby generating a game image in which various objects and various pre-rendered images are displayed, and outputs the generated game image to the display unit 52 to display the game image.
[0057] When generating a three-dimensional game image, object data (model data) including vertex data (vertex position coordinates, texture coordinates, color data, normal vector or alpha value, etc.) for each vertex of the object (model) is obtained based on various processing results of the display control unit 130, and vertex processing (shading by a vertex shader) is performed based on the vertex data included in the obtained object data.
[0058] In vertex processing, vertex movement processing, coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, perspective transformation, and other geometric processing are performed in accordance with a vertex processing program (vertex shader program), and based on the results of this processing, the vertex data given for the group of vertices that make up the object is changed (updated, adjusted).
[0059] After vertex processing, rasterization (scan conversion) is performed based on the vertex data after vertex processing, and the faces of the polygons (primitives) are associated with the pixels. After rasterization, pixel processing (shading by pixel shaders, fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).
[0060] In pixel processing, various processes such as texture mapping, hidden surface removal, setting / changing color data, semi-transparent compositing, and anti-aliasing are performed in accordance with the pixel processing program (pixel shader program) to determine the final drawing color of the pixels that make up the image, and the drawing color of the perspective-transformed object is output (drawn) to the drawing buffer 64 (a buffer that can store image information on a pixel-by-pixel basis; a rendering target). In other words, in pixel processing, per-pixel processing is performed to set or change image information (color value, brightness value, Z value, normal, alpha value, etc.) on a pixel-by-pixel basis. This generates an image that can be seen from a virtual camera (a given viewpoint) in virtual 3D space.
[0061] The sound control unit 150 performs sound processing based on the results of various processes performed in the terminal information processing unit 100, generates game sounds such as music, background music, sound effects, or voice, and outputs the generated game sounds from the sound output unit 54.
[0062] The terminal communication control unit 160 performs processing to cause the terminal communication unit 66 to communicate with the server device 12 or other terminal devices 14 and to transmit and receive various information. For example, the terminal communication control unit 160 causes the terminal communication unit 66 to transmit and receive information necessary for the process of newly registering a player in the information processing system 10, information necessary for the process of logging a player into the information processing system 10, information necessary for the process of setting an opponent player who will cooperate or compete with the logged-in player, and information necessary for the process of synchronizing multiple terminal devices 14 to play a multiplayer game. The terminal communication control unit 160 also causes the terminal communication unit 66 to transmit and receive destination information indicating the destination of the information, source information indicating the source of the information, identification information identifying the information processing system 10 that generated the information, and the like.
[0063] In addition, the server device 12 may be provided with all or part of the functions of the terminal information storage medium 56 of the terminal device 14, all or part of the functions of the terminal memory unit 60, all or part of the functions of the terminal communication unit 66, and all or part of the functions of the terminal information processing unit 100, or the terminal device 14 may be provided with all or part of the functions of the server information storage medium 20 of the server device 12, all or part of the functions of the server memory unit 30, all or part of the functions of the server communication unit 36, and all or part of the functions of the server information processing unit 40.
[0064] 2. Control method of this embodiment The control method of this embodiment will be described in detail below, taking as an example a case where the game program of this embodiment is applied as a game application for a smartphone (terminal device 14). The game program of this embodiment is configured to be able to execute multiple types of game functions, and the main function, which is the primary game function, is configured to allow a player to use characters and items to progress through the game by using items and consuming parameters, and to increase parameters such as experience points, level, and coins (a type of in-game currency) according to the game results, and to acquire items.
[0065] In addition to the main function, the game program of this embodiment is configured to be able to execute multiple types of secondary game functions, such as a character function that allows the player to organize a party of characters owned by the player, change the party organization, and strengthen the characters owned by the player, a shop function that allows the player to purchase characters and items by consuming coins, a lottery function that grants the player game media such as characters and items determined by lottery, and a photography function that places a character object corresponding to a character owned by the player on a location object (main object) selected by the player and takes a photo.
[0066] Fig. 4 is a diagram showing an example of a game image displayed in the display area 200 of the touch panel display of the smartphone by the game program of this embodiment. Fig. 4 shows an example of a location selection image 202, which is the image that is first displayed when a player inputs to execute the photography function, and is an image for selecting a location object for the player to photograph from multiple types of location objects.
[0067] As shown in FIG. 4, the number of coins the player possesses is displayed in the upper right corner of the location selection image 202, six function buttons 204 for selecting the game function to be executed are displayed in the lower part of the location selection image 202, and location displays 206 corresponding to various location objects such as grasslands and offices are displayed in the center of the location selection image 202.
[0068] In the location selection image 202 of this embodiment, two location displays 206 are displayed simultaneously. In the example of FIG. 4, a location display 206 corresponding to a grassland is displayed on the left side of the location selection image 202, and a location display 206 corresponding to an office is displayed on the right side of the location selection image 202. A left direction display 208 is displayed at the left end of the left location display 206, and a right direction display 210 is displayed at the right end of the right location display 206. When the left direction display 208 or the right direction display 210 is tapped, location displays 206 corresponding to other location objects are displayed in sequence. Each location display 206 displays the name of the corresponding location object, a scene image showing a scene from the corresponding location object, and the maximum number of character objects that can be placed in the corresponding location object.
[0069] Location objects are set to either a photo-enabled state where the player can take photos, or a non-photo-enabled state where the player cannot take photos. Note that there are location objects that are set to a photo-enabled state from the initial state, and location objects that are set to a photo-enabled state after the player has consumed coins or other conditions.
[0070] In a location display 206 corresponding to a location object in a photographable state, a start photographing button 212 for allowing the player to start photographing at the corresponding location object is displayed, as in the location display 206 corresponding to the grassland shown in Fig. 4. On the other hand, in a location display 206 corresponding to a location object in a photographable state, the scene image is grayed out, as in the location display 206 corresponding to the office shown in Fig. 4, and the number of coins required to purchase the corresponding location object and a purchase button 214 for purchasing the corresponding location object are displayed.
[0071] Each location display 206 displays a set content button 216 for showing the set content of the corresponding location object, whether the corresponding location object is in a state where photography is possible or not possible. When the set content button 216 is tapped, a set content image 218 showing the set content of the corresponding location object is displayed in the display area 200, as shown in FIG.
[0072] As shown in Fig. 5, a set contents image 218 displays a description of the corresponding location object and an accessory display 220 that shows accessory objects (sub-objects) that belong to the corresponding location object. In the example of Fig. 5, when the set contents button 216 of the location display 206 corresponding to an office is tapped, the set contents image 218 of the office is displayed, and an accessory display 220 corresponding to a whiteboard, which is an accessory object that belongs to the office, and an accessory display 220 corresponding to a one-seat sofa are displayed. When the area where the accessory display 220 is displayed is swiped or dragged up or down, accessory displays 220 corresponding to other accessory objects that belong to the corresponding location object are displayed.
[0073] Each accessory display 220 displays the name of the corresponding accessory object, an appearance image showing the appearance of the corresponding accessory object, information about the size of the corresponding accessory object, and a preview button 222 for displaying a preview image of the corresponding accessory object. When the preview button 222 is tapped, a preview image (not shown) of the corresponding accessory object placed on the location object as seen from a virtual camera is displayed.
[0074] This allows the player to check the set contents of the location object before starting to take a photo at a location object that is in a photo-taking state or before purchasing a location object that is not in a photo-taking state.
[0075] 5 is a set content image 218 of an office in a state where photography is not permitted, so a close button 224 and a purchase button 226 are displayed at the bottom of the set content image 218. Note that a set content image 218 of a location object in a state where photography is permitted displays the close button 224 but not the purchase button 226. When the close button 224 is tapped, the set content image 218 is erased and the location selection image 202 shown in FIG. 4 is displayed.
[0076] On the other hand, when the purchase button 214 on the location display 206 shown in Fig. 4 or the purchase button 226 on the set content image 218 shown in Fig. 5 is tapped, a purchase confirmation image (not shown) is displayed to confirm the player's intention to purchase. When the purchase button on the purchase confirmation image is tapped, the purchase of the corresponding location object is confirmed, the number of coins required to purchase the corresponding location object is subtracted from the number of coins the player possesses, and the purchased location object is set to a photographable state. Then, the purchase confirmation image is erased and the location selection image 202 shown in Fig. 6 is displayed.
[0077] In the location selection image 202 shown in Figure 6, once an office has been purchased, it is set to a shooting-enabled state, and the scene image is no longer grayed out in the office location display 206, and a cost display and start shooting button 212 are displayed instead of the purchase button 214.
[0078] When the start shooting button 212 is tapped, a location image 228 for the player to take a photo is displayed in the display area 200, as shown in Fig. 7. In detail, the location object corresponding to the tapped start shooting button 212 is set as the selected location object selected by the player. Then, an image of the three-dimensional virtual space, in which the attached objects attached to the selected location object and the character object corresponding to the character owned by the player are placed in the selected location object, as seen from the virtual camera, is displayed as the location image 228.
[0079] In the example of Figure 7, when the start shooting button 212 on the location display 206 corresponding to the office shown in Figure 6 is tapped, the office is set as the selected location object, and a location image 228 is displayed in which ancillary objects and character objects are placed on the office object.
[0080] 7, an end button 230, a location change button 232, and a camera settings button 234 are displayed in the upper left corner of the location image 228. When the end button 230 is tapped, the execution of the shooting function is terminated and a home screen (not shown) is displayed. When the location change button 232 is tapped, the location image 228 is erased and the location selection image 202 is displayed. When the camera settings button 234 is tapped, a camera settings image (not shown) for changing the settings of the virtual camera is displayed.
[0081] A character button 236, a shop button 238, a warehouse button 240, a camera position button 242, and a photo button 244 are displayed on the right end of the location image 228. When the character button 236 is tapped, a character menu image (not shown) is displayed. When a player inputs in the character menu image to change the character object to be placed in the selected location object, a character selection image (not shown) showing characters that can be placed in the selected location object is displayed. When a player inputs in the character selection image to select a character to be placed in the selected location object, a location image 228 is displayed in which a character object corresponding to the selected character is placed in the selected location object.
[0082] When a player inputs in the character menu image to move a character object placed in a selected location object, a character position selection image (not shown) is displayed, indicating positions in the selected location object where the character object can be placed. When a player inputs in the character position selection image to select a position for the character object, a location image 228 is displayed, showing the character object placed in the selected position.
[0083] When a player inputs in the character menu image to cause a character object placed in a selected location object to perform an action, an action selection image (not shown) is displayed, showing the actions that the character object can perform in the selected location object. When a player inputs in the action selection image to select an action to be performed by the character object, a location image 228 is displayed in which the character object performs the selected action.
[0084] When the warehouse button 240 is tapped, a warehouse menu image (not shown) is displayed. When a player inputs in the warehouse menu image to store an accessory object located in the selected location object in the warehouse, an accessory object selection image (not shown) is displayed, showing the accessory object located in the selected location object as seen from a virtual camera. When a player inputs in the accessory object selection image to select an accessory object to store in the warehouse, the selected accessory object is deleted from the selected location object and added to the warehouse list, thereby storing it in the warehouse, and a location image 228 is displayed, in which the selected accessory object is not located in the selected location object.
[0085] When a player inputs in the warehouse menu image to place an accessory object stored in the warehouse in the selected location object, a warehouse list image (not shown) showing the accessory objects stored in the warehouse is displayed. When a player inputs in the warehouse list image to select an accessory object to place in the selected location object, the selected accessory object is deleted from the warehouse list and placed in the selected location object, and a location image 228 is displayed showing the selected accessory object placed in the selected location object.
[0086] When the camera position button 242 is tapped, a camera position selection image (not shown) is displayed, which indicates positions where a virtual camera can be placed in the selected location object. When the player inputs to select the position of the virtual camera in the camera position selection image, a location image 228 is displayed, showing the selected location object, attached objects, and character objects viewed from the virtual camera placed at the selected position.
[0087] When the location image 228 is dragged, the orientation of the virtual camera changes, and when the capture button 244 is tapped, the location image 228 at that time is saved as a still image. When the shop button 238 is tapped, a shop image 246 shown in FIG. 8 is displayed in the display area 200.
[0088] As shown in Fig. 8, the number of coins the player possesses is displayed in the upper right portion of the shop image 246, and product displays 248 corresponding to various accessory objects such as potted plants and living spaces are displayed in the center of the shop image 246. Swiping or dragging the area displaying the product displays 248 up or down displays product displays 248 corresponding to other accessory objects. A close button 250 is displayed at the bottom of the shop image 246, and when the close button 250 is tapped, the shop image 246 disappears and the location image 228 shown in Fig. 7 is displayed.
[0089] Each product display 248 displays the name of the corresponding accessory object, an appearance image showing the appearance of the corresponding accessory object, the number of coins required to purchase the corresponding accessory object, information regarding the size of the corresponding accessory object, and a first purchase button 252 for purchasing the corresponding accessory object.
[0090] In this embodiment, each of a plurality of types of location objects has a placeable area set as an area where accessory objects can be placed, and the accessory objects are placed appropriately according to the characteristics of each location object. The position, number, and size of the placeable area vary for each location object, and the sizes of the accessory objects also vary, so depending on the location object, there may be accessory objects that cannot be placed.
[0091] Therefore, even if an accessory object is purchased from a shop to be placed on a selected location object, a situation may occur in which the purchased accessory object cannot be placed on the selected location object.
[0092] Therefore, in this embodiment, when the first purchase button 252 is tapped, before the purchase is confirmed, a determination is made as to whether the accessory object whose first purchase button 252 was tapped can be placed on the selected location object, and the player can confirm the purchase depending on the determination result.
[0093] 9 is a diagram showing an office location object in its initial state as seen from directly above. As shown in Fig. 9, the office location object in its initial state has three character objects and, as initial accessory objects, one whiteboard, two single-seater sofas, one double-seater sofa, one table, and one shelf, which are arranged in predetermined positions.
[0094] For each attached object, a placement area consisting of one or more cubes with sides of 1 is set so as to encompass the attached object. In the example of Fig. 9, a placement area of 2 height x 3 width x 3 height is set for the whiteboard, a placement area of 2 height x 2 width x 2 height is set for the one-seater sofa, a placement area of 2 height x 4 width x 2 height is set for the two-seater sofa, a placement area of 2 height x 3 width x 1 height is set for the table, and a placement area of 1 height x 2 width x 3 height is set for the shelf.
[0095] Then, the placement area of the initial attached object in the location object in the initial state is set as the placement area of that location object. In the example of Fig. 9, the placement area of the whiteboard is set as the first placement area, the placement area of the single sofa A is set as the second placement area, the placement area of the single sofa B is set as the third placement area, the placement area of the two-seater sofa is set as the fourth placement area, the placement area of the table is set as the fifth placement area, and the placement area of the shelf is set as the sixth placement area.
[0096] A specific point is set for each placeable area and each attached object, and the attached object is placed in the placeable area so that the specific point of the placeable area coincides with the specific point of the attached object.
[0097] Each character object has a cylindrical judgment area set to encompass it, and each character object can move and act within a range where its judgment area does not overlap with each placement area. Note that even if an attached object is stored in the warehouse and can no longer be placed in a placement area, the placement area still exists, and character objects cannot enter the placement area.
[0098] 8 is tapped, the accessory object corresponding to the tapped first purchase button 252 is set as the selected accessory object selected by the player. Then, for each of the placeable areas of the selected location object, a placeable area determination process is performed to determine whether the first condition, second condition, and third condition are met based on information corresponding to the placeable area to be processed and information corresponding to the selected accessory object. A placeable area that meets all of the first condition, second condition, and third condition is set as a specific placeable area in which the selected accessory object can be placed.
[0099] The first condition is determined to be satisfied when the vertical width of the placement area of the selected auxiliary object is equal to or less than the vertical width of the placeable area to be processed, the horizontal width of the placement area of the selected auxiliary object is equal to or less than the horizontal width of the placeable area to be processed, and the height of the placement area of the selected auxiliary object is equal to or less than the height of the placeable area to be processed.
[0100] The second condition is determined to be satisfied when the volume of the selected auxiliary object is equal to or less than the volume of the initial auxiliary object in the placeable area to be processed.
[0101] The third condition is determined to be satisfied when a specific point of the selected auxiliary object coincides with a specific point of the placeable area of the object to be processed, and the placeable area of the selected auxiliary object is included in the placeable area of the object to be processed.
[0102] 10, in the case of the selected accessory object in the example on the left, when a specific point of the selected accessory object and a specific point of the placeable area of the object to be processed are aligned, it is determined that the placement area of the selected accessory object is included in the placeable area of the object to be processed. On the other hand, in the case of the selected accessory object in the example on the right, because the specific point is set at the edge of the selected accessory object, it is determined that the placement area of the selected accessory object is not included in the placeable area of the object to be processed, when a specific point of the selected accessory object and a specific point of the placeable area of the object to be processed are aligned.
[0103] A specific example of the placement possible area determination process is given below. For example, when the first purchase button 252 of the potted plant product display 248 shown in Fig. 8 is tapped, the potted plant is set as the selected accessory object, and the placement possible area determination process is performed for the first placement possible area of the office location object shown in Fig. 9.
[0104] For the first placeable area, the placement area for the potted plant is 1 length x 1 width x 3 height, while the first placeable area is 2 length x 3 width x 3 height, so it is determined to satisfy the first condition; the volume of the potted plant is 200, and the volume of the whiteboard, which is an initial accessory object of the first placeable area, is 250, so it is determined to satisfy the second condition; and when a specific point on the potted plant and a specific point on the first placeable area are aligned, the placement area of the potted plant is contained in the first placeable area, so it is determined to satisfy the third condition. Therefore, the first placeable area is set as a specific placeable area.
[0105] On the other hand, the second placeable area is determined not to satisfy the first condition because the arrangement area for the potted plant is 1 length x 1 width x 3 height, while the second placeable area is 2 length x 2 width x 2 height. Therefore, the second placeable area is not set as a specific placeable area.
[0106] Similarly, the third to sixth allocatable areas are subjected to the allocatable area determination process, and the first and sixth allocatable areas are set as specific allocatable areas.
[0107] 11, a preview image 254 of the selected accessory object is displayed in the display area 200. An image of the selected accessory object placed in the specific placement area as seen from the virtual camera is displayed in the center of the preview image 254, and below the preview image 254 are displayed an installation button 256 for installing the selected accessory object on the selected location object, a warehouse button 258 for storing the selected accessory object in the warehouse, a previous position button 260 for displaying a preview image 254 of the selected accessory object placed in the previous specific placement area if another specific placement area exists, a next position button 262 for displaying a preview image 254 of the selected accessory object placed in the next specific placement area if another specific placement area exists, and a first cancel button 264 for canceling the purchase of the selected accessory object.
[0108] In the example of Figure 11, a preview image 254 of a foliage plant placed in the sixth placement area, which is a specific placement area, is displayed, and since the only other specific placement area that exists is the first placement area, whether the previous position button 260 or the next position button 262 is tapped, the preview image 254 of the foliage plant placed in the first placement area is displayed.
[0109] When the installation button 256 is tapped, a first purchase confirmation image 266 shown in Fig. 12 is displayed. The first purchase confirmation image 266 displays the name of the selected accessory object, an appearance image showing the appearance of the selected accessory object, a message confirming the purchase of the selected accessory object, a second cancel button 268 for canceling the purchase of the selected accessory object, and a second purchase button 270 for finalizing the purchase of the selected accessory object. When the second cancel button 268 is tapped, the first purchase confirmation image 266 is cleared and the shop image 246 shown in Fig. 8 is displayed.
[0110] When the second purchase button 270 is tapped, the selected accessory object is purchased (set as a sub-object possessed by the player), the number of coins required to purchase the selected accessory object is subtracted from the number of coins possessed by the player, the purchased selected accessory object is placed in the specific placeable area displayed in the preview image 254, and the accessory objects that were placed in the placeable area before the selected accessory object was placed are stored in the warehouse. Then, the first purchase confirmation image 266 is erased and the shop image 246 shown in FIG. 8 is displayed.
[0111] Even if the warehouse button 258 is tapped, the first purchase confirmation image 266 is displayed, and if the second purchase button 270 is tapped, the selected accessory object is purchased and the number of coins required to purchase the selected accessory object is subtracted from the number of coins the player possesses, but the purchased selected accessory object is stored in the warehouse and the accessory objects placed in the placement area remain as they are.
[0112] On the other hand, when the first purchase button 252 of the living space product display 248 shown in Figure 8 is tapped, the living space is set as the selected auxiliary object, and a placement possible area determination process is performed for the first placement possible area of the office location object shown in Figure 9.
[0113] Regarding the first placeable area, the placement area of the living space is 5 vertical x 5 horizontal x 2 height, while the first placeable area is 2 vertical x 3 horizontal x 3 height, so it is determined that the first condition is not met, and the first placeable area is not set as a specific placeable area.
[0114] Similarly, the allocatable area determination process is performed on the second to sixth allocatable areas, and none of the allocatable areas is set as a specific allocatable area.
[0115] If there is no specific placeable area, preview image 254 of the selected accessory object is not displayed, and a second purchase confirmation image 272 shown in Fig. 13 is displayed. Second purchase confirmation image 272 displays the name of the selected accessory object, an appearance image showing the appearance of the selected accessory object, a message confirming the purchase of the selected accessory object, a specific message 274 notifying that the selected accessory object cannot be placed in the selected location object, a second cancel button 268 for canceling the purchase of the selected accessory object, and a second purchase button 270 for finalizing the purchase of the selected accessory object. When second cancel button 268 is tapped, second purchase confirmation image 272 is erased and shop image 246 shown in Fig. 8 is displayed.
[0116] When the second purchase button 270 is tapped, the selected accessory object is purchased, the number of coins required to purchase the selected accessory object is subtracted from the number of coins the player possesses, the purchased selected accessory object is stored in the warehouse, and the accessory object placed in the placement area remains as it is. Then, the second purchase confirmation image 272 disappears and the shop image 246 shown in FIG. 8 is displayed.
[0117] In this embodiment, a placement area is set for each of multiple types of location objects, so that accessory objects can be placed appropriately according to the characteristics of each location object, and before the purchase of the accessory object that the player wishes to purchase is confirmed, the player is notified as to whether the accessory object that the player wishes to purchase can be placed on the selected location object, allowing the player to purchase the accessory object appropriately.
[0118] The flow of processing performed by the terminal information processing unit 100 of the terminal device 14 of this embodiment will be described below with reference to the flowcharts of FIGS.
[0119] In the selected location setting process shown in FIG. 14, when the start shooting button 212 is tapped (Y in step S100), the terminal game processing unit 110 sets the location object corresponding to the tapped start shooting button 212 as the selected location object (step S102).
[0120] In the purchase processing shown in Figure 15, when the first purchase button 252 is tapped (Y in step S110), the terminal game processing unit 110 sets the accessory object corresponding to the tapped first purchase button 252 as the selected accessory object (step S112), and performs placement area determination processing for each placement area of the selected location object (step S114).
[0121] If the result of the placement possible area determination process indicates that a specific placement possible area exists in the selected location object (Y in step S116), the display control unit 130 displays the preview image 254 (step S118), and when the first cancel button 264 is tapped in the preview image 254 (Y in step S120), the display control unit 130 displays the shop image 246 (step S122).
[0122] If the first cancel button 264 is not tapped in the preview image 254 (N in step S120) but the installation button 256 is tapped (Y in step S124), the display control unit 130 displays the first purchase confirmation image 266 (step S126), and if the second cancel button 268 is tapped in the first purchase confirmation image 266 (Y in step S128), the display control unit 130 displays the shop image 246 (step S122).
[0123] If the second cancel button 268 is not tapped on the first purchase confirmation image 266 (N in step S128) and the second purchase button 270 is tapped (Y in step S130), the terminal game processing unit 110 places the selected accessory object in a specific placement area (step S132), and the display control unit 130 displays the shop image 246 (step S122).
[0124] If the installation button 256 is not tapped in the preview image 254 (N in step S124), and the warehouse button 258 is tapped (Y in step S134), as shown in FIG. 16, the display control unit 130 displays the first purchase confirmation image 266 (step S136), and if the second cancel button 268 is tapped in the first purchase confirmation image 266 (Y in step S138), the display control unit 130 displays the shop image 246 (step S122).
[0125] If the second cancel button 268 is not tapped on the first purchase confirmation image 266 (N in step S138) and the second purchase button 270 is tapped (Y in step S140), the terminal game processing unit 110 stores the selected accessory object in the warehouse (step S142), and the display control unit 130 displays the shop image 246 (step S122).
[0126] If the warehouse button 258 is not tapped on the preview image 254 either (N in step S134), the display control unit 130 continues to display the preview image 254 as shown in FIG. 15 (step S118).
[0127] On the other hand, if the result of the placement possible area determination process in step S114 is that there is no specific placement possible area for the selected location object (N in step S116), as shown in FIG. 17, the display control unit 130 displays the second purchase confirmation image 272 (step S144), and when the second cancel button 268 is tapped on the second purchase confirmation image 272 (Y in step S146), the display control unit 130 displays the shop image 246 (step S122).
[0128] If the second cancel button 268 is not tapped on the second purchase confirmation image 272 (N in step S146) and the second purchase button 270 is tapped (Y in step S148), the terminal game processing unit 110 stores the selected accessory object in the warehouse (step S150), and the display control unit 130 displays the shop image 246 (step S122).
[0129] In the placement possible area determination process shown in Figure 18, the terminal game processing unit 110 sets N to 1 for the Nth placement possible area to be processed among the N placement possible areas of the selected location object (step S160), and if the vertical width, horizontal width, and height of the placement area of the selected accessory object are less than or equal to the vertical width, horizontal width, and height of the Nth placement possible area (Y in step S162), the volume of the selected accessory object is less than or equal to the volume of the initial accessory object in the Nth placement possible area (Y in step S164), and the placement area of the selected accessory object is contained in the Nth placement possible area with a specific point of the selected accessory object and a specific point of the initial accessory object in the Nth placement possible area aligned (Y in step S168), then the terminal game processing unit 110 sets the Nth placement possible area as the specific placement possible area (step S170).
[0130] Then, if there are any remaining placement areas among the N placement areas of the selected location object that have not yet been processed, that is, if N is not the maximum value (N in step S172), the terminal game processing unit 110 adds 1 to N of the Nth placement area that is to be processed (step S174), and returns to step S162.
[0131] On the other hand, if there are no unprocessed possible areas remaining among the N possible areas of the selected location object, that is, if N is the maximum value (Y in step S172), the process ends.
[0132] 3. Variations The present invention is not limited to the above-described embodiment, and various modifications are possible, and modifications are introduced below. Note that the above-described embodiment and the various methods described below as modifications can be appropriately combined and adopted as a method for realizing the present invention.
[0133] The order of the step of setting a selected main object, the step of setting a selected sub-object, and the step of setting a placed character object may be reversed.
[0134] For example, multiple types of selectable characters may be set based on the player's input to be selected from multiple types of characters as characters to form a party, and then a selectable main object may be set based on the player's input from multiple types of main objects, and then a placed character object may be set from character objects corresponding to the multiple types of selectable characters based on the player's input or a given algorithm.
[0135] Furthermore, when a selected main object is set based on the player's input from among multiple types of main objects, a placed character object may be set from among multiple types of character objects based on the player's input or a given algorithm, regardless of the selected character.
[0136] Furthermore, a selection sub-object to be selected by the player from among a plurality of types of sub-objects that the player can acquire is set based on the player's input, and then a selection main object to be selected by the player from among a plurality of types of main objects is set as the main object on which the selection sub-object is to be placed based on the player's input, and then it may be determined whether or not the selection sub-object can be placed on the selection main object.
[0137] The process for determining an area where placement is possible may be configured to determine whether or not at least one of the first condition, the second condition, and the third condition is satisfied. Also, the process for determining an area where placement is possible may be configured to determine whether or not the selected sub-object can be placed on the selected main object based on information about the size of the area where placement is possible for the selected main object and information about the size of the area where placement is possible for the selected sub-object, or may determine whether or not the selected sub-object can be placed on the selected main object based on information about the size of the area where placement is possible for the selected main object and information about the size of the selected sub-object.
[0138] The specific points may be set at the center point of each placement area and the center point of the bottom surface of each attached object, or may be set at a point other than the center point of each placement area or at a point other than the center point of the bottom surface of each attached object.
[0139] Furthermore, in the placement possible area determination process, the placement area of the selected auxiliary object or the selected auxiliary object may be rotated by a unit angle (for example, 90 degrees) relative to the placement possible area of the processing target, and if the placement possible area of the processing target has an angle that includes the placement area of the selected auxiliary object or the selected auxiliary object, the placement possible area of the processing target may be set as a specific placement possible area. In this case, the placement area of the selected auxiliary object or the orientation of the selected auxiliary object may be set based on input by the player, or may be set based on a given algorithm.
[0140] If it is determined that the selected sub-object cannot be placed on the selected main object, the selected sub-object may not be set as a sub-object owned by the player. In this case, the message confirming the purchase of the selected auxiliary object and the second purchase button 270 may not be displayed in the second purchase confirmation image 272.
[0141] Location image 228 may allow the player to move the character object by tapping and then dragging the character object.
[0142] The size and shape of the determination region for each character object may be different depending on the size, shape, features, etc. of each character object.
[0143] A character object of a player of another terminal device may be placed at the selected location object.
[0144] The present invention may be applied to a personal computer (information processing device), a console video game device (information processing device), or an arcade game device (information processing device) installed in a store. Even when the present invention is applied to a personal computer, a console video game device, or an arcade game device, the terminal devices may be personal computers, console video game devices, or arcade game devices, and multiple terminal devices may communicate with a server device. In this case, the present invention may be applied to either the terminal devices or the server device. The present invention may be applied to a terminal device that performs peer-to-peer (PtoP) communication with other terminal devices without going through a server device, or to a standalone game device that is not connected to a server device. [Explanation of symbols]
[0145] 10 Information processing system, 12 Server equipment, 14 Terminal equipment, 16 Network, 20 Server information storage medium, 30 Server storage unit, 36 Server communication unit, 40 server information processing unit, 42 server game processing unit, 48 server communication control unit, 50 player input detection unit, 52 display unit, 54 sound output unit, 56 terminal information storage medium, 60 terminal storage unit, 62 main storage unit, 64 drawing buffer, 66 terminal communication unit, 100 terminal information processing unit, 102 input receiving unit, 110 terminal game processing unit, 130 display control unit, 132 object control unit, 134 virtual camera control unit, 140 image generation unit, 150 sound control unit, 160 terminal communication control unit
Claims
1. On the computer, setting a selected main object to be selected by the player from among a plurality of types of main objects based on an input from the player; executing a step of setting a selected sub-object to be selected by the player from a plurality of types of sub-objects obtainable by the player based on an input from the player; an arrangement area in which a sub-object can be arranged is set for each of the plurality of types of main objects; determining whether the selected sub-object can be placed on the selected main object based on information corresponding to the placeable area of the selected main object and information corresponding to the selected sub-object; a step of displaying a specific indication indicating that the selected sub-object cannot be placed on the selected main object when the selected sub-object cannot be placed on the selected main object; a step of setting the selected sub-object as a possessed sub-object possessed by the player on the condition that a fee is consumed, based on an input from the player, when the selected sub-object can be placed on the selected main object, or when the selected sub-object cannot be placed on the selected main object; a step of arranging the possessed sub-object on the selected main object when the selected sub-object that can be arranged on the selected main object is set as the possessed sub-object; When the selected sub-object that cannot be placed on the selected main object is set as the possessed sub-object, executing a step of adding the possessed sub-object to a specific list without placing it on the selected main object; When the selected sub-object cannot be placed on the selected main object, a program sets the selected sub-object as the possessed sub-object on the condition that a compensation is consumed, based on the player's input to an input display displayed together with the specific display.
2. In claim 1, a step of setting a character object to be placed on the selected main object from among a plurality of types of character objects based on an input from a player; The program further executes a step of placing the placed character object on the selected main object based on the placeable area of the selected main object and a judgment area corresponding to the placed character object.
3. Based on the player's input, a selection main object is set that the player selects from multiple main objects, Based on the player's input, a selection sub-object is set that the player selects from multiple types of sub-objects that the player can obtain; an arrangement area in which a sub-object can be arranged is set for each of the plurality of types of main objects; determining whether or not the selected sub-object can be placed on the selected main object based on information corresponding to the placeable area of the selected main object and information corresponding to the selected sub-object; When the selected sub-object cannot be arranged on the selected main object, a specific display indicating that the selected sub-object cannot be arranged on the selected main object is displayed; If the selected sub-object can be placed on the selected main object, or if the selected sub-object cannot be placed on the selected main object, set the selected sub-object as a possessed sub-object possessed by the player on the condition that a fee is consumed, based on an input from the player; When the selected sub-object that can be placed on the selected main object is set as the possessed sub-object, the possessed sub-object is placed on the selected main object; When the selected sub-object that cannot be placed on the selected main object is set as the possessed sub-object, the possessed sub-object is not placed on the selected main object but is added to a specific list; When the selected sub-object cannot be placed on the selected main object, an information processing device sets the selected sub-object as the possessed sub-object, subject to the consumption of a fee, based on the player's input to an input display displayed together with the specific display.
4. 1. An information processing method executed by one or more computers, comprising: Based on the player's input, a selection main object is set that the player selects from multiple main objects, Based on the player's input, a selection sub-object is set that the player selects from multiple types of sub-objects that the player can obtain; an arrangement area in which a sub-object can be arranged is set for each of the plurality of types of main objects; determining whether or not the selected sub-object can be placed on the selected main object based on information corresponding to the placeable area of the selected main object and information corresponding to the selected sub-object; When the selected sub-object cannot be arranged on the selected main object, a specific display indicating that the selected sub-object cannot be arranged on the selected main object is displayed; If the selected sub-object can be placed on the selected main object, or if the selected sub-object cannot be placed on the selected main object, set the selected sub-object as a possessed sub-object possessed by the player on the condition that a fee is consumed, based on an input from the player; When the selected sub-object that can be placed on the selected main object is set as the possessed sub-object, the possessed sub-object is placed on the selected main object; When the selected sub-object that cannot be placed on the selected main object is set as the possessed sub-object, the possessed sub-object is not placed on the selected main object but is added to a specific list; An information processing method in which, when the selected sub-object cannot be placed on the selected main object, the selected sub-object is set as the possessed sub-object, subject to the consumption of a fee, based on the player's input to an input display displayed together with the specific display.
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