Program, information processing method and information processing device
The introduction of phantom ground objects in virtual spaces dynamically alters NPC movement paths and game progression, addressing the limitations of conventional game technologies to enhance gameplay enjoyment and strategic depth.
Patent Information
- Application Number
- JP2023094521
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-08
- Publication Date
- 2025-12-12
- Estimated Expiration
- 2043-06-08
AI Technical Summary
Conventional game technologies do not sufficiently enhance gameplay enjoyment by generating objects in virtual spaces, limiting the interactive possibilities and strategic depth.
A system that allows players to generate special objects, known as phantom ground objects, at predetermined positions, altering NPC movement paths and game progression, with effects that can be controlled and limited to specific characters or conditions.
Enhances gameplay enjoyment by providing players with more strategic options and interactive depth through the use of phantom ground objects, allowing for varied and engaging game experiences.
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 device. [Background technology]
[0002] Conventionally, various specifications have been attempted in games using virtual spaces in order to improve the enjoyment of the games. One of the known methods involves a character having the skill to generate an object (such as a wall) at any position in a virtual space (see, for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] "Identity V Fifth Personality" Official Channel [Hunter] "Mad Eyes - Bulk", [online], [Retrieved May 9, 2023], Internet<https: / / www.youtube.com / watch?v=kfditi9mirM> Summary of the Invention [Problem to be solved by the invention]
[0004] However, many of the conventional technologies, including the technology described in the above-mentioned Non-Patent Document 1, generate objects as ordinary materials in a virtual space. Although this is useful as one of the specifications for a game, it is not necessarily sufficient to improve the enjoyment of the game.
[0005] The present invention has been made in view of the above circumstances, and has as its object to provide players with a more entertaining game system.
[0006] In order to achieve the above object, a first aspect of the present invention is Computer, a receiving means for receiving information on an input operation related to a special object in a game; an installation means for installing the special object at a predetermined position in a virtual space related to the game in accordance with the content of the input operation; a control means for generating a new movement path for a character that is a target of the game, imparting an effect of the special object, and controlling the progress of the game; It is a program that functions as a
[0007] In addition, in the first aspect, the control means can prohibit the effect of the special object from being imparted to characters other than the target character.
[0008] Also, in the first aspect, the control means can cancel the effect of the special object given to the target character when a predetermined condition is satisfied.
[0009] In addition, in the first aspect, the control means can execute game processing in which, when the target character moves through an area in the virtual space of the game where there is no contact surface originally designed, on the newly generated movement path, the character falls within the game.
[0010] Also, in the first aspect, the control means can prohibit the target character from being given the effect of the special object if the target character is located within a predetermined range from the special object.
[0011] In addition, in the first aspect, the program can further function as a movement path change means that, when the control means generates a new movement path, changes the movement path of the character to the new movement path with priority.
[0012] Moreover, a second aspect of the present invention is 1. A computer-implemented information processing method, comprising: a receiving step of receiving information about an input operation related to a special object related to the game; a setting step of setting the special object at a predetermined position in a virtual space related to the game in accordance with the content of the input operation; a control step of generating a new movement path for a character that is a target of the game, imparting an effect of the special object, and controlling progress of the game; The information processing method includes:
[0013] Moreover, a third aspect of the present invention is a receiving means for receiving information on an input operation related to a special object in a game; an installation means for installing the special object at a predetermined position in a virtual space related to the game in accordance with the content of the input operation; a control means for generating a new movement path for a character that is a target of the game, imparting an effect of the special object, and controlling the progress of the game; The information processing device is provided with:
[0014] An information processing method and an information processing device according to one aspect of the present invention are also provided as an information processing method or an information processing device corresponding to the program according to one aspect of the present invention. [Effects of the Invention]
[0015] According to the present invention, a more entertaining game system can be provided to players. [Brief explanation of the drawings]
[0016] [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] 1 is a diagram illustrating an example of a hardware configuration of a game terminal that constitutes an information processing system according to an embodiment of the present invention. [Figure 3] FIG. 2 is a diagram illustrating an example of the functional configuration of a game 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 for explaining an example of game specifications in an information processing system according to an embodiment of the present invention. [Figure 5] FIG. 2 is a diagram showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention. [Figure 6] FIG. 6 is a diagram showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention, and is a diagram showing an example different from the example of FIG. 5. [Figure 7] FIG. 2 is a diagram showing an example of the flow of processing executed by a game terminal constituting an information processing system according to one embodiment of the present invention. [Figure 8] 7 is a diagram showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention, and is a diagram showing an example different from the examples of FIGS. 5 and 6. FIG. DETAILED DESCRIPTION OF THE INVENTION
[0017] [Embodiment] First, before describing an embodiment of the present invention, a brief description will be given of 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. This game is, for example, a type of game known as an action RPG (Role Playing Game). In this game, the player repeatedly engages in events set in the game's virtual space and battles enemy NPCs (Non-Player Characters), and aims to develop the character they control (hereinafter referred to as the "player character") and ultimately clear the game. In particular, in this game, the player progresses by fighting and defeating enemy characters placed in the virtual space using weapons and magic (skills).
[0018] In this game, the player can also select a job that defines the abilities and characteristics of the player character in the game. One of these jobs is "Illusionist." Although the illusionist does not have many means to directly attack enemy NPCs, he or she can change the behavior of enemy NPCs by utilizing various skills. By making good use of the illusionist's abilities, the player can defeat enemy NPCs and progress through the game. In this embodiment, the following will mainly explain the functions, characteristics, skills, etc. that the player can perform in the game if he or she selects the illusionist job.
[0019] <Summary> FIG. 1 is a diagram showing an example of the configuration of an information processing system according to one embodiment of the present invention.
[0020] As shown in FIG. 1, the system includes a game terminal 1 and a server 2. The game terminal 1 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 technologies such as NFC (Near Field Communication), Bluetooth (registered trademark), or LAN (Local Area Network) may also be used. Note that hereinafter, when simply referring to an "image," it is intended to include images of any format, such as "moving images" and "still images."
[0021] Game terminal 1 is used by a player who wishes to play the game. Game terminal 1 may be a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, or the like. Game terminal 1 executes various processes required for the game to progress.
[0022] The server 2 is managed by an administrator of the system, etc. The server 2 is configured with a general-purpose PC, etc. It communicates with the game terminal 1, etc., and stores and manages various information required for the progress of the game.
[0023] <Hardware configuration> FIG. 2 is a diagram showing an example of the hardware configuration of a game terminal that constitutes an information processing system according to one embodiment of the present invention.
[0024] As shown in FIG. 2, the game 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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] The input unit 17 is, for example, a game controller equipped with a sensor function, and inputs various information in response to input operations by the player.
[0029] 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.
[0030] The communication unit 19 controls mutual communications with other hardware and the like via a network N including the Internet.
[0031] 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. Various programs for executing the game are stored in the removable media 31. 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.
[0032] Here, the hardware configuration of server 2 is omitted here because it can be basically the same as the hardware configuration of game terminal 1. Cooperation between such various hardware and software enables game terminal 1 and server 2 to execute various processes.
[0033] FIG. 3 is a diagram showing an example of the functional configuration of the game terminal and the server that constitute the information processing system according to one embodiment of the present invention.
[0034] As shown in FIG. 3, the control unit 11 of the game terminal 1 functions as a game processing execution means 60, an input operation acceptance means 62, and a game progress management means 64 by executing various programs and the like.
[0035] The game processing execution means 60 executes various processes related to the game. Specifically, the 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 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. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 2 as appropriate.
[0036] The input operation receiving means 62 receives input operations related to the game from the player. The input operation received by the input operation receiving means 62 includes information about the type of button or analog stick on which the input operation is performed, information about the number of times the button or analog stick is pressed, and the like.
[0037] The game progress management means 64 manages the progress of the game associated with various game processes. Specifically, the game progress management means 64 is provided with a skill activation management means 80, a virtual space situation management means 82, and an NPC movement path management means 84. Of the input operations received by the input operation receiving means 62, the skill activation management means 80 receives an input operation relating to a special object (hereinafter referred to as a "phantom ground object") related to the game. The virtual space situation management means 82 places the special object at a predetermined position in the virtual space related to the game in accordance with the content of the input operation. Specifically, the virtual space situation management means 82 determines the position (x, y, z coordinates, etc.) and time (number of seconds, etc.) in the virtual space at which the phantom ground object will be generated in accordance with the content of the input operation related to the phantom ground object received by the skill activation management means 80, and places the phantom ground object at a predetermined position in the virtual space. The NPC movement path management means 84 generates a new movement path for the character that is the target of the game, imparts the effect of the special object, and controls the progress of the game. Specifically, when a phantom ground object is placed in the virtual space by the virtual space situation management means 82, the NPC movement path management means 84 generates multiple new movement path candidates for the target NPC. Then, when new movement path candidates are generated as the effect of the phantom ground object, the NPC movement path management means 84 preferentially selects a new movement path for the target NPC from among the newly generated movement path candidates. The circumstances under which new movement path candidates are generated as the effect of the phantom ground object will be described later with reference to FIG. 6, etc.
[0038] As shown in FIG. 3, the control unit 100 of the server 2 executes various programs and the like, thereby causing a game information management means 120 to function.
[0039] Game information management means 120 of server 2 manages various information required for the progress of the game by game terminal 1 and executes various processes. Specifically, for example, game information management means 120 executes authentication of account information transmitted from game terminal 1, distribution of game information in response to a download request from game terminal 1 for various game information, and the like.
[0040] Here, with reference to FIG. 4, the enemy search behavior of NPCs (enemy characters) in this game will be briefly explained. First of all, the NPCs in this game have the ability to move within the virtual space under specified conditions, and to recognize an attack target (e.g., the player character) within a specified range of the NPC's location as an attack target and change their behavior patterns. In the example of FIG. 4, the normal behavior pattern of NPC character N1 is set as a search route that involves moving through areas E1, E2, E3, and E4 in the virtual space. Character N1 also has a field of view that allows it to recognize targets. For example, if an attack target (e.g., a player character) is present within a certain distance ahead of character N1, character N1 changes its behavior pattern to attack the target. In the example of FIG. 4, character N1 determines that character P1, a player character, is present ahead of character N1 in area E4, and therefore discontinues the search along the normal search route and transitions to attacking character P1, the target of attack. The phantom ground object in this game exerts various influences on the behavior patterns of such NPC characters, thereby broadening the range of options available to the player. However, these patterns of NPC enemy search behavior are merely examples and are not limiting. The present system can adopt any patterns or principles of NPC enemy search behavior to suit various game aspects.
[0041] Next, with reference to FIGS. 5 and 6, an example of how an actual game image changes when a phantom ground object is generated will be introduced. Figures 5 and 6 are diagrams showing examples of game images displayed on a game terminal constituting an information processing system according to one embodiment of the present invention. Figures 5 and 6 show a game situation after an enemy NPC recognizes a player character that is the target of attack after passing through the situation in Figure 4, for example.
[0042] FIG. 5 shows the situation immediately after the character UC (player character) enters the field of view of the character UT (NPC) and the character UC is recognized as an attack target of the character UT. In the example of Figure 5, character UT has changed its movement path to a path heading straight toward character UC, and is about to perform an attack as soon as character UC approaches close enough to attack. In this case, character UC will normally choose to either put some distance between itself and character UT again (run away) or take some action (fight) in preparation for character UT's attack. One of the options available to character UC is to generate a phantom ground object.
[0043] In contrast, Figure 6 shows the situation immediately after character UC activates a skill and generates a phantom ground object between character UT and the path of movement of character UC. As shown in Figure 6, because a phantom ground object has been generated between character UT and character UC, multiple new paths of movement have been generated for the target character UT. In the example of Fig. 6, when a new movement path is generated by the effect of the phantom ground object, as a general rule, the movement path that allows the attack target character UC to travel in the shortest time is selected as the movement path for the character UT from among the many generated movement paths. In the example of Fig. 6, an example of the newly selected movement path for the character UT is displayed by a thick line. In this way, when affected by the phantom ground object, the character UT must move along the newly selected movement path, and it takes more time to reach the character UC, who is the target of the attack, compared to when the character UT is able to move freely as usual. The character UC can use this time to perform other actions, etc., and gain an advantage in the battle.
[0044] FIG. 7 is a diagram showing an example of the flow of processing executed by a game terminal constituting an information processing system according to one embodiment of the present invention.
[0045] In step S1, the skill activation management means 80 of the game terminal 1 accepts, from among the input operations accepted by the input operation accepting means 62, an input operation relating to a phantom ground object related to the game.
[0046] In step S2, the virtual space situation management means 82 determines the position (x, y, z coordinates, etc.) and time (number of seconds, etc.) in the virtual space at which the phantom ground object will be generated, depending on the content of the input operation regarding the phantom ground object received by the skill activation management means 80.
[0047] In step S3, the virtual space situation management means 82 places the phantom ground object at a predetermined position in the virtual space in accordance with the determined position and time.
[0048] In step S4, when the virtual space situation management means 82 places a phantom ground object in the virtual space, the NPC movement path management means 84 generates new movement path candidates for the target NPC.
[0049] In step S5, if a new movement path candidate is generated as an effect of the phantom ground object, the NPC movement path management means 84 changes the movement path of the target NPC to the new movement path with priority, thereby completing the phantom ground object installation process.
[0050] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications and improvements within the scope of achieving the object of the present invention are included in the present invention.
[0051] [Other embodiments] Here, an example of applied use of the phantom ground object will be described with reference to Fig. 8. Fig. 8 is a diagram showing an example of a game image displayed on a game terminal constituting an information processing system according to one embodiment of the present invention, and is a diagram showing an example different from the examples shown in Figs. 5 and 6.
[0052] In the example of Figure 8, characters UC and UT are displayed, and a phantom ground object has been placed by character UC between the cliffs on which they are standing. A phantom ground object can be placed in a pseudo-game situation, even in situations where there is no actual ground in the game. In the example of Figure 8, due to the presence of a phantom ground object, a new movement path is generated for character UT that moves in a straight line to the character UC, who is the target of the attack. Note that in the example of Figure 8, when character UT moves onto the phantom ground object, the actual ground no longer exists, so the character falls off the cliff. The game may have specifications that, for example, include special action processing (e.g., automatically stopping at the edge of a cliff or automatically performing a staying action) to prevent a character from easily falling off a cliff or the like. The game may also have specifications that, as an exception, disable such processing when a phantom ground object is placed on top of a cliff or the like (a place where there is no ground), as in the example of FIG. 8. That is, in the game, a character cannot normally move onto a cliff or the like (a place where there is no ground), but only when a phantom ground object is placed on top of a cliff or the like (a place where there is no ground), can the character move onto the cliff or the like (a place where there is no ground), and the character will end up falling off the cliff or the like, and will be affected by damage or death.
[0053] As a further modification of the example of FIG. 8, the system may have the following specifications. (1) The system may have a feature where, for example, when a target character (e.g., character UT) moves onto a phantom ground object placed on ground (e.g., a pond or lake) that kills the character it touches, the target character falls into the water (the target character takes damage, dies, etc.). (2) The system may have a feature where, for example, when a target character (e.g., character UT) moves onto a phantom ground object placed on ground that has a predetermined effect on the character it touches (e.g., a poisonous swamp, an electric swamp, a lava zone, etc. that damages the character it touches), the target character falls into the poisonous swamp (the target character is affected by the poisonous swamp).
[0054] In the above embodiment, the system is described as setting the position and time when generating the phantom ground object, but this is not limited to this. For example, the system may also set the number and size of the objects to be generated. The system may also be configured to set the number of phantom ground objects that can be generated, and to delete older phantom ground objects when the number of generated phantom ground objects reaches an upper limit.
[0055] In the above embodiment, the phantom ground object is described as affecting only the NPC targeted by the skill, but this is not limited to this. The system may also be configured to allow the effect of the phantom ground object to affect NPCs other than the NPC targeted by the skill.
[0056] In the above embodiment, the system has been described as providing the effect of the phantom ground object by generating a new movement path for the target NPC and allowing the target NPC to select the newly generated movement path as its movement path, but this is not limited thereto. The system may employ only some of the above-described effects as the effect of the phantom ground object. Furthermore, the system may employ any in-game effect other than the above-described effects as the effect of the phantom ground object.
[0057] Although not described in the above embodiment, the system may be configured to cancel the effect of the phantom ground object when a predetermined condition is met. Specifically, the system may be configured to cancel the effect of the phantom ground object when, for example, the following conditions are met: (1) For example, the system may have a feature that cancels the effect of the phantom ground object when the player character that generated the phantom ground object is no longer within a certain distance from the phantom ground object. (2) For example, the system may be configured such that the effect of the phantom ground object is canceled if the player character that generated the phantom ground object is attacked by another NPC. (3) For example, the system may be configured such that the effect of a phantom ground object is automatically cancelled after a certain amount of time has passed since the phantom ground object was generated.
[0058] Also, although not explained in the above embodiment, the present system may have a specification that prevents the phantom ground object from affecting the target NPC if an NPC is already present at the location where the phantom ground object is placed. In this case, the system may adopt a specification in which the target NPC is affected by a normal phantom ground object when it leaves the interior of the phantom ground object.
[0059] In the above-described embodiment (particularly the embodiment of FIG. 8), the target character falls when it moves onto a phantom ground object in a situation where there is no actual ground, but this is not limited to this. For example, the system may adopt a specification that allows the target character to move on the phantom ground object as is.
[0060] In the above-described embodiment (particularly the embodiment of FIG. 6), the target character (e.g., character UT) is described as preferentially selecting a new movement path generated by the effect of the phantom ground object, but this is not limited thereto. The target character (e.g., character UT) may select a new movement path and a normal movement path with equal priority (selecting the shortest path).
[0061] Furthermore, in the above-described embodiment (particularly the embodiment of FIG. 6), it has been described that the target character (e.g., character UT) preferentially selects the shortest path among the new movement paths generated by the effect of the phantom ground object, but this is not limited thereto. For example, the new movement paths may be selected randomly, or may be selected according to a predetermined criterion.
[0062] Furthermore, although not explained in the above embodiment, the present system may have a feature that changes the shape of the phantom ground object depending on the location where it is placed. Specifically, for example, the system may unify the pattern of the ground on which it is placed (for example, a grass pattern if it is placed on grassland, a sandy pattern if it is placed on sandy ground), or may change the shape of the phantom ground object to be placed depending on the location where it is placed, the worldview of the game, etc., such as by unifying the pattern of the ground on which it is placed (for example, a bridge if it is placed on a river or lake, or a rock if it is placed on a cliff).
[0063] Furthermore, although not explained in the above embodiment, the game may be executed by any hardware (e.g., game terminal 1), such as a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.
[0064] 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, 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.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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.
[0069] 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.
[0070] 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.
[0071] 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.
[0072] To sum up, the information processing system to which the present invention is applied can take various forms having the following configurations. Computer, A receiving means (e.g., a skill activation management means 80) for receiving information on an input operation related to a special object in a game; installation means (for example, virtual space situation management means 82) for installing the special object at a predetermined position in the virtual space related to the game in accordance with the content of the input operation; a control means (e.g., an NPC movement path management means 84) for generating a new movement path for a character that is a target of the game, imparting an effect of the special object, and controlling the progress of the game; Any program that functions as such is sufficient.
[0073] That is, the skill activation management means 80 functions as a reception means. The virtual space situation management means 82 functions as an installation means. The NPC movement path management means 84 functions as a control means.
[0074] <Effects> This allows players to enjoy a more varied and engaging game. [Explanation of symbols]
[0075] 1. Game console 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Game progress management method 80 Skill Activation Management Method 82 Virtual space situation management means 84 NPC movement route management method 2 Server 100 control section 120 Game information management means
Claims
1. Computer, a receiving means for receiving information on an input operation related to a special object in a game; an installation means for installing the special object associated with one character that is a target of a skill in the game at a predetermined position in a virtual space related to the game in accordance with the content of the input operation; a control means for generating a new movement path for the character that is a target of the placed special object; It functions as the control means generates a new movement path for the character associated with the special object, and does not generate a new movement path for any character other than the target character; program.
2. the control means generates a new movement path for the character, the new movement path including the character passing over the special object; The program according to claim 1.
3. the control means cancels the newly generated movement path for the target character when a predetermined condition is satisfied; The program according to claim 1.
4. the control means executes game processing in which, when the target character moves through an area in the virtual space of the game where there is no originally designed contact surface, on the newly generated movement path of the target character, the character falls within the game. The program according to claim 1.
5. the control means does not generate a new movement path for the target character when the target character is present within a predetermined range from the special object; The program according to claim 1.
6. When the control means generates a new movement path, the control means further functions as a movement path changing means for changing the movement path of the character to the new movement path with priority. The program according to claim 1.
7. the control means cancels the newly generated movement path for the target character when a predetermined time has elapsed since the special object was generated. The program according to claim 1.
8. 1. A computer-implemented information processing method, comprising: a receiving step of receiving information about an input operation related to a special object related to the game; a setting step of setting the special object associated with one character that is a target of a skill in the game at a predetermined position in a virtual space related to the game in accordance with the content of the input operation; a control step of generating a new movement path for the character that is a target of the placed special object; Including, the control step generates a new movement path for the character associated with the special object, and does not generate a new movement path for any character other than the target character; Information processing methods.
9. a receiving means for receiving information on an input operation related to a special object in a game; an installation means for installing the special object associated with one character that is a target of a skill in the game at a predetermined position in a virtual space related to the game in accordance with the content of the input operation; a control means for generating a new movement path for the character that is a target of the placed special object; Equipped with the control means generates a new movement path for the character associated with the special object, and does not generate a new movement path for any character other than the target character; Information processing device.
Citation Information
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