Program, information processing method and information processing system
By managing virtual space in units and employing attack determination methods, the system reduces processing load, enhancing game enjoyment and performance.
Patent Information
- Application Number
- JP2023114160
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-12
- Publication Date
- 2025-12-05
- Estimated Expiration
- 2043-07-12
AI Technical Summary
Conventional technologies for improving virtual space representation in games increase processing load in game processes such as attack determination and action processing, leading to a less enjoyable gaming experience.
The system manages virtual space in predetermined units, employs first and second attack determination methods to determine attack effects, and uses range space management to restrict object presence, reducing processing load while maintaining game accuracy.
This approach provides a more enjoyable gaming environment by reducing processing load and enhancing game performance.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, an information processing method, and an information processing system. [Background technology]
[0002] One of the methods used to manage virtual space in recent games is the use of height maps, which are rendered based on the height information of each vertex in the virtual space (ground). In this regard, for example, the technology described in Patent Document 1 discloses a rendering method that compensates for the inaccuracy of the virtual space (ground) due to the height map and is particularly capable of dealing with bouncing movements of the ground (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2020-080148 Summary of the Invention [Problem to be solved by the invention]
[0004] Most of the conventional technologies, including the technology described in Patent Document 1, aim to improve the accuracy of representation of virtual space. However, improving the accuracy of representation of virtual space poses a problem in that the processing load increases in many processes within the game, such as attack determination and various action processing.
[0005] The present invention has been made in view of the above circumstances, and aims to provide a more enjoyable gaming environment while reducing the processing load of the game.
[0006] In order to achieve the above object, a first aspect of the present invention is Computer, attack action receiving means for receiving an input operation related to an attack action in a game; a virtual space management means for managing the virtual space of the game in predetermined units that are not standards for movement or action in the game; a first attack determination means for defining a first range area constituted by the units at a predetermined position in the virtual space, and determining whether or not the attack action performed by the input operation will affect the target object based on whether or not a target object exists in the first range area; It is a program that functions as a
[0007] In addition, in a first aspect, the program can further function as a second attack determination means that defines a second range area constituted by the units according to the type of the attack action, and determines whether the target object is present in the second range area and whether the attack action associated with the input operation will affect the target object based on the distance between the target object and the player character.
[0008] In addition, in the first aspect, the program can further function as range space management means that performs management to restrict the presence of two or more character objects within the range of each of the units in the virtual space.
[0009] In addition, in the first aspect, the program can further function as a path search means for determining a path of movement of a character object based on the unit in the virtual space.
[0010] Also, in the first aspect, the virtual space management means can manage information including information about the virtual space when each of the objects is placed in the virtual space, and information about the virtual space when each of the objects is not placed.
[0011] In addition, in the first aspect, the units managed by the virtual space management means may not be displayed as gameplay images of the game.
[0012] Also, in the first aspect, the first attack determination means or the second attack determination means may function when the number of objects that are targets of the attack action is greater than a predetermined number, and may not function when the number of objects that are targets of the attack action is equal to or less than the predetermined number.
[0013] In addition, in the first aspect, the second attack determination means determines whether or not a predetermined part of the target object is affected by the attack action.
[0014] Moreover, a second aspect of the present invention is 1. A computer-implemented information processing method, comprising: attack action receiving means for receiving an input operation related to an attack action in a game; a virtual space management step of managing the virtual space of the game in predetermined units that are not standards for movement or action in the game; a first attack determination step of defining a first range area constituted by the units at a predetermined position in the virtual space, and determining whether or not the attack action performed by the input operation will affect the target object based on whether or not a target object exists in the first range area; The information processing method includes:
[0015] Moreover, a third aspect of the present invention is attack action receiving means for receiving an input operation related to an attack action in a game; a virtual space management means for managing the virtual space of the game in predetermined units that are not standards for movement or action in the game; a first attack determination means for defining a first range area constituted by the units at a predetermined position in the virtual space, and determining whether or not the attack action performed by the input operation will affect the target object based on whether or not a target object exists in the first range area; The information processing system includes:
[0016] An information processing method and an information processing system according to one aspect of the present invention are also provided as an information processing method or an information processing system corresponding to a program according to one aspect of the present invention. [Effects of the Invention]
[0017] According to the present invention, it is possible to provide a more enjoyable gaming environment while reducing the processing load of the game. [Brief explanation of the drawings]
[0018] [Figure 1] 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a player terminal that constitutes an information processing system according to one embodiment of the present invention. [Figure 3] FIG. 2 is a diagram showing an example of the functional configuration of a player terminal and a server that constitute an information processing system according to one embodiment of the present invention. [Figure 4] FIG. 1 is an image diagram illustrating the configuration of a virtual space in an information processing system according to an embodiment of the present invention. [Figure 5] FIG. 10 is an image diagram for explaining an example of a method for determining a hit against an attacking action in an information processing system according to one embodiment of the present invention. [Figure 6] FIG. 6 is an image diagram for explaining an example of a method for determining a hit against an attacking action in an information processing system according to one embodiment of the present invention, and shows an example different from the example of FIG. 5. [Figure 7]1 is an image for explaining an example of a method for managing a range space in an information processing system according to an embodiment of the present invention. [Figure 8] FIG. 10 is a diagram showing an example of the flow of a first attack determination process executed by a player terminal and a server that constitute an information processing system according to one embodiment of the present invention. [Figure 9] FIG. 10 is a diagram showing an example of the flow of a second attack determination process executed by the player terminals and the server that constitute the information processing system according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0019] [Embodiment] First, before describing an embodiment of the present invention, a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to one embodiment of the present invention is applied will be described. This game is, for example, an action game designed for competitive or cooperative play over a network. In this game, a player can freely control a character (hereinafter referred to as a "player character") displayed in a virtual space by performing various input operations. The player progresses through the game by clearing various events (such as defeating enemy characters) using in-game objects such as guns and explosives via the player character. Each enemy character in this game has a certain durability value (hereinafter referred to as "HP") in order to exist in the game, and is removed from the game when its HP falls below the certain value due to the effects of an attack by the player character or other factors.
[0020] The configuration of this system will be described below with reference to Fig. 1. Fig. 1 is a diagram showing an example of the configuration of an information processing system according to one embodiment of the present invention.
[0021] As shown in FIG. 1, the system includes player terminals 1 to n (n is any integer value) and a server 2. The player terminals 1-1 to 1-n and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not an essential component, and other networks such as NFC (Near Field Communication), Bluetooth (registered trademark), and LAN (Local Area Network) may also be used. In the following description, when there is no need to distinguish between the player terminals 1-1 to 1-n, they will be collectively referred to as the player terminal 1. Furthermore, hereinafter, when simply referring to an "image," it is intended to include images of any format, such as "moving images" and "still images."
[0022] The player terminal 1 is configured as a general-purpose PC (Personal Computer), a game console, etc., and is used by a player who plays the game. The player terminal 1 stores various programs related to the game, and executes the main processes required for the player to play the game.
[0023] The server 2 is configured with a general-purpose PC or the like, and is managed by an administrator of the system. The server 2 stores various programs related to the game, and executes some of the processes required for players to play the game. The server 2 also provides the player terminal 1 with various information related to the game (such as game update information and progress information for other players).
[0024] <Hardware configuration> FIG. 2 is a diagram showing an example of the hardware configuration of a player terminal that constitutes the information processing system according to one embodiment of the present invention.
[0025] As shown in FIG. 2, the player terminal 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.
[0026] The control unit 11 is configured by a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as needed.
[0027] The control unit 11, ROM 12, and RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.
[0028] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, etc. The image information or audio information output by the output unit 16 is output from the display, the speaker, etc. in a form that can be recognized by a person as an image or audio.
[0029] The input unit 17 is configured by, for example, a game controller. The input unit 17 inputs various information in response to input operations by the player.
[0030] The storage unit 18 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various information. For example, the storage unit 18 stores various game programs, save data, account information, etc., which are necessary for progressing through the game.
[0031] The communication unit 19 controls mutual communications with other hardware and the like via a network N including the Internet.
[0032] The drive 20 is provided as needed. Removable media 31, such as a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately attached to the drive 20. The removable media 31 stores, for example, various programs for executing games. The programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable medium 31 can also store various types of information stored in the storage unit 18 in the same manner as the storage unit 18.
[0033] Here, the hardware configuration of the server 2 is omitted here because it can be basically the same as the hardware configuration of the player terminal 1. Cooperation between such various hardware and various software enables the player terminal 1 and the server 2 to execute various processes.
[0034] FIG. 3 is a diagram showing an example of the functional configuration of the player terminals and the server that constitute the information processing system according to one embodiment of the present invention.
[0035] As shown in Figure 3, the control unit 11 of the player terminal 1 functions as a terminal-side game processing execution means 60, an input operation reception means 62, a virtual space management means 64, a first attack determination means 66, a second attack determination means 68, and a range space management means 70 by executing various programs, etc. Furthermore, a first virtual space information DB 300 and a second virtual space information DB 400 are provided in one area of the storage unit 18 of the player terminal 1. The first virtual space information DB 300 stores assetized arrangement data of each normal virtual space in the game (described later). The second virtual space information DB 400 stores assetized arrangement data of each virtual space that does not include information about objects placed in the virtual space.
[0036] The terminal-side game processing execution means 60 executes the main processing required for the player to play the game. Specifically, the terminal-side game processing execution means 60 reads virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images, sounds, etc. related to the game while executing the game program. In other words, the terminal-side game processing execution means 60 controls the progress of the game by generating and managing the results of the operation instructions given by the player. In addition, the terminal-side game processing execution means 60 transmits to the server 2, as necessary and appropriate, information required for the progress of the game, such as input information from the player, time information when the input information was acquired, and information regarding the results of various game processes.
[0037] The input operation receiving means 62 receives input operations related to the game from the player. The input operations received by the input operation receiving means 62 include, for example, information about the type of button or analog stick on which the input operation was performed, information about the number of times the button or analog stick was pressed, and the like.
[0038] The virtual space management means 64 manages the virtual space of the game in predetermined units that are not the basis for movement or action in the game. Specifically, the virtual space management means 64 manages the virtual space of the game as two-dimensional or three-dimensional units of a predetermined size (hereinafter referred to as "grids"). Note that a specific method for managing the virtual space by the virtual space management means 64 will be described later with reference to Figures 4 to 7.
[0039] The first attack determination means 66 defines a first range area constituted by the units at a predetermined position in the virtual space, and determines whether or not the attack action resulting from the input operation will affect the target object based on whether or not the target object exists in the first range area. Specifically, when the player makes an attack action, the first attack determination means 66 generates a range area based on a grid that is the target range of the attack action, in accordance with the type of attack action, for the central area where the attack action was made. The first attack determination means 66 then determines whether or not an enemy character is included in the generated range area, and uniformly determines that all enemy characters included in the range area will be affected by the attack action (hereinafter referred to as "hit determination"). The details of the determination by the first attack determining means 66 will be described later with reference to Fig. 5 etc. Hereinafter, the hit determination of an attack movement by the first attack determining means 66 will be referred to as a "first attack determination".
[0040] In response to this, the second attack determination means 68 defines a second range area constituted by the units according to the type of the attack action, and determines whether the target object is present in the second range area and whether the attack action resulting from the input operation will affect the target object based on the distance between the target object and the player character. Specifically, the second attack determination means 68 generates a range area based on a grid in front of the player character, which is the target range of the attack action, according to the type of attack action of the player character (for example, the weapon equipped). The second attack determination means 68 registers, as a list, enemy characters included in the generated range area at the time when the attack action is performed by the player character. Then, the second attack determination means 68 determines, from among the enemy characters registered in the list, for example, the enemy character closest in distance to the player character within a predetermined range, as the target for hit determination of the attack action. The details of the determination by the second attack determination means 68 will be described later with reference to Fig. 6 etc. Hereinafter, the hit determination of an attack movement by the second attack determination means 68 will be referred to as a "second attack determination".
[0041] The player of this game can select whether to use the first attack determination means 66 or the second attack determination means 68 to determine the attack action to be performed, and can also switch between them at any timing. This allows the player to select an appropriate determination method depending on the situation in the game, the number of enemy characters, etc., and enjoy a game with a greater degree of freedom.
[0042] The range space management means 70 executes management to restrict the existence of two or more character objects within the range of each of the units in the virtual space. Specifically, the range space management means 70 limits the presence of two or more enemy characters within a predetermined range (for example, within the same grid) in the virtual space of the game, and moves other enemy characters to other areas (for example, within other grids) within the virtual space. Details of the function of the range space management means 70 will be described later with reference to FIG. 7 etc.
[0043] As shown in FIG. 3, the control unit 100 of the server 2 functions as a game information management means 120 and a server-side game processing execution means 122 by executing various programs and the like.
[0044] The game information management means 120 manages various information and executes various processes required for the progress of the game by the player terminal 1. Specifically, for example, the game information management means 120 executes authentication of account information transmitted from the player terminal 1, distribution of game information in response to a download request from the player terminal 1, and the like.
[0045] The server-side game processing execution means 122 executes a part of the processing required for the player to play the game. Specifically, for example, when an attack action is performed by the player character or a player character operated by another player (hereinafter referred to as "other player character"), the server-side game processing execution means 122 acquires damage information transmitted from each player terminal 1 via the communication unit 110. Furthermore, the server-side game processing execution means 122 verifies the content of the acquired damage information and determines whether or not the attack action performed by the player terminal 1 was fraudulent. Note that the server-side game processing execution means 122 is responsible for a part of the processing, and this prevents, for example, cheating (so-called cheating) at the player terminal 1. to Even if a player commits a crime, the impact on the game as a whole can be reduced.
[0046] FIG. 4 is an image diagram illustrating the configuration of a virtual space in an information processing system according to one embodiment of the present invention.
[0047] As shown in FIG. 4, the virtual space in which the player character PC exists is divided into predetermined areas (e.g., one grid is 1 m x 1 m), and array data including the entire virtual space is managed as an asset. This array data is managed, including supplemental information such as the height from the ground, the height of the ceiling, and the attributes of the space (e.g., water surface, magma, air, etc.), for each grid, and is stored in the first virtual space information DB 300. As described above, the present system manages not only such normal virtual space array data, but also virtual space array data excluding placed objects, which is stored in the second virtual space information DB 400. By possessing such different information, the present system can efficiently reduce the processing load, for example, in response to actions such as the destruction of objects during a game.
[0048] 5 is an image diagram for explaining an example of a method for determining a hit against an attacking action in an information processing system according to one embodiment of the present invention. With reference to FIG. 5, the details of the first attack determination method, which is one of the unique functions of this game, will be described.
[0049] In the example of FIG. 5, the area that is the target of hit detection for the attack action of the player character PC is displayed as a grid-like area. It is important to note here that, in the determination by the first attack determination means 66, the attack range for each attack action is generated in units of the above-mentioned grid. That is, the first attack determination means 66 generates simple information about which grid among the grids managed as the virtual space is the target of attack, and if an enemy character is present in the target grid, that enemy character will be the target of the attack action and will be affected by the attack action. In this way, the determination by the first attack determination means 66 is useful in that it can perform hit detection for attack actions over a wide area very easily.
[0050] On the other hand, Fig. 6 is an image diagram for explaining an example of a method for determining a hit against an attack action in an information processing system according to one embodiment of the present invention, and shows an example different from the example in Fig. 5. With reference to Fig. 6, the second attack determination method, which is one of the unique functions of this game, will be described in detail.
[0051] In the example of FIG. 6, a grid indicating the range of an attack action (weapon) is displayed in front of the player character, and enemy characters U1, U2, and U3 are displayed as examples. Unlike the first attack determination, the second attack determination is performed when an enemy character is present within the grid indicating the attack range. That enemy character is first determined as a candidate for attack. Then, the enemy characters that are candidates for attack are sorted, for example, in order of proximity to the player character, and only enemy characters that are close to the player character are determined as attack targets. Here, in the second attack action, it is not necessary to generate a grid of the same size as the grid generated in the first attack determination; typically, a grid smaller than the grid generated in the first attack determination may be generated. This allows the second attack determination to not only determine whether or not an attack action hits an enemy character, but also allows for detailed processing such as attacks that precisely target body parts (head, arms, legs, etc.) or attacks only enemy characters positioned at the front of the group. To summarize the above, attack actions using the first attack judgment have the advantage of reducing the processing load when performing large attacks over a wide area, but the problem is that it is difficult to perform accurate attacks such as targeting individual enemy objects or targeting specific parts of an enemy character. On the other hand, attack actions using the second attack judgment have the advantage of allowing for accurate attacks, but the problem is that the effect of reducing the processing load is low and a certain amount of processing load is imposed. By making good use of these different attack judgment methods, players or administrators of this system can efficiently reduce the processing load according to the situation in the game and create a comfortable game environment.
[0052] 7 is an image for explaining an example of a method for managing range space in an information processing system according to one embodiment of the present invention. With reference to FIG. 7, the range area management function, which is one of the unique functions of this game, will be described in detail.
[0053] The example of FIG. 7 shows an example of a specific operation process when a new enemy character moves into a predetermined area in the virtual space. First, in the example of FIG. 7, a predetermined range area (e.g., a grid) in the virtual space is represented in a lattice pattern. Here, in the example of FIG. 7, it is specified that two or more enemy objects cannot exist within each grid. Therefore, as shown on the left side of FIG. 7, for example, when a new enemy object moves into a grid where another enemy object already exists, the range space management means 70 moves the newly moved enemy object to another adjacent grid (e.g., the grid above). Note that, as shown on the right side of FIG. 7, for example, when another enemy object also exists in another adjacent grid (e.g., the grid above), the range space management means 70 attaches the new enemy object to a grid in front of the grid where the other enemy object already exists, thereby realizing a game environment in which two or more enemy objects do not exist within a predetermined area in the virtual space. This makes it possible to easily associate and manage areas (grids) in the space with enemy objects. As a result, it is expected that the processing load in various other in-game processes can be reduced and natural-looking presentation processing can also be realized.
[0054] FIG. 8 is a diagram showing an example of the flow of the first attack determining process executed by the player terminals and the server that constitute the information processing system according to one embodiment of the present invention.
[0055] In step S1, the input operation receiving means 62 receives an input operation relating to an attack action from the player.
[0056] In step S2, when an attacking action is performed by the player, the first attack determining means 66 generates a range area based on a grid that is the range of the target of the attacking action, according to the type of the attacking action.
[0057] In step S3, the first attack determination means 66 determines whether or not an enemy character is included in the generated range area, and uniformly determines that all enemy characters included in the range area are targets for hit determination of attack actions.
[0058] In step S4, the terminal-side game processing execution means 60 executes a process (hereinafter referred to as "damage process") to reduce the HP of each enemy character that has been hit in response to the type of attack action, thereby completing the first attack determination process.
[0059] FIG. 9 is a diagram showing an example of the flow of the second attack determining process executed by the player terminals and the server that constitute the information processing system according to one embodiment of the present invention.
[0060] In step S21, the second attack determination means 68 generates a range area based on a grid in front of the player character that is the target range of the attack action, depending on the type of attack action of the player character (for example, the weapon equipped).
[0061] In step S22, the input operation receiving means 62 receives an input operation relating to an attack action from the player.
[0062] In step S23, the second attack determination means 68 registers in a list the enemy characters that are included in the generated range area at the time when the attack action is performed by the player character.
[0063] In step S24, the second attack determination means 68 determines, from among the enemy characters registered as a list, for example, the enemy character that is closest to the player character within a predetermined range as the target for hit determination of the attack action.
[0064] In step S25, the terminal-side game processing execution means 60 executes damage processing on the enemy character that is the target of the hit determination in accordance with the type of attack action, thereby ending the second attack determination processing.
[0065] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications, improvements, etc. within the scope that can achieve the object of the present invention are included in the present invention.
[0066] [Other embodiments] Although not described in the above embodiment, the present system may have a function of determining the movement path of each object (for example, player character) based on the grid unit. Furthermore, the present system may have the following specifications regarding searching for the movement path of each object. Specifically, the system may acquire information in advance, such as a number assigned to a specific point in the virtual space, information about all routes from a specific point to another point (or from a specific area to another area), and the width of each route, and use this information in route searches for each object. While this method may impose restrictions on the configuration of the virtual space, it may be possible to significantly reduce the processing load in route search processing. Note that whether or not the system employs such a route search function is at the discretion of the system administrator and others.
[0067] In the above embodiment, the first attack determination means 66 of the present system uniformly determines that all enemy characters contained within the range area are targets for hit determination of attack actions, but this is not limited to this. The first attack determination means 66 of the present system may determine that only enemy characters contained within the range area that satisfy predetermined conditions are targets for hit determination.
[0068] In the above embodiment, the second attack determination means 68 of the present system determines, among the registered enemy characters, the enemy character that is closest to the player character within a predetermined range as the target of hit determination for the attack action, but this is not limited thereto. For example, the second attack determination means 68 of the present system may determine, as the target of hit determination, a plurality of enemy characters that are close to the player character.
[0069] Furthermore, although not explained in the above embodiment, the present system may also have a function that can dynamically change the terrain in the virtual space, for example, when an enemy character dies, by adding the coordinates corresponding to the enemy character (or its corpse) to the area in the virtual space (overwriting the height information of the virtual space).
[0070] Although not described in the above embodiment, the present system may or may not display a predetermined unit (grid) in the virtual space in the game image.
[0071] Furthermore, although not explained in the above embodiment, in this system, the first attack determination means 66 or the second attack determination means 68 may employ specifications that function only when there are more than a predetermined number of enemy characters that are targets of attack actions (for example, when the processing load for attack actions is high). Note that when there are a predetermined number or less enemy characters (for example, when the processing load for attack actions is low), the system may not perform hit determination for the first attack action or the second attack action, but may perform hit determination for normal attack actions such as those in previous games.
[0072] Furthermore, although not described in the above-described embodiment (particularly the embodiment of FIG. 6), the system may set criteria for hit determination of the attack action by any method when multiple body parts of the enemy character are included in the attack range of the second attack action. For example, the system may determine that the attack action hits the body part closest to the player character among the body parts included in the attack range, or may determine that the attack action hits all body parts included in the attack range. Furthermore, such criteria for hit determination may differ based on, for example, the type of attack action by the player character, the weapon equipped, in-game settings by the player, etc.
[0073] In the above embodiment, the first attack action and the second attack action of the present system are described as being applied to the attack action of the player character, but this is not limited to this. Techniques similar to the first attack action and the second attack action of the present system can be applied to hit detection for any game character action, such as magic, special actions, capture actions against enemy characters, and recovery actions against ally characters.
[0074] Furthermore, although not explained in the above embodiment, the game may be executed by any hardware, such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.
[0075] Although not described in the above embodiment, the content of the game related to this system is not limited. This system may be applied to any game, such as a first-person shooter (FPS), a third-person shooter (TPS), a role-playing game (RPG), an action game not using a network, a simulation game, a sports game, a card game, a battle royale (symmetric or asymmetric), a multiplayer online battle arena (MOBA), a music game, a fighting game, or a quiz game.
[0076] The above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function that can execute the above-described series of processes as a whole, and the type of functional block used to realize this function is not limited to the example shown in Fig. 3. Furthermore, the location of the functional block is not limited to the example shown in Fig. 3, and may be arbitrary. Furthermore, one functional block may be configured by hardware alone, by software alone, or by a combination of these.
[0077] Furthermore, the number of various hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.
[0078] Furthermore, when a series of processes is executed by software, the programs that make up the software are installed into a computer or the like from a network or a recording medium.
[0079] The computer may also be a computer that is built into dedicated hardware, or a computer that can execute various functions by installing various programs. That is, for example, the various hardware in the above-described embodiments may be freely adopted as any computer, any mobile terminal such as a smartphone, any game console, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.
[0080] Furthermore, the recording medium containing such a program may be configured not only as a removable medium (not shown) provided separately from the device main body in order to provide the program to the player, etc., but also as a recording medium provided to the player in a state where it is pre-installed in the device main body.
[0081] In addition, in this specification, the term "system" refers to an overall device that is made up of a plurality of devices or a plurality of means.
[0082] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate.
[0083] To sum up, the information processing system to which the present invention is applied can take various forms having the following configurations. Computer, attack action receiving means for receiving an input operation related to an attack action in a game; a virtual space management means (e.g., virtual space management means 64) for managing the virtual space of the game in a predetermined unit that is not a basis for movement or action in the game; a first attack determination means (e.g., a first attack determination means 66) that defines a first range area configured by the units at a predetermined position in the virtual space, and determines whether or not the attack action performed by the input operation will affect the target object based on whether or not a target object exists in the first range area; Any program that functions as such is sufficient.
[0084] That is, the virtual space management means 64 functions as a virtual space management means. The first attack determining means 66 functions as a first attack determining means. The second attack determining means 68 functions as a second attack determining means. The range space management means 70 functions as a range space management means.
[0085] <Effects> This allows players to enjoy the game more without feeling stressed by the processing load of the game. [Explanation of symbols]
[0086] 1. Player terminal 11 Control section 60 Terminal side game processing execution means 62 Input operation acceptance means 64 Virtual Space Management Methods 66 First attack determination method 68 Second Attack Determination Method 70 Range and space management measures 300 First Virtual Space Information DB 400 Second Virtual Space Information DB 2 Server 100 control section 120 Game information management means 122 Server-side game processing execution means
Claims
1. Computer, attack action receiving means for receiving an input operation related to an attack action in a game; a virtual space management means for managing the virtual space of the game in predetermined units that are not standards for movement or action in the game; a first attack determination means for defining a first range area made up of predetermined units at a predetermined position in the virtual space, and determining whether or not the attack action performed by the input operation will affect the target movable object based on whether or not a target movable object exists in the first range area; a second attack determination means for defining a second range area made up of predetermined units according to the type of the attack action, and determining whether the target movable object is present in the second range area and whether the attack action performed by the input operation will affect the target movable object based on the distance between the target movable object and the player character; It functions as the second attack determination means defines the second range area configured by units smaller than the units that configure the first range area; program.
2. determining, by the first attack determination means or the second attack determination means, whether or not the attack action performed by the input operation will have an effect on the movable object as a target, depending on the situation of the game; The program according to claim 1.
3. The predetermined units managed by the virtual space management means are not displayed as gameplay images of the game. The program according to claim 1.
4. the first attack determination means or the second attack determination means functions when the number of movable objects that are targets of the attack action is greater than a predetermined number, and does not function when the number of movable objects that are targets of the attack action is equal to or less than a predetermined number; The program according to claim 1.
5. the second attack determination means determines whether or not a predetermined part of the target movable object is affected by the attack action; The program according to claim 1.
6. 1. A computer-implemented information processing method, comprising: attack action receiving means for receiving an input operation related to an attack action in a game; a virtual space management step of managing the virtual space of the game in predetermined units that are not standards for movement or action in the game; a first attack determination step of defining a first range area constituted by predetermined units at a predetermined position in the virtual space, and determining whether or not the attack action performed by the input operation will affect the target movable object based on whether or not a target movable object exists in the first range area; a second attack determination step of defining a second range area constituted by predetermined units according to the type of the attack action, and determining whether the target movable object is present in the second range area and whether the attack action pertaining to the input operation will affect the target movable object based on the distance between the target movable object and the player character; Including, the second attack determination step defines the second range area configured by units smaller than the units that configure the first range area; Information processing methods.
7. attack action receiving means for receiving an input operation related to an attack action in a game; a virtual space management means for managing the virtual space of the game in predetermined units that are not standards for movement or action in the game; a first attack determination means for defining a first range area made up of predetermined units at a predetermined position in the virtual space, and determining whether or not the attack action performed by the input operation will affect the target movable object based on whether or not a target movable object exists in the first range area; a second attack determination means for defining a second range area made up of predetermined units according to the type of the attack action, and determining whether the target movable object is present in the second range area and whether the attack action performed by the input operation will affect the target movable object based on the distance between the target movable object and the player character; Equipped with the second attack determination means defines the second range area configured by units smaller than the units that configure the first range area; Information processing system.
Citation Information
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