Program and information processing system
The game system improves entertainment value by enabling actions on objects outside the initial range based on stored points, adding strategic depth to gameplay.
Patent Information
- Application Number
- JP2023056988
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-31
- Publication Date
- 2026-01-20
- Estimated Expiration
- 2043-03-31
AI Technical Summary
There is a demand for improving the entertainment value of games, particularly in scenarios where a predetermined action is applied to a moving object within a predetermined range from a character.
A game system that includes a control means for applying a predetermined action to a moving object within a predetermined range from a character, with a storage means for storing a point where the action is applied, and a process that enables the application of the action based on specific conditions, allowing actions to be performed on objects outside the initial range.
Enhances the entertainment value of games by introducing strategic elements and new gameplay mechanics, such as automatic actions based on stored points, thereby increasing player engagement and strategy.
Smart Images

Figure 0007802720000001 
Figure 0007802720000002 
Figure 0007802720000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing system. [Background technology]
[0002] Conventionally, there have been known games in which a predetermined action can be given to a moving object within a predetermined range from a character, such as a game in which a ball within a predetermined range from a character can be hit (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-349174 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is a demand for further improvements in the entertainment value of games.
[0005] The present invention has been made in view of the above circumstances, and has as its object to improve the entertainment value of games. [Means for solving the problem]
[0006] According to one embodiment shown in the present disclosure, Computer, a control means for applying a predetermined action to a moving object within a predetermined range from the character; and a storage means for storing a point within a predetermined area where the predetermined action has been applied, The control means performs a process that enables the application of the predetermined action to the moving body that is not within the predetermined range based on the satisfaction of a specific condition related to the point where the predetermined action is applied. Programs are offered. [Effects of the Invention]
[0007] According to the present invention, the entertainment value of the game can be improved. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of a game system. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of the game system. [Figure 3] FIG. 10 is a diagram illustrating an example of a display screen. [Figure 4] FIG. 1 is a diagram showing a tennis court arranged in a game space. [Figure 5] FIG. 10 is a diagram for explaining storage of a point where a predetermined action is applied. [Figure 6] 10 is a flowchart illustrating an example of a process for storing a point where a predetermined action has been applied. [Figure 7] 10 is a flowchart showing an example of a process relating to the application of a predetermined action from a character to a moving object that is not within a predetermined range. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0010] <Game system hardware configuration> As shown in FIG. 1, the game system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.
[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.
[0014] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs.
[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may, for example, be a game executed on a browser launched on the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data may include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive). The storage 23 stores various data related to the game.
[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 and the like via the network.
[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.
[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.
[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.
[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.
[0022] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the programs and various data that the processor 11 reads from the storage 13. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.
[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.
[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.
[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a USB (Universal Serial Bus) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.
[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component that combines the input unit 17 and the display unit 18.
[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel serving as the input unit 17 may be of a capacitive type or a resistive type, or may be of another type.
[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor or an angular velocity sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.
[0029] <Functional configuration of the game system> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize the game, a function to collect and manage data related to the game from each terminal device 10, and a function to perform synchronization processing between the multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering an account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for user account registration to the server 20 based on a user operation, and the server 20 may create and save an account for each user based on the received information.
[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program 221, game information 222, and user information 223.
[0032] The game program 221 is a program for implementing a game. The game information 222 and the user information 223 are data that the control unit 210 refers to when executing the game program 221.
[0033] The game program 221 may include a program (a game program 121 described later) that is transmitted to the terminal device 10 and executed on the terminal device 10, in addition to the game program executed on the server 20 side. Alternatively, the storage unit 220 may store the game program 221 that is executed on the server 20 side and the program that is executed on the terminal device 10 side.
[0034] The game information 222 is information common between accounts. The game information 222 includes, for example, information for defining various game spaces. A game space is a space in which objects of characters controllable by a user (hereinafter also referred to as "controllable characters" or "player characters") are placed. The game information 222 also includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones placed in the game space, and the placement position, size, color, and shape of non-player character (NPC) objects. The game information 222 also includes, for example, setting values of various parameters of non-player characters. Hereinafter, a character object placed in the game space may be simply referred to as a "character."
[0035] The user information 223 is information managed for each game account. The user information 223 includes, for example, information about the playable character, information about owned assets, and information indicating the progress of the game. Examples of owned assets include in-game currency, items, and character equipment.
[0036] The control unit 210 controls various processes related to the game by executing a game program 221 stored in the storage unit 220. The control unit 210 includes, for example, a transmission / reception unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.
[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the server processing unit 212. Furthermore, the transmitting / receiving unit 211 transmits various types of data and programs, including instructions for achieving synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.
[0038] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the game system 1 participate in the same game, the server 20 and the terminal device 10 of the game system 1 execute various processes to support the multiplay function.
[0039] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program 221 in response to a request from the terminal device 10, etc. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes synchronization processing to support the multiplay function. The server processing unit 212 also issues a command to the transmission / reception unit 211 to send game information 222 or user information 223. The server processing unit 212 also issues a command to the data management unit 213 to add, update, or delete records in the game information 222 or user information 223.
[0040] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads out game information 222 or user information 223 in accordance with instructions from the server processing unit 212, and transmits the information to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of the game information 222 or user information 223 in accordance with instructions from the server processing unit 212.
[0041] The synchronization processing unit 214 executes synchronization processing to support the multi-play function of the game in accordance with instructions from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously transmitting the information to each of the terminal devices 10. Specifically, the synchronization processing unit 214 simultaneously transmits operation information received from the terminal devices 10 corresponding to each account within a predetermined period (for example, one frame) to each of the terminal devices 10 at predetermined intervals. The operation information is information related to operations input to the terminal devices 10. The synchronization timing and information to be synchronized may be received from the server processing unit 212 as needed. By executing the synchronization processing, it becomes possible to simultaneously reflect in-game events resulting from operations input on one terminal device 10 on the other terminal devices 10.
[0042] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations from a user, and a function as an output device that outputs images and sounds of a game.
[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program 121, game information 122, and user information 123.
[0044] The game program 121 is a program for realizing a game on the terminal device 10 side. The game information 122 and the user information 123 are data that the control unit 110 refers to when executing the game program 121.
[0045] The game information 122 includes the same information as the game information 222 of the server 20. Therefore, a description of the game information 122 will be omitted here.
[0046] The user information 123 is data relating to the account of the user who uses the terminal device 10, and includes information similar to the above-described user information 223 of the server 20. Therefore, a description of the user information 123 will be omitted here.
[0047] The control unit 110 executes a game program 121 stored in the memory unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.
[0048] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations performed with fingers, etc., such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16) but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one form of input operation.
[0049] Here, the operation reception unit 111 can also receive input operations performed using an operation device connected via the input / output IF 15 in the same way as input operations to the input unit 17 .
[0050] The transmitting / receiving unit 112 transmits and receives various types of data. A specific example will be described below.
[0051] The transmitting / receiving unit 112 transmits game information 122 or user information 123, and a synchronization request for supporting the multiplay function, to the server 20. The transmitting / receiving unit 112 receives various data, programs, synchronization data for supporting the multiplay function, and the like from the server 20. The synchronization data includes, for example, synchronization instruction data for instructing each terminal device 10 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of data, and data for specifying the time to synchronize.
[0052] The transmitting / receiving unit 112 transmits operation information relating to the input operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives, from the server 20, operation information relating to an operation input by another user on another terminal device 10.
[0053] The game progression unit 113 (control unit) executes various processes related to the progression of the game. In other words, the game progression unit 113 controls the progression of the game. A specific example will be explained below.
[0054] The game progression unit 113 defines the game space (in other words, the virtual space) based on information for defining the game space, which is included in the game information 122. The game progression unit 113 places objects in the game space based on object setting information included in the game information 122. The game progression unit 113 controls the objects placed in the game space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects within the game space, and controls the objects to perform predetermined actions.
[0055] The game progression unit 113 defines a virtual camera for specifying an area of the game space to be presented to the user. The game progression unit 113 places the virtual camera within the game space by defining the position and orientation of the virtual camera within the game space. The game progression unit 113 instructs the display control unit 114 to generate an image that depicts the field of view defined by the virtual camera and the objects located in this field of view.
[0056] The position and orientation of the virtual camera can be determined appropriately for each game space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view in a specific orientation. In this case, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object such as a playable character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include playable characters that act based on the operation of each user and characters (e.g., non-player characters, enemy characters, etc.) that act based on the game programs 121, 221.
[0057] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, the virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.
[0058] The display control unit 114 displays an image on the display unit 18. A specific example will be described below.
[0059] The display control unit 114 generates an image that depicts the area of the game space that is within the field of view of the virtual camera defined by the game progression unit 113, and the objects that exist in that area, and displays this image on the display unit 18. The display control unit 114 can superimpose and draw objects related to the UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.
[0060] Note that the functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely examples. Each of the terminal device 10 and the server 20 may have at least some of the functions of the other device. In other words, the server 20 may have some or all of the functional blocks of the terminal device 10 in this embodiment, or the terminal device 10 may have some or all of the functional blocks of the server 20. Furthermore, each of the devices, such as the terminal device 10 and the server 20, does not have to be realized by an integrated device, and may be realized, for example, by multiple devices connected via a network or the like. Furthermore, the game system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the game system 1 does not have to be realized by multiple devices connected via a network.
[0061] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 executes a game program stored in the game system 1 to perform the processes described below. However, at least some of the processes described below may be executed by a processor other than the processor 11. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.
[0062] The following describes an example in which the configuration according to this embodiment is applied to a tennis game, which is one type of sports game. In a tennis game, a user can progress through the game by, for example, controlling a player character in a game space, moving the player character, and performing operations such as hitting a ball.
[0063] 3 is an example screen showing a game space 30 including a tennis court F displayed on the display unit 18 during a match against an opponent in a tennis game. At the start of a tennis match (i.e., a match), the game progression unit 113 causes the display unit 18 to display an image of the game space 30 (in other words, a specific space) including the tennis court F as a field. Specifically, an image captured by a virtual camera within the game space 30 is displayed on the display unit 18.
[0064] As shown in Figure 4, the game progression unit 113 places the tennis court F on an xy plane on the xyz coordinate axes within the game space 30. In this case, the z axis is the height direction relative to the court surface (in other words, the ground) of the tennis court F. Figure 4 is an xy plane view of the tennis court F viewed from above the z axis.
[0065] Returning to FIG. 3 , the game space 30 and the objects displayed superimposed on the game space 30 will be described. The game progression unit 113 controls the placement of objects in the game space 30. The game progression unit 113 also controls the movement of objects placed in the game space 30 based on user input operations, etc. The game progression unit 113 also controls the field of view of the game space 30, which is the area displayed on the display unit 18. The display control unit 114 generates an image depicting the field of view of the virtual camera defined by the game progression unit 113 within the game space 30, and the objects present in the field of view, and displays this image on the display unit 18. Objects placed in the game space 30 include a player character 31, an opponent character 32, and a ball 33.
[0066] The game progression unit 113 also instructs the display control unit 114 to draw and superimpose on the image objects related to a UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, and display them on the display unit 18. An example of an object related to the UI is a skill button 34 that the user operates when causing the player character 31 to execute a skill as a special move.
[0067] The game progression unit 113 places the player character 31 in the game space 30. Specifically, the game progression unit 113 places a racket in the game space 30 so that the player character 31 is holding it. Furthermore, the game progression unit 113 moves the player character 31 on the surface within the game space 30 on which the tennis court F is located, based on an input operation by the user via the operation reception unit 111 (for example, a drag operation). Furthermore, the game progression unit 113 causes the player character 31 to swing the racket based on an input operation by the user (for example, a tap operation or a flick operation).
[0068] The game progression unit 113 also places an opponent character 32 in the game space 30. Specifically, the game progression unit 113 places the opponent character 32 in the game space 30 so that the opponent character 32 is holding a racket. The game progression unit 113 also moves the opponent character 32 on the surface of the game space 30 on which the tennis court F is located, in accordance with the progress of the game. The opponent character 32 is an object that serves as an opponent of the player character 31. The opponent character 32 may move or swing its racket based on input operations of a user other than the user operating the player character 31, or may be a so-called non-player character (in other words, a character whose movements are controlled by a computer without based on input operations of another user). In other words, the user's opponent may be another user or a computer (in other words, a non-player character).
[0069] Here, of the tennis court F, the court on which the player character 31 is placed is referred to as the player's court F1, and the court on which the opponent character 32 is placed is referred to as the opponent's court F2. The game progression unit 113 places the player character 31 on the player's court F1 so that he faces the opponent's court F2, and places the opponent character 32 on the opponent's court F2 so that he faces the player's court F1. In other words, the game progression unit 113 places the player character 31 and the opponent character 32 so that they face each other across the net N of the tennis court F. Note that "facing each other" is not limited to facing each other head-on (i.e., directly opposite each other), but also includes cases where they face each other diagonally, etc.
[0070] The game progression unit 113 also places the ball 33 in the game space 30. The game progression unit 113 can also move the ball 33 in the game space 30 in response to racket swings by the player character 31 and racket swings by the opponent character 32. The ball 33 can be said to be an object (in other words, a target object) that the player character 31 and the opponent character 32 will alternately hit.
[0071] Hereinafter, the forward side of the player character 31 facing the opponent's court F2 will be referred to as "front," the back side as "back," the right-hand side as "right," the left-hand side as "left," the head side as "up," and the foot side as "down." In the game space 30, the game progression unit 113 basically controls the position and orientation of the virtual camera based on the player character 31 (specifically, the position coordinates of the player character 31). The game progression unit 113 places the virtual camera at a position behind and above the player character 31, and adjusts the orientation of the virtual camera so that the player character 31 is located at a predetermined position in the field of view (for example, approximately the center of the field of view). Figure 3 shows a state in which an image captured and generated by the virtual camera is displayed on the display unit 18.
[0072] The player character 31 is able to move within the range of a movable area S shown in FIG. 4 based on input operations from the user. In other words, the player character 31 is able to move within the player's own court F1. Here, the swing of a racket by the player character 31 will be described. When the game progression unit 113 receives an input operation from the user via the operation reception unit 111, it causes the player character 31 to perform an action of swinging the racket. A ball-hitting area T of a predetermined range centered on the position of the player character 31 is set around the player character 31. Note that the game progression unit 113 may also display a display corresponding to the ball-hitting area (in other words, a display indicating the ball-hitting range) around the player character 31.
[0073] When the opponent character 32 hits the ball 33 and the ball 33 moves from the opponent's court F2 toward the player's court F1, the user performs an input operation to move the player character 31 so as to keep the ball 33 within the range of the hittable area T. In addition, at the timing when the ball 33 is within the range of the hittable area T, the user performs an input operation to make the player character 31 swing the racket.
[0074] Furthermore, when the game progression unit 113 receives an input operation from the user (for example, a tap operation or a flick operation) at a timing when the ball 33 is within the hittable area T, it causes the player character 31 to swing the racket and collide the racket with the ball 33. In other words, the game progression unit 113 imparts a predetermined action (for example, an action to launch the ball 33 in a predetermined direction, such as toward the opponent's court F2) to the ball 33, which is a moving object within a predetermined range from the character, based on the user's input operation. Note that when the game progression unit 113 receives an input operation from the user (for example, a tap operation or a flick operation) at a timing when the ball 33 is outside the hittable area T, it causes the player character 31 to swing the racket, but does not cause the racket to collide with the ball 33. In other words, it causes the racket to miss.
[0075] The game progression unit 113 also stores the point within a predetermined area where a predetermined action was applied in the memory unit 120. Specifically, the game progression unit 113 stores the point within tennis court F (specifically, the player's court F1) where the player character 31 hits the ball 33 (hereinafter also referred to as the "ball hit point") in the memory unit 120.
[0076] In this embodiment, as shown in FIG. 5, the player's court F1 (in other words, a portion of the movable area S, specifically, the area that is determined to be in when the ball bounces) is divided into a grid of multiple squares 50. Each square 50 of the grid may be rectangular or may have another shape. Also, in this embodiment, the squares 50 as small areas are arranged in a grid pattern without any gaps, but the squares 50 may also be spaced apart.
[0077] In this embodiment, the game progression unit 113 uses a flag to manage whether or not a ball has been hit for each square 50 in the grid. Specifically, the game progression unit 113 sets the flag for a square 50 that has not yet been hit with a ball to "False." Furthermore, when the player character 31 hits a specific square 50 with a ball, the game progression unit 113 sets the flag for that specific square 50 to "True." In FIG. 5, squares 50a that are set to "True" are indicated with diagonal lines, and squares 50a that are set to "False" are indicated with a blank space. That is, FIG. 5 shows the states of the flags after a ball has been hit in the squares in the second and fifth rows from the top in the second column from the right, and the square in the fourth row from the top in the second column from the left.
[0078] Note that in this embodiment, the game progression unit 113 determines the position of the player character 31 when the ball is hit as the hit point. However, the game progression unit 113 may also determine the position of the ball 33 when the ball is hit as the hit point. Furthermore, the game progression unit 113 does not have to define the positions of the player character 31 and the ball 33 when the ball is hit as a point. For example, the game progression unit 113 may determine a predetermined range centered on the player character 31 when the ball is hit (in other words, the squares 50 that exist within this predetermined range) as the hit point. In other words, the game progression unit 113 may set the flags of multiple squares 50 to "True" at one time (in other words, for one hit). Specifically, for example, if the ball is hit between adjacent squares 50 (in other words, at the boundary between squares 50), multiple squares (e.g., two or four squares) may be set to "True" simultaneously.
[0079] The game progression unit 113 may set some or all of the squares 50 set to "True" to "False" at a predetermined opportunity during a match. For example, the game progression unit 113 may reset the flag of the square 50 to "False" after a predetermined period of time has elapsed. Specifically, the game progression unit 113 may set some or all of the squares 50 set to "True" to "False" when, for example, either the player character 31 or the opponent character 32 scores a point, when one game ends (in other words, when one of them scores a predetermined number of points), when one set ends, or when a certain amount of time has elapsed since the squares were set to "True." Furthermore, the game progression unit 113 may set some or all of the squares 50 set to "True" to "False" when the opponent character 32 performs a specific skill (in other words, an action).
[0080] Furthermore, in the terminal device 10 of the user operating the player character 31, the game progression unit 113 instructs the display control unit 114 to display, on the display unit 18 of the terminal device 10, an indication of the grid and the squares 50 set to "True." In other words, the grid and the squares 50 set to "True" are also recognizable by the user operating the player character 31. Furthermore, in the terminal device 10 of the user operating the opponent character 32, the game progression unit 113 instructs the display control unit 114 to display, on the display unit 18 of the terminal device 10, an indication of the grid and the squares 50 set to "True." In other words, the grid and the squares 50 set to "True" are also recognizable by the user operating the opponent character 32.
[0081] The game progression unit 113 performs processing related to the application of a predetermined action to a ball 33 that is not in the hittable area T based on the satisfaction of predetermined conditions (hereinafter referred to as "specific conditions") related to the point where a predetermined action is applied to the ball 33.
[0082] In this embodiment, the specific condition is that "the ball 33 is on a "True" square 50 (in other words, a point where the ball was previously hit)." If the ball 33 is on a "True" square 50 but is not within the hittable area T of the player character 31, the game progression unit 113 moves (specifically, teleports) the player character 31 to the position of the ball 33 and causes the player character 31 to hit the ball 33.
[0083] Specifically, in this embodiment, when an operation (e.g., a touch operation) is performed on the skill button 34 as a predetermined UI, the game progression unit 113 changes the state of the player character 31 from a first state (e.g., a default state at the start of a match) to a second state. In the second state, when the ball 33 passes over a “True” square 50, the player character 31 automatically (in other words, without user operation) moves and automatically (in other words, without user operation) hits the ball. The second state continues until a predetermined period (specifically, 7 seconds) has elapsed. Then, when the predetermined period has elapsed, the game progression unit 113 ends the second state and changes the state of the player character 31 to the first state. That is, in this embodiment, the game progression unit 113 performs control to automatically return the ball 33 that is not in the hittable area T based on whether a specific condition is satisfied. In this embodiment, the ball hitting point is stored (in other words, the square 50 is set to "True") in both the first state and the second state, but it may be configured to be performed only in one of the states, for example.
[0084] With this configuration, a new strategic element can be added to the user operating the player character 31, who can play the game while considering how to increase the number of "True" squares, when to transition to the second state in light of the stored ball hitting points (specifically, the number and arrangement of "True" squares), etc. (in other words, when to activate the effect of automatic movement and return of the ball). Also, a new strategic element can be added to the user operating the opponent character 32, who can play the game while considering how to prevent the number of "True" squares from increasing, which squares there is a risk of being teleported to, etc.
[0085] In this embodiment, it is also possible to change all squares 50 of the grid to "True." In other words, the storage unit 120 is capable of storing multiple impact points. However, a limit may be placed on the number of impact points that can be stored. Specifically, for example, only a predetermined number (e.g., one) of impact points (in other words, "True" squares) can be stored, and if the number of stored impact points exceeds the predetermined number due to the storage of a new impact point, the impact point that was previously set to "True" (e.g., the first impact point stored among the stored impact points) may be changed back from "True" to "False."
[0086] The process of applying a predetermined action to the ball 33 that is not in the hittable area T based on the satisfaction of a specific condition may be, for example, a process of returning the ball 33 to the opponent's court F2 when the ball 33 is on a "True" square 50 but is not in the hittable area T of the player character 31, without moving (specifically, teleporting) the player character 31 to the position of the ball 33. Specifically, for example, if the player character 31 has a characteristic of extending the length of his / her hands, a characteristic of being able to hit the ball back with telekinesis, or a characteristic of being able to transform his / her racket, the player character 31 may be able to return the ball by utilizing the characteristic when the ball 33 is on the "True" square 50.
[0087] Furthermore, the processing related to applying a predetermined action to the ball 33 that is not in the hittable area T based on the satisfaction of a specific condition may be processing that instantaneously moves the player character 31 to the position of the ball 33 when the ball 33 is on a "True" square 50 but is not within the hittable area T of the player character 31. In other words, the game progression unit 113 automatically moves the player character 31 to the position of the ball 33 when a specific condition is satisfied, but the swing motion of the player character 31 may be executed based on a user operation.
[0088] Furthermore, the processing related to applying a predetermined action to the ball 33 that is not in the hittable area T based on the satisfaction of a specific condition may be processing that enables the player character 31 to teleport to the position of the ball 33 when the ball 33 is on a "True" square 50 but is not in the hittable area T of the player character 31. In other words, the game progression unit 113 performs control so that the player character 31 is able to teleport to the position of the ball 33 when a specific condition is satisfied, but the teleportation itself may be executed based on, for example, a specific operation by the user (e.g., an operation of flicking any position on the touch screen 16 downwards). In other words, the game progression unit 113 may accept an operation to teleport the player character 31 to the position of the ball 33 (in other words, a stored hit point) when a specific condition is satisfied.
[0089] In other words, the process for applying a predetermined action to a ball 33 that is not in the hittable area T may be any process that makes it possible to apply the predetermined action to the ball 33. Furthermore, the process for applying a predetermined action to a ball 33 that is not in the hittable area T can also be said to be a process that makes it possible to hit a ball 33 that would normally be out of reach (in other words, that cannot be hit with a normal movement operation and swing operation). As described above, the process that makes it possible to apply a predetermined action (in other words, a process that makes it possible to hit the ball 33) includes the automatic application of the predetermined action (in other words, the automatic execution of the process up to hitting the ball).
[0090] In this embodiment, the specific condition includes a condition regarding the positional relationship between the point where the predetermined action is applied and the moving object. Specifically, the specific condition includes a condition that the ball 33 is located on a previous hit point (specifically, a "True" square 50 indicating the previous hit point). In other words, the specific condition includes a condition that the ball 33 passes over a previous hit point. Note that the specific condition may include, for example, a condition that the ball 33 is located within a predetermined range from the previous hit point. Furthermore, the specific condition may include, for example, a condition that the ball 33 is located within an area defined by multiple previous hit points.
[0091] The specific condition may also include, for example, a condition regarding the positional relationship between the point where a predetermined action is applied and the player character 31. Specifically, the specific condition may include, for example, a condition that the player character 31 is not located at the previous ball-hitting point. The specific condition may also include, for example, a condition that the player character 31 is located at a position that is a predetermined distance or more away from the previous ball-hitting point.
[0092] In addition, when multiple conditions are set as specific conditions, the game progression unit 113 may perform processing related to the application of a specified action from a character to a moving object that is not within a specified range based on the satisfaction of one of the multiple conditions, or may perform the processing based on the satisfaction of multiple (including all) of the multiple conditions.
[0093] In this embodiment, by performing an operation (for example, a touch operation) on the skill button 34 in advance, the player character 31 automatically moves and hits the ball when the ball 33 passes over the "True" square 50; however, for example, the operation may be accepted when the ball 33 passes over the "True" square 50, and when the operation is performed, the player character 31 automatically moves and hits the ball.
[0094] Furthermore, when the relationship between two or more "True" cells 50 forms a specific relationship, the game progression unit 113 may change a specific "False" cell 50 determined in accordance with the specific relationship to a "True" cell 50. Specifically, for example, the game progression unit 113 may change a "False" cell 50 sandwiched between two "True" cells 50 (for example, cell 50b indicated by a dot in FIG. 5 ) to a "True" cell 50. For example, the game progression unit 113 may change a "False" cell 50 surrounded by multiple "True" cells 50 to a "True" cell 50. For example, the game progression unit 113 may change a specific "False" cell 50 to a "True" cell 50 when multiple "True" cells 50 are arranged in a specific pattern. The game progression unit 113 may change a predetermined "False" cell 50 to a "True" cell 50 at the timing when the relationship between two or more "True" cells 50 becomes a specific relationship. Furthermore, the game progression unit 113 may change a predetermined "False" cell 50 to a "True" cell 50 at a specific opportunity after the relationship between two or more "True" cells 50 becomes a specific relationship.
[0095] In this way, the game progression unit 113 treats a square 50b that has been set to "True" because the relationship between two or more "True" squares 50 has become a specific relationship in the same way as a square 50a that has become "True" because a ball has been hit on that square. That is, when the ball 33 is on a square 50b that has become "True" because the relationship between two or more "True" squares 50a has become a specific relationship, the game progression unit 113 performs processing to move (specifically, teleport) the player character 31 to the position of the ball 33 and have the player character 31 hit the ball 33. That is, when the relationship between at least two or more points among multiple points to which a predetermined action has been applied becomes a specific relationship, the game progression unit 113 may be able to apply the predetermined action to a moving object that is located at a specific point that is different from the point to which the predetermined action has been applied and that is defined in accordance with the specific relationship. Specifically, the game progression unit 113 may, for example, apply the predetermined action to a moving object that is located at a point sandwiched between two points to which the predetermined action has been applied. Note that when applying a predetermined action to a moving object located at a specific point defined according to a specific relationship, the specific point does not necessarily have to be stored in a predetermined storage unit in the same way as the points at which the predetermined action was applied. For example, the game progression unit 113 may apply a predetermined action to a moving object located at a point sandwiched between the two points at which the predetermined action was applied, by determining whether or not the moving object passes between the two points at which the predetermined action was applied.
[0096] The game progression unit 113 may activate a predetermined effect that is advantageous to the player character 31, depending on the number of ball-hitting points stored (in other words, the number of "True" squares 50). The predetermined effect may be, for example, to strengthen the player character 31 (in other words, to apply a buff). Specifically, the game progression unit 113 may increase the movement speed of the player character 31, expand the hittable area T of the player character 31, increase the speed of the ball hit by the player character 31, increase the probability that the ball 33 hit by the player character 31 will land in the opponent's court F2 (in other words, decrease the probability that the ball 33 will go out), restore predetermined parameters of the player character 31 (for example, the physical strength of the player character 31, or parameters required to activate a predetermined action (for example, a special skill)), grant the player character 31 resistance to predetermined abnormal conditions, change the judgment related to the timing of a swing-related operation in a configuration in which the quality of the hit ball (specifically, whether it is a nice shot or not) changes depending on the timing of the operation, to one that is advantageous to the player character 31, or impart an additional effect to a predetermined action (for example, a predetermined skill) performed by the player character 31. Furthermore, the predetermined effect may be, for example, weakening (in other words, applying a debuff to) the opponent character 32. Specifically, the game progression unit 113 may, depending on the number of hitting points, decrease the movement speed of the opponent character 32, reduce the hittable area T of the opponent character 32, decrease the speed of the ball hit by the opponent character 32, decrease the probability that the ball 33 hit by the opponent character 32 will land within the player's court F1 (in other words, increase the probability that the ball 33 will go out), decrease a predetermined parameter of the opponent character 32, cause the opponent character 32 to fall into a predetermined abnormal state, change the determination related to the timing of a swing-related operation to be disadvantageous to the opponent character 32 in a configuration in which the quality of the hit ball changes depending on the timing of the operation, or weaken a predetermined action performed by the opponent character 32.In this embodiment, the game progression unit 113 sequentially imparts predetermined effects as the number of stored ball hitting points increases. Specifically, the game progression unit 113 imparts a predetermined effect that strengthens the player character 31 or a predetermined effect that weakens the opponent character 32 each time the number of stored ball hitting points increases by a certain number (for example, four squares). Note that there may be multiple types of predetermined effects that are imparted according to the number of stored ball hitting points, and each time the number of ball hitting points reaches a specific number, one of the multiple types of predetermined effects may be imparted in a predetermined order (in other words, a pattern) or randomly.
[0097] In the game of this embodiment, the user may be able to select a character (i.e., player character 31) to be used (in other words, operated) by the user from among a plurality of characters. In this embodiment, storing a ball-hitting location, teleporting to the stored ball-hitting location, hitting the ball, etc. may be skills unique to a specific character. In other words, when a character having such a skill is selected as the player character 31, storing a ball-hitting location, teleporting to the stored ball-hitting location, hitting the ball, etc. may be possible, and when a character not having such a skill is selected as the player character 31, storing a ball-hitting location, teleporting to the stored ball-hitting location, hitting the ball, etc. may be impossible.
[0098] Next, with reference to Figures 6 and 7, we will explain the processing flow for applying a predetermined action from the player character 31 to a moving object that is not within a predetermined range, which is performed based on meeting certain conditions related to the point at which the predetermined action is applied.
[0099] First, the process of storing the points where the player character 31 has hit the ball and the process of determining a specific point determined in accordance with the relationship between two or more stored hit points will be described with reference to FIG.
[0100] When the game (in other words, the match) starts, the game progression unit 113 divides the player's court F1 into a plurality of squares 50 (Step S1). At this point, the flag of each square is set to "False."
[0101] Next, the game progression unit 113 determines whether or not the player character 31 has hit the ball (Step S2).
[0102] If the player character 31 has hit the ball (YES in step S2), the game progression unit 113 sets the flag of the square 50 where the player character 31 has hit the ball to "True" (step S3).
[0103] Next, the game progression unit 113 determines whether the relationship between two or more "True" cells 50 is a specific relationship (Step S4). Specifically, for example, the game progression unit 113 determines whether the relationship between any two "True" cells 50 among the multiple "True" cells 50 is such that they face each other with a "False" cell 50 in between.
[0104] If the relationship between two or more "True" squares 50 is a specific relationship (YES in step S4), the game progression unit 113 sets the flag of a specific "False" square 50 determined according to the specific relationship to "True" (step S5). Specifically, for example, the game progression unit 113 changes a "False" square 50 sandwiched between two "True" squares 50 to a "True" square 50.
[0105] Next, a process for applying a predetermined action from the player character 31 to a moving object that is not within a predetermined range will be described with reference to FIG.
[0106] The game progression unit 113 determines whether the state of the player character 31 is the second state (Step S11). In other words, it determines whether or not an operation has been performed on the skill button 34.
[0107] If the state of the player character 31 is the second state (YES in step S11), the game progression unit 113 determines whether or not the ball 33 is on a "True" square 50 (step S12).
[0108] If the ball 33 is on a "True" square 50 (YES in step S12), the game progression unit 113 instantly moves the player character 31 to a position where the ball 33 can be hit (step S13).
[0109] Next, the game progression unit 113 causes the player character 31 to automatically hit the ball (step S14).
[0110] On the other hand, if the ball 33 is not on a "True" square (NO in step S12), the game progression unit 113 does not perform the processes of steps S13 and S14.
[0111] Furthermore, if the state of the player character 31 is not the second state (NO in step S11), the game progression unit 113 does not perform the processes of steps S12 to S14.
[0112] In addition, the game progression unit 113 may determine whether the ball 33 is in the hittable area T of the player character 31, for example, before or after processing of step S12, and if the ball 33 is in the hittable area T, may not perform the processing of steps S13 and S14.
[0113] The processes of steps S2 to S5 and steps S11 to S14 are repeated during the match.
[0114] (Applicable to other games) The configuration according to this embodiment can be applied to games other than tennis games, for example, other sports games, action games, shooting games, role-playing games, etc., in which an object such as a player character is moved in a virtual space.
[0115] The present invention is not limited to the above-described embodiments and can be implemented in various modifications without departing from the spirit of the invention. Within the scope of the present invention, the components can be freely combined, any components can be modified, or any components can be omitted. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes, such as the various determination processes shown in each flowchart, may not exist. In other words, the process flow and specific determination processes may differ from those exemplified in this specification.
[0116] <Additional Notes> The matters described in the above embodiment can also be described as follows:
[0117] (Appendix 1) Computer, control means (for example, a game progression unit 113) that applies a predetermined action to moving objects within a predetermined range from the character; a storage means (for example, a storage unit 120) for storing the point where the predetermined action is applied within the predetermined area; The control means performs a process that enables the application of the predetermined action to the moving body that is not within the predetermined range based on the satisfaction of a specific condition related to the point where the predetermined action is applied. program. Conventionally, games have been known in which a character can apply a predetermined action to a moving object within a predetermined range. However, the method of applying the predetermined action to a moving object has been standardized. In contrast, this configuration realizes a new game element in that the point where the predetermined action was applied is stored, and based on this, the character can apply the predetermined action to a moving object that is not within the predetermined range. Therefore, the entertainment value of the game can be improved.
[0118] (Appendix 2) The specific condition includes a condition regarding the positional relationship between the point where the predetermined action is applied and the moving body. The program described in Appendix 1. With this configuration, it is possible for a character to apply a predetermined action to a moving object that is not within a predetermined range, depending on the positional relationship between the point where the predetermined action was applied and the moving object. In other words, the situations in which the predetermined action can be applied can be varied depending on the point where the predetermined action was applied and the position of the moving object. This can add variety to the game and make it more interesting.
[0119] (Appendix 3) the storage means is capable of storing a plurality of points at which the predetermined action is applied, When a relationship between at least two or more of the plurality of points at which the predetermined action is applied becomes a specific relationship, the control means is capable of applying the predetermined action to the moving body that is located at a specific point that is different from the point at which the predetermined action is applied and is defined in accordance with the specific relationship. 1. A program as described in Appendix 1 or 2. With this configuration, even if a location is different from the location where the predetermined action was applied, it can be set as a location where a predetermined action can be applied to the moving object, depending on the relationship between the multiple locations where the predetermined action was applied. Therefore, the user can be given a strategic element of progressing through the game so that a specific relationship is established, and the entertainment value of the game can be improved.
[0120] (Appendix 4) control means (for example, a game progression unit 113) that applies a predetermined action to moving objects within a predetermined range from the character; a storage means (e.g., a storage unit 120) for storing the point within the predetermined area where the predetermined action is applied; The control means performs a process that enables the application of the predetermined action to the moving body that is not within the predetermined range based on the satisfaction of a specific condition related to the point where the predetermined action is applied. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved. [Explanation of symbols]
[0121] 1 Game system, 2 Network, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 16 Touch screen, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 30 Game space, 31 Player character, 32 Opponent character, 33 Ball, 35 Specific object, 110 Control unit, 111 Operation acceptance unit, 112 Transmission and reception unit, 113 Game progression unit, 114 Display control unit, 120 Memory unit, 210 Control unit, 211 Transmission and reception unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 220 Memory unit
Claims
1. Computer, a control means for applying a predetermined action to a moving object within a predetermined range from the character based on an operation of a user operating the character; and a storage means for storing a point within a predetermined area where the predetermined action has been applied, The control means performs a process that enables the application of the predetermined action to the moving body that is not within the predetermined range based on the satisfaction of a specific condition related to the point where the predetermined action is applied. program.
2. The specific condition includes a condition regarding the positional relationship between the point where the predetermined action is applied and the moving body. The program according to claim 1.
3. the storage means is capable of storing a plurality of points at which the predetermined action is applied, When a relationship between at least two or more of the plurality of points at which the predetermined action is applied becomes a specific relationship, the control means is capable of applying the predetermined action to the moving body that is located at a specific point that is different from the point at which the predetermined action is applied and is defined in accordance with the specific relationship. The program according to claim 1 or 2.
4. a control means for applying a predetermined action to a moving object within a predetermined range from the character based on an operation of a user operating the character; a storage means for storing a point within a predetermined area where the predetermined action has been applied, The control means performs a process that enables the application of the predetermined action to the moving body that is not within the predetermined range based on the satisfaction of a specific condition related to the point where the predetermined action is applied. Information processing system.
Citation Information
Patent Citations
Game information, information-recording medium, and game device
JP2003210840A
Game program and game device
JP2005349174A
Game program and system
JP2018171261A
Game system and program
JP2018202082A
Game system and program
JP2022156115A