program

The program enhances user convenience and interest by allowing intuitive operation control and dynamic image displays for player objects in a virtual space, addressing the limitations of existing game programs.

JP7803904B2Active Publication Date: 2026-01-21COLOPL
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Patent Information

Application Number
JP2023129957
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-08-09
Publication Date
2026-01-21
Estimated Expiration
2043-08-09

AI Technical Summary

Technical Problem

Existing game programs do not enhance user convenience for operations other than moving objects, leading to decreased user interest.

Method used

A program that includes selection, execution, and change means for player objects in a virtual space, allowing for intuitive operation control through a touch panel, with display of effect images extending from first to second images during action execution.

Benefits of technology

Improves user convenience and prevents a decline in user interest by simplifying operation switching and enhancing the presentation of actions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To prevent a decrease in a user's interest by improving the user's convenience.SOLUTION: A program allows a player object selected as an operation object to execute a first action and a second action on the basis of a player's predetermined operation. When an operation for executing the first action is performed, a player object selected when the operation is performed is changed to another object included in target objects.SELECTED DRAWING: Figure 12
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Description

[Technical Field]

[0001] The present invention is Mu Regarding. [Background technology]

[0002] BACKGROUND ART Conventionally, game programs that realize operation control that allows intuitive operation on a touch panel (touch display) have been known (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2017-148481 Summary of the Invention [Problem to be solved by the invention]

[0004] However, while the above-mentioned game programs improve the operability of moving objects, they do not meet the user's (player's) convenience for other operations, which leads to a decrease in the user's desire to play the game and is one of the factors that causes a decrease in user interest.

[0005] The present invention provides a program that can improve the convenience of user operations and prevent the user from losing interest. Mu's The purpose is to provide. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention is configured as follows.

[0007] The program of the present invention includes: a selection means for selecting one or more player objects to be operated by a player from among a plurality of target objects that are objects controlled in a virtual space; an execution means for causing the player object selected as the operation target to execute a predetermined action including at least a first action and a second action based on a predetermined operation by the player; and a change means for, when an operation to execute the first action is performed, changing the player object selected at the time the operation was performed to another object included in the target objects; a display means for displaying the virtual space so that it can be seen by a player; to make the computer function The operation for executing the first action is an input operation for a first image displayed by performing a predetermined display operation on the display means. .

[0010] The program Prescribed display A second image to be used for the second action can be displayed on the display means in response to an operation, and Prescribed display The operation is carried out Ta An effect image extending from the position toward the first image and the second image may be displayed.

[0011] The program may be configured such that, when an operation to execute the second action is performed, the program causes the player object selected at the time the operation was performed to execute the second action without changing the player object to the other object.

[0012] The present invention program The present invention includes a selection means for selecting one or more player objects to be operated by a player from among a plurality of target objects that are controlled in a virtual space, and a first control means for controlling the player object selected as the operation target based on a predetermined operation by the player. attack Action and Second attack A predetermined action that includes at least attack Execute the action Attack enemy objects with execution means and the first attacka change means for, when an operation for executing an action is performed, changing the player object selected at the time the operation is performed to another object included in the target objects; and when an operation for executing the second attack action is performed, the computer is caused to function as the player object that has been selected when the operation is performed, without changing the player object to the other object. . [Effects of the Invention]

[0013] The program according to the present invention Mu This improves user convenience and prevents the user's interest from declining. [Brief explanation of the drawings]

[0014] [Figure 1] FIG. 1 is an explanatory diagram of the overall configuration of an information processing system. [Figure 2] FIG. 2 is an explanatory diagram of the hardware configuration of a server and a user terminal. [Figure 3] FIG. 2 is an explanatory diagram of the functional configuration of a server and a user terminal. [Figure 4] FIG. 2 is an explanatory diagram showing a portal stage PS. [Figure 5] FIG. 10 is an explanatory diagram showing an example of a quest selection screen. [Figure 6] FIG. 10 is an explanatory diagram showing an example of a screen during a quest. [Figure 7] FIG. 10 is an explanatory diagram showing an example of an operation on a screen during a quest. [Figure 8] FIG. 10 is an explanatory diagram showing an example of an operation on a screen during a quest. [Figure 9] FIG. 10 is an explanatory diagram illustrating tag characters. [Figure 10A] FIG. 10 is an explanatory diagram showing an example of switching an operation target; [Figure 10B] FIG. 10 is an explanatory diagram showing an example of switching an operation target; [Figure 10C] FIG. 10 is an explanatory diagram showing an example of switching an operation target; [Figure 11A] FIG. 10 is an explanatory diagram showing another example of switching an operation target. [Figure 11B] FIG. 10 is an explanatory diagram showing another example of switching an operation target. [Figure 11C]FIG. 10 is an explanatory diagram showing another example of switching an operation target. [Figure 12] 10 is a flowchart illustrating an example of an operation target switching process. DETAILED DESCRIPTION OF THE INVENTION

[0015] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that the following embodiment is merely one mode for explaining the present invention, and the numerical values ​​and the like shown in the embodiment are merely examples and do not limit the present invention. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention. Furthermore, in this specification and drawings, elements having substantially the same functions and configurations are assigned the same reference numerals as much as possible to avoid redundant explanations, and elements not directly related to the present invention are not shown.

[0016] (Configuration of Information Processing System S) 1, the information processing system S according to this embodiment is a so-called client-server system constructed by connecting a server 100 and a user terminal 200 via a network 300. In this embodiment, a case will be described in which a game is provided by the information processing system S.

[0017] The information processing system S according to this embodiment functions as an information processing device that provides a game through cooperation between the server 100 and the user terminal 200. The server 100 and the user terminal 200 are respectively responsible for executing various functions in the game and controlling the progress of the game, and the various functions and game are executed by the server 100 and the user terminal 200 working together.

[0018] The server 100 is connected to a plurality of user terminals 200 via a network 300 so as to be able to communicate with each other. Each user terminal 200 can send and receive various information to and from the server 100 via the network 300. Furthermore, each user terminal 200 can send and receive various information to and from other user terminals 200 via the network 300 and the server 100. The server 100 stores various information (e.g., user information) for each user (hereinafter also referred to as a player) playing a game using the user terminal 200, and can also store various information related to the game. Furthermore, the server 100 can perform processes such as updating the stored information and transmitting (downloading) images and various information to the user terminal 200 based on input operations from the user terminal 200. Note that each user terminal 200 may be able to send and receive various information directly between the user terminals 200 without going through the network 300 or the server 100, using its own wireless communication function.

[0019] The network 300 is configured by the Internet, a mobile phone network, a LAN (Local Area Network), a WAN (Wide Area Network), a dedicated line, etc. The server 100 and the user terminal 200 are connected via the network 300 wirelessly or by wire.

[0020] (Hardware configuration of server 100) 2, the server 100 includes a CPU (Central Processing Unit) 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, and input / output interface 170. Hereinafter, the CPU 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, and input interface 170 of the server 100 will also be referred to as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, and server input / output interface 170, respectively.

[0021] The server CPU 110 performs various processes such as executing various functions in the game and progressing the game in accordance with the programs and data stored in the server memory 120 .

[0022] The server memory 120 is composed of a ROM (Read Only Memory), a RAM (Random Access Memory), etc., and stores various programs and data used for executing various functions in the game, progressing the game, etc. The server CPU 110 and the server memory 120 are connected to each other via a server internal bus (not shown).

[0023] The server storage unit 130 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various programs and data. The programs and data stored in the server storage unit 130 are read (loaded) into the server memory 120 by the server CPU 110.

[0024] The server communication unit 140 is configured with a communication interface and the like, and transmits and receives information such as various data and programs to and from the user terminal 200 via the network 300. In the server 100, the server communication unit 140 receives various information from the user terminal 200, and the received information is stored in the server memory 120 or the server storage unit 130. In addition, information regarding the results of various processes executed by the server CPU 110 and the like are transmitted to the user terminal 200 by the server communication unit 140.

[0025] The server input unit 150 is composed of a keyboard, a mouse, etc. Based on input operations by the server input unit 150, various processes are executed, such as storing various programs and data in the server memory 120 and the server storage unit 130, and updating the various stored programs and data.

[0026] The server output unit 160 is configured with a display capable of displaying characters, images, etc., a speaker capable of outputting sound, etc. The contents of various processes executed based on input operations by the server input unit 150 are output by the server output unit 160.

[0027] The server storage unit 130, server communication unit 140, server input unit 150, and server output unit 160 are connected to a server input / output interface 170, which is connected to an internal bus of the server (not shown).

[0028] (Hardware configuration of user terminal 200) Examples of the user terminal 200 include smartphones, tablets, mobile phones, personal computers, portable game consoles, and stationary game consoles installed in stores or homes. In this embodiment, a case where a smartphone is used as the user terminal 200 will be described.

[0029] 2, the user terminal 200 has a CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, input / output interface 270, etc. Hereinafter, the CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, and input / output interface 270 of the user terminal 200 will also be referred to as the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, and terminal input / output interface 270, respectively.

[0030] The terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, terminal internal bus (not shown), and terminal input / output interface 270 have substantially the same configurations and functions as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, server internal bus 170, and server input / output interface 170, respectively, and therefore detailed explanations thereof will be omitted with some exceptions.

[0031] In the user terminal 200, the terminal CPU 210 and terminal memory 220 are connected to each other via a terminal internal bus (not shown), and the terminal storage unit 230, terminal communication unit 240, terminal input unit 250, and terminal output unit 260 are connected to a terminal input / output interface 270, which is connected to the terminal internal bus (not shown). The user terminal 200 also performs various processes, such as executing various game functions and progressing through the game, in accordance with the programs and data stored in the terminal memory 220. The user terminal 200 also receives various information from the server 100 via the terminal communication unit 240, and the received information is stored in the terminal memory 220 or the terminal storage unit 230. Information regarding the results of the various processes executed by the terminal CPU 210 is transmitted to the server 100 by the terminal communication unit 240.

[0032] The terminal input unit 250 is composed of, for example, a touch panel, a keyboard, a mouse, a controller, physical buttons, etc., which can input operations to the user terminal 200, and may be mounted on the user terminal 200 itself, or may be provided separately from the user terminal 200 and connected to the user terminal 200 via a connection cable, etc. Furthermore, the terminal input unit 250 may be a microphone capable of voice input, or an acceleration sensor capable of detecting the tilt, movement, vibration, etc. of the user terminal 200 and inputting the detected information. In this embodiment, the user terminal 200 is provided with a touch panel 262 which functions as both the terminal input unit 250 and the terminal output unit 260.

[0033] (Functional configuration of information processing system S) Next, the functional configuration of the information processing system S will be described with reference to Fig. 3. The server memory 120 of the server 100 and the terminal memory 220 of the user terminal 200 store programs for executing the above-mentioned games, various information related to the games, information related to users, game data, etc. The server CPU 110 of the server 100 executes the stored programs to cause the server 100 to function as a data transmission / reception unit 182, a storage processing unit 184, and a game control unit 186. The terminal CPU 210 of the user terminal 200 executes the stored programs to cause the user terminal 200 to function as a data transmission / reception unit 280, a storage processing unit 282, an operation control unit 284, a game control unit 286, and a screen control unit 288.

[0034] These are just examples of functional units, and the server 100 and the user terminal 200 are equipped with various other functional units. Each functional unit may be provided in either the server 100 or the user terminal, and functional units performing the same role may be provided in both the server 100 and the user terminal 200.

[0035] The data transmission / reception unit 182 of the server 100 and the data transmission / reception unit 280 of the user terminal 200 both transmit and receive various information and data between the server 100 and the user terminal 200. For example, when the data transmission / reception unit 182 of the server 100 receives login information for logging into a game from the user terminal 200 at the time of application startup, the data transmission / reception unit 182 of the server 100 transmits to the user terminal 200 information about the user corresponding to the login information (for example, an account name, etc.), information about the game (information about the character used, companion characters, possessed items and currency, possessed equipment, companion monsters, etc., game progress information, etc.), and game data (data such as various setting information necessary to construct a virtual space (game space)).

[0036] The storage processing unit of the server 100 stores various information and data received from the user terminal 200 in the server storage unit 130 .

[0037] The storage processing unit 282 of the user terminal 200 stores various information and data received from the server 100 in the terminal memory 220 and the terminal storage unit 230 .

[0038] The operation control unit 284 of the user terminal 200 receives and controls player operations input by the terminal input unit 250 via the touch panel 262. The operation control unit 284 detects the type of input operation from the player's operation position and operation direction. Examples of such operations include touch operation, tap operation, slide operation, swipe operation, flick operation, and pinch-in / out operation. It is also possible to detect long press and touch-off operations.

[0039] Both the game control unit 186 of the server 100 and the game control unit 286 of the user terminal 200 control the overall progress of the game. Specific examples of each control will be described below, focusing on the control in the game control unit 286. It goes without saying that the control performed by the game control unit 286 may also be performed by the game control unit 186 of the server 100.

[0040] The game control unit 286 constructs a virtual field as a game space (virtual space) based on the game data, and places character objects such as player characters (including party characters), NPCs, and enemy monsters, as well as objects that resemble natural objects such as trees, mountains, stones, and rocks, and structural objects including various buildings and structures such as villages, towns, ruins, ruins, dungeons, and gimmicks within dungeons. The game control unit 286 controls the game space and these objects placed in the game space. For example, it changes the weather, day / night, etc. in the game space, causes objects to perform predetermined actions, and changes their color, shape, etc.

[0041] The game control unit 286 progresses the game using the input operations detected by the operation control unit 284 as instructions from the player. For example, it may determine that touch operations or tap operations on various icons are "confirmation" or "selection" operations and perform corresponding processing, determine that touch operations or tap operations (including long presses) on a predetermined position on the touch panel 262 are "attack" operations and perform processing to make the player character perform an attack action, or determine that drag operations or swipe operations are "movement" operations and perform processing to move the player character. Note that it may also be possible to perform processing to combine these operations to correspond to desired actions.

[0042] The game control unit 286 controls a virtual camera that captures images of the game space. Specifically, the position, orientation, and angle of the virtual camera are specified to define an area of ​​the game space that the player can view as a viewing area. The game control unit 286 sends an instruction to the screen control unit 288 to display the defined area of ​​the game space and various objects placed within this area. The game control unit 286 adjusts the virtual camera and updates and controls the viewing area so that it follows the actions and movements of the player character. Note that the position, orientation, and angle of the virtual camera may be arbitrarily adjustable in response to the player's operation.

[0043] The screen control unit 288 of the user terminal 200 controls various screens displayed on the touch panel 262 based on various data stored in the terminal memory 220 and the terminal storage unit 230. The screen control unit 288 generates images according to instructions from the game control unit 286 and displays them on the touch panel 262. The screen control unit 288 displays a UI (User Interface) superimposed on the visible area, such as icons, buttons, status displays, menu screens, and maps of the game space, which are used to operate the game and display game information.

[0044] (Outline of the game and control processing provided by the information processing system S) The game provided by the information processing system S according to this embodiment is an action RPG game in which the player character controlled by the user cooperates with his or her companion party characters to complete various quests (sub-stories), episodes (main story), and other events and missions to advance the story within a virtual field (game space) constructed with natural objects such as fields, rivers, and oceans, and man-made objects such as various buildings.

[0045] The following describes an example in which the configuration according to this embodiment is applied to the above game. Note that in the following description, "quest" may be used as a general term that encompasses the above-mentioned episodes, events, main story, sub-stories, as well as missions, events, and other phenomena that are the subject of gameplay.

[0046] When playing a game for the first time, the user installs a dedicated game application in advance on the user terminal 200 and registers the user with the server 100 (for example, registering information such as a user ID and a player name to be used in the game). After that, when the application is started, the game control unit 286 receives various data stored in the server 100 and instructs the screen control unit 288 to display images related to the game. Upon receiving the instruction from the game control unit 286, the screen control unit 288 generates and displays a corresponding image.

[0047] FIG. 4 shows a state in which the portal stage PS is displayed on the touch panel 262.

[0048] The screen control unit 288 receives instructions from the game control unit 286 and displays a portal stage PS on the touch panel 262. As shown in FIG. 4, various icons 10, 20, and 30 are displayed on the portal stage PS. The portal stage PS serves as a portal stage where the player can organize their party and set various equipment, skills, and the like when playing the game, and functions as a so-called out-game. In addition, it is possible to provide paths to facilities such as shops and training centers (not shown) so that these facilities can be used, and it is also possible to place NPCs (Non-Player Characters) and the like so that the player character P can enjoy conversations with them.

[0049] Here, the "out-game" in this embodiment refers to the entire game other than the so-called in-game, and mainly refers to the part where the player prepares to start the in-game and gathers information related to the quest in advance. On the other hand, the "in-game" refers to the core part of the game, such as quests, missions, events, and episodes, which are cleared by the player playing and achieving the set objectives. Generally, the player progresses through the game by alternating between playing the out-game and the in-game.

[0050] Icon 10 is an icon for the town. The game control unit 286 performs control to display a town screen (not shown) in response to a tap operation on icon 10. The town screen allows the player to build any structures and so on to build a town, and by developing this town (raising its level), various benefits are granted to the player.

[0051] Icon 20 is a party icon. In response to a tap operation on icon 20, the game control unit 286 controls the display of a party screen (not shown). On the party screen, party characters and helper characters to participate in a quest can be selected. In this game, a player can select one player character, up to three party characters, and one helper character, forming a party of up to five characters to participate in a quest. In this embodiment, only one player character displayed on the screen as the player character can be controlled in a quest (including the characters treated as "one" when multiple characters are treated as "one," such as tag characters, as described below). Helper characters cannot be controlled. In addition, characters in this game can equip themselves with equipment such as weapons and accessories to improve their offensive and defensive power and obtain various additional effects. On the party screen, the player can equip and remove equipment for party characters. Characters in this game may be able to be equipped with various special skills, and the player can also equip and remove these skills on the party screen.

[0052] The icon 30 is an icon for a quest. In response to a tap operation on the icon 30, the game control unit 286 performs control so as to display a quest selection screen 32 as shown in FIG.

[0053] The quest selection screen 32 displays a list of quests (substories) and main stories that can currently be played. Specifically, it displays a first quest display area 34, a second quest display area 36, ​​a third quest display area 38, and a fourth quest display area 40, as well as a back button 42. On the quest selection screen 32, the player can start the corresponding quest by tapping on any of the quest display areas.

[0054] Although quests (substories) are not necessarily required to progress through the main story, they allow players to acquire useful equipment and materials, and develop substories involving the player character P, his companion characters, other NPCs, etc. Clearing some quests may be a necessary condition for progressing through the main story (episodes).

[0055] The main story is the main narrative of this game, and progresses in stages, for example, through chapters 1 to 10. Quests and episodes function as in-game elements.

[0056] 5, the content displayed in each quest display unit differs depending on whether it is displaying the main story or a quest, etc. Below, the first quest display unit 34 will be used as an example of when the main story is displayed, and the second quest display unit 36 ​​will be used as an example of when a quest is displayed.

[0057] The first quest display section 34 includes an attribute display 34a, a status display 34b, and a title display 34c.

[0058] The attribute display 34a indicates the attribute of each quest display section, and if it is related to the main story, it is displayed as "Story," and if it is related to a quest, it is displayed as "Quest." The attribute display 34a of the first quest display section 34 displays "Story," so that it can be seen that the attribute of the first quest display section 34 is related to the main story.

[0059] The status display 34b shows the status of each quest display section, displaying "Cleared!" if it has been cleared at least once, and "New!" if it is a newly added quest. The status display 34b of the first quest display section 34 displays "New!", indicating that the status of the first quest display section 34 is a newly added main story.

[0060] The title display 34c displays the title of the main story or quest in each quest display section. The title display 34c in the first quest display section 34 indicates that it corresponds to the title "At the End of Eternity," which is "Episode 2" of the main story.

[0061] The second quest display section 36 includes an attribute display 36a, a status display 36b, a title display 36c, and a condition display 36d.

[0062] The attribute display 36a is the same as the attribute display 34a. That is, the attribute display 36a of the second quest display section 36 displays "Quest," so that it can be seen that the attribute of the second quest display section 36 is related to a quest.

[0063] Status display 36b is the same as status display 34b. That is, status display 36b in the second quest display section displays "Cleared!", indicating that the status of second quest display section 36 is a quest that has already been cleared at least once.

[0064] The title display 36c is similar to the title display 34c. That is, the title display 36c in the second quest display section 36 indicates that the title corresponds to "Desperate Situation."

[0065] In the condition display 36d, when the attribute displayed in each quest display section is "Quest," the clearing conditions for that quest are displayed. In the condition display 36d of the second quest display section 36, "Defeat the boss" is displayed, so it is clear that the quest corresponding to the second quest display section 36 is completed by "defeating" the "boss."

[0066] Note that the attribute displays 34a, 36a, 38a, and 40a may display attributes other than "Story" and "Quest," such as "Event" or "Mission." The content displayed in each quest display area may include the difficulty level of the quest, whether each difficulty level has been cleared, and the rewards that can be obtained.

[0067] The back button 42 is displayed below the quest selection screen 32 and is operated to return the currently displayed screen to the previous screen. In response to a tap on the back button 42, the game control unit 286 performs control so that the screen that was displayed immediately before the current screen is displayed.

[0068] Next, the in-game screen MG will be described with reference to FIGS.

[0069] On the screen MG, a player character P, a virtual pad 50, and a UI display section 60 are displayed.

[0070] The player character P is the character currently being controlled by the player. In FIG. 6, character A is displayed.

[0071] When it is detected that the player has tapped the operation area on the touch panel 262 while character A is displayed on the screen MG, the game control unit 286 controls the player character P to perform an attack action. Specifically, it causes the player character P to perform an attack action with the equipped weapon. Furthermore, when tap operations are detected consecutively at regular intervals, it may be controlled so that each attack action becomes a series of linked attacks (so-called combo attacks).

[0072] The virtual pad 50 is a substantially circular virtual operation area that is displayed on the screen with the detection position O at its center when it is detected that the player has touched the operation area on the touch panel 262 for a certain period of time. When the game control unit 286 determines that the detection position has moved from the coordinates of the detection position O to other coordinates while the touch operation is still being detected (when it determines that a so-called drag operation is being performed), it controls the movement of the player character P in a direction based on the moved detection position. In addition, the game control unit 286 controls the screen control unit 288 to change the display of the virtual pad 50 so that it tapers from the detection position O toward the moved coordinates.

[0073] For example, as shown in FIG. 7 , when the detection position moves from the detection position O in the direction of the arrow Y, the player character A is controlled to move in the direction of the arrow X, and the shape of the virtual pad 50 is changed to a shape that appears to be elongated from the detection position O in the direction of the arrow Y. This allows the player to intuitively grasp the direction of the operation he or she is making. Note that the virtual pad 50 can be displayed anywhere within the operation area on the touch panel 262, but from the perspective of improving the player's visibility and preventing erroneous operations, it may not overlap with displays such as the UI display unit 60, the SP gauge 70, and the HP gauge 72 (described later). Note that the virtual pad 50 is displayed at the detected position on the touch panel 262 when a touch operation by the player is detected and is hidden when the player's touch operation is no longer detected, but it may also be displayed at a predetermined position on the touch panel 262 at all times.

[0074] If the game control unit 286 does not detect any movement of coordinates for a predetermined period of time or more after detecting that the player has touched the operation area on the touch panel 262 (if a so-called long press operation is detected), it controls the display to display the first skill button 51 and the second skill button 52 as shown in Figure 8.

[0075] The first skill button 51 corresponds to skill 1 and includes a first detection area 51a and an effect section 51b, and the second skill button 52 corresponds to skill 2 and includes a second detection area 52a and an effect section 52b.

[0076] When movement to the first detection area 51a or the second detection area 52a is detected in the operation area on the touch panel 262 without the long press operation being released, the game control unit 286 controls the skill corresponding to the detected area to be activated.

[0077] Here, a skill is like a unique technique set according to the character selected as player character P, and many of them are special moves that can deal more damage to enemies than normal attacks. However, skills are not limited to these, and may be other than special moves (or in addition to special moves) that impart buff effects such as recovery of SP or HP or status increase to the player or a companion character, or debuff effects such as status decrease to enemy characters, or any other effect that gives the player an advantage in some way.

[0078] The UI display unit 60 includes a first character icon 62 , a second character icon 64 , a third character icon 66 , a fourth character icon 68 , an SP gauge 70 , and an HP gauge 72 .

[0079] The first character icon 62, the second character icon 64, the third character icon 66, and the fourth character icon 68 each display a party character organized by the player in the out-of-game. When the game control unit 286 detects that one of the character icons has been tapped by the player, it controls the display of the party character corresponding to the tapped character icon as the player character P on the screen MG. That is, the player can play the game while arbitrarily switching between one character as the player character P and up to three reserve characters. Although not shown, a helper character may also be displayed on the screen MG in addition to the player character P. This helper character can be set as a so-called NPC in addition to the reserve characters. Unlike the reserve characters, this helper character cannot be switched as the player character P (i.e., cannot be controlled by the player), but is autonomously controlled by the game control unit 286 to assist the player character P in their actions, attacking enemies with weapons and skills and using skills that have recovery or support effects on the party characters including the player character P. In principle, party characters displayed in a character icon are one character, but as will be described later, if multiple characters are treated as a set of one character, multiple characters may be displayed within the character icon.

[0080] The SP gauge 70 displays the remaining amount of skill points (also referred to as SP in this specification) required to activate a skill. When the player character P activates a skill, the game control unit 286 subtracts the amount of SP corresponding to the skill from the remaining SP, and also shortens the displayed length of the SP gauge 70. Furthermore, when an event occurs that causes SP to recover (for example, hitting an enemy with an attack), the game control unit 286 adds the recovered SP to the remaining SP, and also controls the display length of the SP gauge 70 to be longer.

[0081] The HP gauge 72 displays the remaining hit points (also referred to as HP in this specification) of the player character. When the player character P is attacked by an enemy or receives damage due to a gimmick in a dungeon or the like, the game control unit 286 calculates the damage value, subtracts the calculated HP from the remaining HP, and displays the HP gauge 72 for a shorter period of time. Furthermore, when an event occurs in which HP is restored (for example, the activation of a skill with an HP restoration effect), the recovered HP is added to the remaining HP, and the HP gauge 72 is displayed for a longer period of time.

[0082] A case where multiple characters are treated as one character as a set will be described with reference to FIG.

[0083] In Figure 9, character A is a so-called tag character, where a male character P1 and a female character P2 are treated as one character. The number of people in a set is not limited to two, but may be three or more.

[0084] The male character P1 (hereafter simply referred to as P1) is primarily responsible for the offensive role, and his skills are attack-type skills that deal great damage to enemies. Specifically, P1's Skill 1 is a combination of two types of attack techniques, and is configured to perform an attack using Attack Technique 1 followed by Attack Technique 2. Furthermore, P1's Skill 2 is configured to perform a high-powered special move attack. However, using Skill 2 consumes a certain amount of SP as well as a certain amount of HP, and using it repeatedly increases the possibility of putting himself in danger.

[0085] The female character P2 (hereafter simply referred to as P2) primarily plays a healing and support role, and her skills are focused on recovering HP and providing buff effects. Specifically, P2's Skill 1 and Skill 2 are both combinations of two attack techniques, with Attack Technique 1 being used first, followed by Attack Technique 2. Although they are two different characters, they are treated as a single character, and their SP and HP are shared by both. Therefore, any HP lost while controlling P1 will remain lost even when switching to P2.

[0086] In tag team characters, the user can only control either P1 or P2; they cannot control both P1 and P2 simultaneously. For example, when P1 is being controlled, P2 is controlled by the game control unit 286 to act independently as a so-called COM player character. Although they are controlled independently, they are controlled to follow the actions of P1, so that when P1 moves in the direction of arrow X in FIG. 9, P2 also moves in the direction of arrow X to follow P1, and when P1 attacks a specific enemy, P2 also attacks the same enemy.

[0087] By using these tag characters, players can switch between P1 and P2, who have different roles (character characteristics), depending on the situation, making the game more strategic.

[0088] On the other hand, there are quite a few players who find the operation of switching between P1 and P2 troublesome. For example, if an icon for the switching operation is prepared and the operation target is switched in response to the detection of a tap operation on the icon, not only will the operation become more complicated, but it will also lead to pressure on the display area (for example, the screen MG in this embodiment), and improvements have been desired. In addition, there is room for further improvement in the way the performance is presented and the variety of attacks that take advantage of the fact that they are tag characters.

[0089] An example of a suitable solution to such a situation will be specifically described with reference to FIGS. 10A to 10C and 11A to 11C.

[0090] First, the case where P1 is the operation target will be described.

[0091] 10A shows a schematic diagram of a state in which, when P1 is the operation target, the touch panel 262 is pressed and held to display the first skill button 51 and the second skill button 52, and then the button is dragged (in the direction of arrow Z in the figure) toward the first detection area 51a of the first skill button 51. In reality, P1's skill 1 is a combination of attack techniques 1 and 2, but in this explanation they will be described as a single attack technique.

[0092] When the game control unit 286 detects a drag operation in the first detection area 51a, it performs control to activate skill 1. The game control unit 286 instructs the screen control unit 288 to display an image in which P1 attacks enemy object Q with skill 1. Thereafter, as shown in FIG. 10B, it concurrently performs control to activate skill 1 by P2. The game control unit 286 instructs the screen control unit 288 to display an image in which P2 attacks enemy object Q with skill 1. Then, the game control unit 286 performs control to switch the operation target to P2 as shown in FIG. 10C.

[0093] That is, in this example, by executing Skill 1 of P1, the control object is switched to P2. In other words, the control object is switched in conjunction with the activation of Skill P1. This configuration of this example reduces the effort required to switch the control object and does not take up too much space in the display area, contributing to improved operability for the player and thereby increasing the player's interest in the game. Furthermore, when the control object is switched, Skill 1 of P1 and Skill 1 of P2 are activated consecutively (in parallel), as if they were a series of consecutive moves (combined moves). This allows for the realization of a presentation unique to tag characters, which can heighten the player's interest in the presentation effects and increase the player's interest. 10A, if a drag operation of the second skill button 52 to the second detection area 52a is detected, the control target will not be switched. In this case, Skill 2 of P2 is simply activated after Skill 2 of P1 is activated, and P1 remains the control target. In other words, the player can select whether or not the control target will change depending on the skill being activated.

[0094] Next, a case where P2 is the operation target will be described.

[0095] 11A shows a schematic diagram of a state in which, when P2 is the operation target, the touch panel 262 is pressed and held to display the first skill button 51 and the second skill button 52, and then a drag operation is performed toward the second detection area 52a of the second skill button 52 (in the direction of arrow Z in the figure). Note that, as with P1, P2's skill 2 is actually a combination of attack techniques 1 and 2, but in this explanation they will be described as a single attack technique.

[0096] When the game control unit 286 detects a drag operation in the second detection area 52a, it performs control to activate skill 2. The game control unit 286 instructs the screen control unit 288 to display an image in which P2 attacks enemy object Q with skill 2. Thereafter, as shown in FIG. 11B, it concurrently performs control to activate skill 2 by P1. The game control unit 286 instructs the screen control unit 288 to display an image in which P1 attacks enemy object Q with skill 2. Then, the game control unit 286 performs control to switch the operation target to P1 as shown in FIG. 11C.

[0097] Even when P2 is the control target, the control target is switched to P1 by executing P2's Skill 2. In other words, the control target is switched in conjunction with the activation of P2's Skill. Furthermore, when the control target is switched, Skill 2 of P2 and Skill 2 of P1 are activated consecutively (in parallel), just as when P1 is the control target, and are activated in a manner similar to a series of consecutive moves (combined moves). This allows for a dramatic effect unique to tag characters, heightening the player's interest in the dramatic effects and enhancing the player's enjoyment. Note that, in the state shown in FIG. 11A , if a drag operation of the first skill button 51 to the first detection area 51a is detected, the control target is not switched. In this case, Skill 1 of P1 is simply activated immediately after the activation of P2's Skill 1, and P2 remains the control target. In other words, the player can select whether or not the control target changes depending on the skill being activated.

[0098] Next, a processing flow according to this embodiment will be described with reference to Fig. 12. Here, the processing for switching the operation target when the above-described skill is activated will be mainly described, and a description of other processing will be omitted.

[0099] First, in step S100, the game control unit 286 determines whether or not the operation object is P1 (step S100).

[0100] If the operation target is P1 (Y in step S100), the process proceeds to step S200.

[0101] If the operation target is not P1 (N in step S100), the process proceeds to step S800.

[0102] In step S200, the game control unit 286 determines whether or not the operation is for skill 1 (step S200).

[0103] If it is an operation of skill 1 (Y in step S200), the game control unit 286 starts the execution of the first half of P1's skill 1 (attack technique 1), and proceeds to step S400.

[0104] If it is not an operation of skill 1 (N in step S200), the process is terminated. Although not specifically illustrated, in this case, skill 2 of P1 is executed and skill 2 of P2 is executed without switching the operation target.

[0105] In step S400, the game control unit 286 changes the operation target from P1 to P2, and proceeds to step S500.

[0106] In step S500, the game control unit 286 starts the execution of the first half of P2's skill 1 (attack technique 1), and proceeds to step S600.

[0107] In step S600, the game control unit 286 starts the execution of the second half of P1's skill 1 (attack technique 2), and proceeds to step S700.

[0108] In step S700, the game control unit 286 starts the execution of the second half of P2's skill 1 (attack technique 2), and then exits the process.

[0109] In step S800, the game control unit 286 determines whether or not the operation is a skill 2 operation (step S800).

[0110] If it is an operation of skill 2 (Y in step S800), the game control unit 286 starts the execution of the first half of P2's skill 2 (attack technique 1), and proceeds to step S900.

[0111] If it is not an operation of skill 2 (N in step S800), the process is terminated. Although not specifically illustrated, in this case, skill 1 of P1 is executed and skill 1 of P2 is executed without switching the operation target.

[0112] In step S900, the game control unit 286 starts the execution of the first half of P2's skill 2 (attack technique 1), and proceeds to step S1000.

[0113] In step S1000, the game control unit 286 changes the operation target from P2 to P1, and proceeds to step S1100.

[0114] In step S1100, the game control unit 286 starts the execution of skill 2 of P1, and proceeds to step S1200.

[0115] In step S1200, the game control unit 286 starts the execution of the second half of P2's skill 2 (attack technique 2), and then exits the process.

[0116] (Variation) A modification of this embodiment will now be described. In the above embodiment, an example of an event that restores SP is hitting an enemy, but this is not limiting. For example, SP may be restored gradually over time or all at once, or may be restored when certain conditions are met, such as being attacked or receiving a certain amount of damage. Even if the SP does not meet the conditions required to activate a skill, the first skill button 51 and the second skill button 52 are displayed, but a message such as "SP insufficient" is displayed superimposed on each button, and a skill will not be activated even if a drag operation is performed toward the first detection area 51a or the second detection area 52a. In other words, if the required amount of SP is not available, the operation target cannot be switched.

[0117] Furthermore, the conditions for activating skills may be different between a normal single character and a group character that treats multiple groups, including tag characters, as a single character (e.g., one character may be easier to activate than the other), or the conditions for recovering SP may be different (e.g., one character may be easier to recover than the other). Also, single characters may be given preferential treatment for buff and debuff effects when activating skills, while group characters may not activate these effects or may have cheaper effects.

[0118] In the above embodiment, each tag character attacks when a skill activation operation consumes SP, but tag characters may also be able to attack when a certain number of special points other than SP are accumulated. In this case, the tag characters may attack in a new manner, such as attacking all at once, or the attack may be activated by an operation other than the skill activation operation (for example, an operation such as touching off after holding down the button).

[0119] Furthermore, in the above embodiment, P1's skill 2 is an attack using a single type of special move, with no distinction between the first and second halves, but this is not limited to this. For example, P1's skill 2 may also be divided into a first half attack and a second half attack. Furthermore, while P2's skill 1 and skill 2 each have a first half and a second half, either skill may be replaced with an attack using a single type of special move. Furthermore, the number of skill combinations is not limited to two types, and may be three or more types. Naturally, the above may be combined as appropriate.

[0120] In the above embodiment, the control object switching process involves a flow in which each character activates a skill, but the present invention is not limited to this. For example, the control object may be switched during the flow of each character's skill activation. Furthermore, although the control object is switched once per skill activation, the control object may be switched multiple times per skill activation. In addition, in the above embodiment, the control target is switched in conjunction with the activation of a predetermined skill, but this is not limited to this. For example, the control target of a tag character may be switched regardless of the activation of a skill.

[0121] Each process in the above embodiment and modified example may be executed by at least one of the server 100 and the user terminal, and the execution timing and device are not particularly limited. Furthermore, the functions of the server 100 may be all included in one server 100, or may be distributed among multiple servers 100.

[0122] In the above embodiment and modified example, a smartphone is used as the user terminal 200, and a game can be executed using a dedicated application installed on the user terminal 200, but the type of user terminal 200 and the tool for executing the game are not limited to this. For example, a personal computer may be used as the user terminal 200, and the game may be executed using a general web browser.

[0123] In the above embodiment and modified example, various information input and selection processes can be performed by tapping or other operations on the touch panel 262 of the smartphone, but the operation modes for performing these processes are not limited to those described above. For example, if a personal computer is used as the user terminal 200, the above processes may be performed by clicking, dragging, dropping, or other operations using a mouse.

[0124] The programs for executing the processes in the above-described embodiments and modified examples may be stored in a computer-readable storage medium and provided as a storage medium. Furthermore, the above-described embodiments, other embodiments, and modified examples may be implemented not as a client-server information processing system S, but as an information processing device that stores the above-described programs and is capable of independently executing the same processes as the information processing system S, or as an information processing method that realizes each function and step shown in the flowchart. [Explanation of symbols]

[0125] S Information Processing System 51 First Skill Button 52 Second Skill Button 100 servers 200 user terminals 286 Game Control Unit 288 Screen Control Unit

Claims

1. a selection means for selecting one or more player objects to be operated by a player from among a plurality of target objects that are objects controlled in a virtual space; an execution means for causing a player object selected as an operation target to execute a predetermined action including at least a first action and a second action, based on a predetermined operation by the player; a change means for, when an operation for executing the first action is performed, changing the player object selected at the time the operation is performed to another object included in the target objects; causing a computer to function as a display means for displaying the virtual space so that it can be seen by a player; A program in which the operation that causes the first action to be executed is an input operation on a first image that is displayed by performing a predetermined display operation on the display means.

2. A program as described in claim 1, which is capable of displaying on the display means a second image to be used for the second action in accordance with the specified display operation, and is capable of displaying an effect image extending from the position where the specified display operation is performed toward the first image and the second image.

3. A program as described in claim 1, which, when an operation to execute the second action is performed, causes the player object selected at the time the operation was performed to execute the second action without changing the player object to the other object.

4. A selection means for selecting one or more player objects to be operated by a player from among a plurality of target objects that are controlled in a virtual space; an execution means for causing a player object selected as an object to be operated to execute predetermined attack actions including at least a first attack action and a second attack action, based on a predetermined operation by the player, to attack an enemy object; causing the computer to function as a change means for, when an operation for executing the first attack action is performed, changing the player object selected at the time the operation is performed to another object included in the target objects; When an operation to execute the second attack action is performed, a program is provided which causes the player object selected at the time the operation was performed to execute the second attack action without changing the player object to the other object.

Citation Information

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