Programs, information processing systems
The program facilitates object selection by incorporating position detection and auxiliary visual information to assist in selecting objects within overlapping groups, improving the ease of interaction in information processing systems.
Patent Information
- Application Number
- JP2023150143
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-09-15
- Publication Date
- 2026-02-13
- Estimated Expiration
- 2043-09-15
AI Technical Summary
Existing information processing systems face challenges in facilitating the selection of objects, particularly when multiple icons or elements overlap, making it difficult for users to easily affect the desired objects.
A program that includes a position detection means for user input, a first selection means for selecting a first object, and an auxiliary means for outputting visual information to assist in selecting a second object within a group, using a processor to execute these functions.
Enhances the ease of object selection by providing auxiliary visual information, thereby simplifying the process of choosing objects in complex environments.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program and an information processing system. [Background technology]
[0002] Conventionally, information processing systems have been designed to assist users in selecting objects. For example, Patent Document 1 discloses that when it is determined that multiple icons overlap on a map, a representative icon containing multiple symbols corresponding to the multiple icons determined to overlap is drawn. For example, Patent Document 2 discloses that when a first element is moved on a display area, a third element is generated from a second element corresponding to the moving direction of the first element, and the third element is displayed in a position close to the first element. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-206608 [Patent Document 2] Japanese Patent Application Laid-Open No. 2016-146221 Summary of the Invention [Problem to be solved by the invention]
[0004] However, today there is an expectation that it will be easier to select the objects that an object will affect. [Means for solving the problem]
[0005] A program according to one embodiment of the present disclosure causes a processor to function as a position detection means for detecting the position of a user operation, a first selection means for selecting a first object based on the position of a first operation by the user, and an auxiliary means for outputting auxiliary visual information to assist in the selection of a second object included in a group of objects when a user operation is detected at a position corresponding to the group of objects including a second object that is to be affected by the first object. [Effects of the Invention]
[0006] According to the present disclosure, object selection can be facilitated. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram illustrating an overview of an information processing system. [Figure 2] FIG. 2 is a diagram illustrating an example of a module configuration of a terminal. [Figure 3] FIG. 3 is a diagram illustrating an example of a module configuration of a server. [Figure 4] FIG. 4 is a diagram showing an example of screen transitions on the terminal of FIG. [Figure 5] FIG. 5 is a diagram illustrating an example of a process flow for executing an event. [Figure 6] FIG. 6 is a diagram illustrating an example of the flow of processing for selecting a unit. [Figure 7] FIG. 7 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 8] FIG. 8 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 9] FIG. 9 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 10] FIG. 10 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 11] FIG. 11 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 12] FIG. 12 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 13] FIG. 13 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 14] FIG. 14 is a diagram showing an example of a change to an auxiliary UI object. DETAILED DESCRIPTION OF THE INVENTION
[0008] An information processing system according to the present disclosure will be described with reference to the drawings. [System Overview] As shown in FIG. 1, the information processing system 10 includes a network 20, a plurality of terminals 100, and one or more servers 200. The information processing system 10 is provided as a home system or a business system. Each terminal 100 is configured to be able to communicate with the server 200 via the network 20. As an example, the information processing system 10 is configured as a game system that provides a game to a user 11 of each terminal 100. In the following description, the term "game" simply refers to a game provided by the information processing system 10. Each terminal 100 can be used as a game terminal. The terminal 100 as a game terminal provides the user 11 with a function for playing a game (hereinafter referred to as a game function). The user 11 of each terminal 100 can be a player. Each terminal 100 is an example of an information processing device (computer). The server 200 is an example of an information processing device (computer).
[0009] [network] For example, the network 20 includes the Internet and a mobile communication system including a wireless base station. For example, the mobile communication system may be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet via an access point.
[0010] [Device hardware configuration] As an example, each terminal 100 is a smartphone. Each terminal 100 may be a mobile terminal device such as a feature phone, a personal digital assistant (PDA), or a tablet computer. Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.
[0011] For example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may include a communication interface 140 and an input / output interface 150. The terminal 100 may include a microphone 160, a speaker 170, and a touch screen 180. Each component included in the terminal 100 is connected to a communication bus 190.
[0012] In response to a signal provided to the terminal 100 or in response to the establishment of a predetermined condition, the processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130. For example, the processor 110 can be realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other computing device.
[0013] The memory 120 temporarily stores programs and data. For example, the programs are read from the storage 130. The data includes data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 can be implemented as a random access memory (RAM) or other volatile memory. The storage 130 permanently stores the programs and data. For example, the storage 130 can be implemented as a read-only memory (ROM), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 130 may also be implemented as a removable storage device such as a memory card.
[0014] As an example, storage 130 stores a game program and a communication program. As an example, the game program realizes game functions. The game program provides an environment for user 11 to play a game. The communication program realizes a function to communicate with another computer. As an example, the other computer is server 200. Storage 130 may also store a distribution program, a viewing program, an operating system, a simulation program, a user authentication program, and other programs.
[0015] For example, data stored in storage 130 may include data for defining a virtual space, data defining various objects, and user information. The various objects may include characters, equipment, and objects that make up screens for various games. As an example, the user information may include a user ID, a user name, gender, age, address, etc. The user information may include in-game currency, in-game items, and various rewards owned by user 11.
[0016] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be implemented as a LAN (Local Area Network) or other wired communication interface. For example, the communication interface 140 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication interface. The communication interface 140 is not limited to the above.
[0017] The input / output interface 150 communicates with an external input device 300. For example, the input / output interface 150 can be implemented as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI®), or other wired communication interface. For example, the input / output interface 150 can be implemented as a Bluetooth® or other wireless communication interface.
[0018] As an example, the input device 300 is a controller. The controller has one or more operational components. For example, the one or more operational components may include a button, a key, a switch, a handle, a bar, a touchpad, or a stick. The controller transmits an output value to the terminal 100 based on an operation of the user 11 on the operational component. As an example, the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit an output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.
[0019] The input device 300 is not limited to the above. For example, the input device 300 may be a camera. The camera may be configured to transmit a captured image of the user 11 to the terminal 100. For example, the input device 300 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on detection of the hand of the user 11, a marker, or the like to the terminal 100.
[0020] The microphone 160 converts the speech of the user 11 into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 170 converts the audio signal into sound and outputs it to the user 11. In addition to or instead of the speaker 170, the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.
[0021] The touch screen 180 may include a monitor 181 and a touch sensor 182. The monitor 181 may be realized as a transmissive or non-transmissive display device. For example, the monitor 181 may be realized as a liquid crystal monitor, an organic electroluminescence (EL) monitor, or another display device. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to those described above. For example, the monitor 181 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.
[0022] The touch sensor 182 transmits an output value based on an operation of the user 11 on the monitor 181 to the processor 110. As an example, the touch sensor 182 can be realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or another type of touch sensor. The input surface of the touch sensor 182 is a part or all of the display surface of the monitor 181. The touch sensor 182 can be used as an operation device configured to accept an input operation of the user 11. For example, if the operation device is the touch sensor 182, the processor 110 accepts the user 11's physical contact operation with the input surface of the touch sensor 182 as the input operation of the user 11. For example, modes of input operation using the touch sensor 182 can include tapping, swiping, dragging, flicking, and other modes.
[0023] The operation device is not limited to the configuration described above. For example, if the operation device is the communication interface 140, the processor 110 receives a signal transmitted from an operation device (not shown) connected via the network 20 as an input operation by the user 11. For example, if the operation device is the input / output interface 150, the processor 110 receives a signal transmitted from an external input device 300 as an input operation by the user 11. For example, if the input device 300 is a camera and a distance measuring sensor, when the processor 110 detects the hand of the user 11 from a received captured image, the processor 110 receives a gesture detected based on the captured image and an output value as an input operation by the user 11. For example, if the input device 300 is a controller, the processor 110 receives an output value transmitted from the controller as an input operation by the user 11.
[0024] [Server hardware configuration] The server 200 may be a workstation or a general-purpose computer such as a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication interface 240, and an input / output interface 250. The components of the server 200 are connected to a communication bus 290.
[0025] In response to a signal provided to the server 200 or in response to a predetermined condition being met, the processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230. For example, the processor 210 can be implemented as a CPU, a GPU, an MPU, an FPGA, or other computing device.
[0026] The memory 220 temporarily stores programs and data. For example, the programs are read from the storage 230. The data may include data sent to the server 200 and data generated by the processor 210. For example, the memory 220 may be implemented as a RAM or other volatile memory.
[0027] The storage 230 permanently stores programs and data. For example, the storage 230 can be realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. The storage 230 may also be realized as a removable storage device such as a memory card. The server 200 may use programs stored in an external storage device instead of the storage 230. For example, in a situation where multiple information processing systems 10 are used, such as an amusement facility, programs and data can be updated collectively.
[0028] The storage 230 stores a game program and a communication program. For example, the game program implements a game function. The communication program implements a function for communicating with other computers. For example, the other computers are one or more terminals 100. The storage 230 may store a distribution program, an operating system, a simulation program, a user authentication program, and other programs. For example, the storage 230 stores data for defining a virtual space, data for specifying objects, and user information.
[0029] The communication interface 240 is connected to the network 20. The communication interface 240 communicates with other computers connected to the network 20. For example, the communication interface 240 can be implemented as a LAN or other wired communication interface. For example, the communication interface 240 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication interface. The communication interface 240 is not limited to the above.
[0030] The input / output interface 250 communicates with external input / output devices (not shown). For example, the input / output interface 250 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250 can be implemented as a Bluetooth® or other wireless communication interface.
[0031] [Device Features] As shown in FIG. 2 , one or more of the components of the terminal 100 are combined to form a functional unit (module) that is functionally cohesive. As an example, the terminal 100 may include a game control unit 101, a display control unit 104, a memory unit 105, a communication unit 106, and an input / output unit 107. As an example, the game control unit 101 and the display control unit 104 can be realized by a processor 110. As an example, the memory unit 105 can be realized by a memory 120 and a storage 130. As an example, the communication unit 106 can be realized by a communication interface 140. As an example, the input / output unit 107 can be realized by the processor 110, a touch sensor 182, and an input / output interface 150.
[0032] The input / output unit 107 detects an input operation by the user 11 on the touch sensor 182 and an input operation by the user 11 on an external operating device via the input / output interface 150. As an example, the input / output unit 107 can identify the mode of the input operation based on the input operation by the user 11 on the touch sensor 182. For example, the modes of the input operation that the input / output unit 107 can identify may include tapping, swiping, dragging, flicking, and other modes. Hereinafter, touching the touch sensor 182 with the finger or the like of the user 11 will simply be referred to as "touch."
[0033] When a touch on the touch sensor 182 starts, the input / output unit 107 identifies the coordinates of the touch position (hereinafter referred to as the touch start position). When the touch on the touch sensor 182 stops, the input / output unit 107 identifies the coordinates of the last touch position (hereinafter referred to as the touch end position). While the touch on the touch sensor 182 continues, the input / output unit 107 identifies the coordinates of the touch position at each time (hereinafter referred to as the current touch position). The input / output unit 107 identifies the mode of the input operation by the user 11 based on the touch time from the start to the end of the touch and the change in the touch position. In this way, the processor 110 of the terminal 100 can function as a detection unit that detects the position of the user's operation.
[0034] The communication unit 106 receives various types of information from one or more servers 200. As an example, the information that the communication unit 106 receives from the server 200 may include game progress information and user information. The game progress information is information for controlling the progress of the game. The game progress information may include various requests. The user information may include information about objects owned by the user 11.
[0035] The communication unit 106 transmits various types of information to one or more servers 200. As an example, the information transmitted by the communication unit 106 to the server 200 may include game play information and user information. The game play information is information for reflecting input operations by the user 11 in the progress of the game. The game play information is output in response to input operations received by the input / output unit 107. The game play information may include various requests.
[0036] The game control unit 101 defines a virtual space. The game control unit 101 places various objects in the virtual space. The various objects include objects that constitute a field where an event takes place. The various objects include objects that operate in response to user operations. The various objects may also include objects that operate without user operations. The game control unit 101 identifies instructions from the user 11 based on the touch position received by the input / output unit 107, the mode of the input operation, the coordinates of each object in the virtual space, and game progress information received by the communication unit 106 from the server 200. The game control unit 101 can make various determinations regarding the progress of the game. The game control unit 101 can perform various lotteries regarding the progress of the game. The game control unit 101 generates game play information based on the game progress information, instructions from the user 11, various determination results, and various lottery results. The game play information generated by the game control unit 101 is transmitted to the server 200 by the communication unit 106. As one example, processor 110, as game control unit 101, may perform a function corresponding to a step by executing a step for receiving various information. As one example, processor 110, as game control unit 101, may perform a function corresponding to a step by executing a step for transmitting various information. As one example, processor 110, as game control unit 101, may perform a function corresponding to a step by executing a step for progressing the game.
[0037] The display control unit 104 creates an image to be displayed on the monitor 181 by rendering the virtual space data. The display control unit 104 creates an image of the game screen according to game progress information received via the communication unit 106. The display control unit 104 creates an image of the game screen according to game play information generated by the game control unit 101. The display control unit 104 displays the image of the game screen on the monitor 181. The display control unit 104 may be configured to display the image of the game screen on an external display device via the input / output interface 150. The display control unit 104 may be configured to display the image of the game screen on an external display device via the communication interface 140. The game screen is an image in which 2D or 3D objects are controlled and drawn.
[0038] The display control unit 104 may control and draw objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) required for input operations by the user 11. The UI objects are information for assisting the input operations of the user 11 required to progress through the game. For example, UI objects are icons, buttons, lists, windows, and menus. The various UI objects described in this disclosure are merely examples and are not limited to these aspects. As an example, the processor 110, as the display control unit 104, may execute steps for controlling the display content of the monitor 181, thereby performing functions corresponding to those steps.
[0039] The steps that can be executed in each terminal 100 can be realized by hardware and software (programs) executed by the processor 110. The software may be pre-stored in the storage 130. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reader or downloaded from another computer, such as the server 200, via the communication interface 140 and then stored in the storage 130. The software is read from the storage 130 by the processor 110 and stored in the memory 120 in the form of an executable program. The processor 110 executes the program.
[0040] [Server Features] As shown in FIG. 3 , one or more of the components of the server 200 are combined to form a functional unit (module) that is functionally cohesive. As an example, the server 200 may include a game control unit 201, a memory unit 205, a communication unit 206, and an input / output unit 207. The server 200 may also include a display control unit (not shown). As an example, the game control unit 201 can be realized by a processor 210. As an example, the memory unit 205 can be realized by a memory 220 and a storage 230. As an example, the communication unit 206 can be realized by a communication interface 240. As an example, the input / output unit 207 can be realized by the processor 210 and an input / output interface 250.
[0041] The communication unit 206 receives various types of information from each terminal 100. For example, the information that the communication unit 206 receives from each terminal 100 includes game play information and user information. The communication unit 206 transmits various types of information to each terminal 100. For example, the information that the communication unit 206 transmits to each terminal 100 includes game progress information and user information. The input / output unit 207 may detect and accept input operations by the user 11 on an external input device via the input / output interface 250.
[0042] The game control unit 201 defines a virtual space. The game control unit 201 places various objects in the virtual space. The various objects include objects that constitute a field. The various objects include objects that operate in response to user operations. The various objects may also include objects that operate without user operations. The game control unit 201 progresses the game in accordance with game play information received by the communication unit 206 from each terminal 100. The game control unit 201 may make various determinations regarding the progress of the game. The game control unit 201 may perform various lotteries regarding the progress of the game. The game control unit 201 generates game progress information in accordance with the results of these processes. The game progress information is transmitted to each terminal 100 by the communication unit 206. As an example, the processor 210, as the game control unit 201, may execute steps for receiving various information, thereby performing a function corresponding to the step. As an example, the processor 210, as the game control unit 201, may execute steps for transmitting various information, thereby performing a function corresponding to the step. As an example, processor 210, as game control unit 201, can perform functions corresponding to steps by executing steps for progressing the game.
[0043] The steps that can be executed in the server 200 can be realized by hardware and software (programs) executed by the processor 210. The software may be pre-stored in the storage 230. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reader or downloaded from another computer, such as an external storage device, via the communication interface 240, and then stored in the storage 230. The software is read from the storage 230 by the processor 210 and stored in the memory 220 in the form of an executable program. The processor 210 executes the program.
[0044] [Game Overview] As an example, a game according to the present disclosure may include multiple parts. For example, the game may include an event part in which a player can participate in an event and a preparation part in which a player can prepare for the event. However, the game may be composed of three or more parts, or may be composed of a single part.
[0045] [Event part] An example of a specific specification of the event part will be described. As an example, the event may include accomplishing a predetermined task. As an example, the task may be defeating an enemy unit. The event may include user 11 controlling his / her own unit. The unit may be a character selected in advance by user 11 from among multiple characters. A unit is the smallest unit in an event whose actions user 11 can direct. One unit may be a single character, or may be a party made up of multiple characters.
[0046] The event may be a battle between multiple friendly units and multiple enemy units. The event may employ a turn system in which friendly and enemy units alternate actions. The victory condition for the event is to incapacitate all enemy units before all friendly units are incapacitated. Each unit becomes incapacitated when its hit points (hereafter referred to as HP), one of its ability scores, reach 0. Each unit's HP decreases when it is attacked by an enemy unit.
[0047] In events, each unit is assigned a role. Roles may include tank, healer, attacker, and supporter. The tank's main role is to protect friendly units as the party's vanguard (hereinafter referred to as defensive actions). The healer's main role is to restore the HP of friendly units (hereinafter referred to as recovery actions). The attacker's main role is to attack enemy units and reduce their HP (hereinafter referred to as attack actions). The supporter's main role is to strengthen friendly units and weaken enemy units (hereinafter referred to as support actions). It is preferable that all roles be capable of movement and self-defense.
[0048] An event may involve a battle between multiple friendly units and a single enemy unit, a battle between a single friendly unit and multiple enemy units, or a battle between a single friendly unit and a single enemy unit. When multiple units participate in an event, each unit may be operated by a single user 11. Multiple units may each be operated by a different user 11. In other words, an event may be one in which multiple users 11 can participate.
[0049] Events are not limited to the above-mentioned content. For example, an event may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, an event may be a race such as a car race, a yacht race, a ski race, or an airplane race. Events are not limited to competitive content. An event may be cooperative content in which multiple users or multiple groups cooperate to accomplish a task. In this case, the task may be character development or the creation of a city or building.
[0050] [Preparation part] An example of specific specifications for the preparation part will be described. As an example, user 11 selects a predetermined number of characters from a plurality of characters as allied units to participate in an event. As an example, the predetermined number may be four. Characters selectable as units are an example of first objects that user 11 can use in the game. Without being limited to this, user 11 may change the appearance of characters to be used as units in preparation for an event. For example, the character's appearance may be race, gender, body shape, hairstyle, and facial expression. Preparation for an event may include adding, exchanging, and deleting equipment, items, and skills. The equipment may be weapons, armor, and accessories. Equipping these pieces of equipment may enhance the ability values of the character.
[0051] [Overview of screen transitions on each device] An overview of screen transitions on the terminal 100 will be described. 4, various screens may be displayed on the monitor 181 of each terminal 100 depending on the game part, the progress of the game, and instructions from the user 11. As an example, the game screens may include a home screen 40 and an event screen 50.
[0052] The home screen 40 may be displayed during the preparation part. The home screen 40 is an initial screen and is a screen for instructing the display of the event screen 50. The home screen 40 is a screen for selecting characters to participate in the event as a unit.
[0053] The event screen 50 may be displayed in the event part. The event screen 50 is a screen for displaying the progress of the event. The event screen 50 may include a screen for displaying the result of the event. The result of the event may include information indicating whether the event was achieved.
[0054] [Example of event execution process flow] As shown in FIG. 5, the processor 110 of the terminal 100 receives an event start operation while displaying the home screen 40 (step S200). The event start operation may include an operation to instruct the start of an event. The processor 110 of the terminal 100 transmits an event start request to the server 200 via the communication interface 140 (step S201). The event start request may include information that can identify the start of the event. The processor 110 of the terminal 100 displays the event screen 50 on the monitor 181 (step S202). That is, the processor 110 starts the event. The processor 110 proceeds to step S204.
[0055] Processor 110 of terminal 100 executes terminal-side event processing (step S204). In step S204, processor 110 transmits and receives various information to and from server 200 via communication interface 140. Processor 110 executes an event based on the various information received from server 200. As an example, processor 110 defines a virtual space. Processor 110 constructs a field where the event will take place by placing field objects in the virtual space. Processor 110 places friendly units and enemy units in the virtual space. As an example, when processor 110 receives an operation to instruct an action of a friendly unit (hereinafter referred to as an action instruction operation), processor 110 transmits play information indicating the operation content to server 200. As an example, processor 110 receives progress information from server 200. Processor 110 updates virtual space data according to the progress information. Processor 110 renders and images the shooting range of a virtual camera placed in the virtual space, and displays the image on monitor 181 as event screen 50. The process of accepting an action instruction operation will be described in detail later.
[0056] The processor 210 of the server 200 receives an event start request via the communication interface 240 (step S205). The processor 210 of the server 200 executes server-side event processing (step S206). In step S206, the processor 210 transmits and receives various information to and from the terminal 100 via the communication interface 240. The processor 210 controls the event based on the various information received from the terminal 100. As an example, the processor 210 defines a virtual space. The processor 210 constructs a field where the event will be held by placing field objects in the virtual space. The processor 210 places friendly units and enemy units in the virtual space. As an example, the processor 210 may receive play information from the terminal 100. The processor 210 manages the actions of each unit in the virtual space according to the play information.
[0057] As one example, when processor 210 receives a movement instruction from an ally unit, processor 210 moves the ally unit designated as the target of the instruction to a position designated as the movement destination. As one example, when processor 210 receives a command to perform a defensive action from a tank, processor 210 causes the ally unit designated as the target of defense to defend. As one example, when processor 210 receives a command to perform a recovery action from a healer, processor 210 restores the HP of the ally unit designated as the target of recovery. As one example, when processor 210 receives a command to perform an attack action from an attacker, processor 210 reduces the HP of the enemy unit designated as the target of attack. Processor 210 renders an enemy unit whose HP has reached 0 in an incapacitated state. As one example, when processor 210 receives a command to perform a strengthening action from a supporter, processor 210 strengthens the ally unit designated as the target of strengthening. As one example, when processor 210 receives a command to perform a weakening action from a supporter, processor 210 weakens the enemy unit designated as the target of weakening. Note that, along with various actions according to the role, processor 210 may also be instructed to move to a position adjacent to the target unit of the action. The processor 210 transmits progress information indicating the results of the actions of the friendly units to the terminal 100.
[0058] When all friendly units have finished acting, processor 210 causes enemy units to act. As an example, processor 210 moves enemy units. Processor 210 causes enemy units to attack friendly units. When processor 210 causes enemy units to attack friendly units, processor 210 reduces the HP of the friendly units. When processor 210 causes enemy units to attack friendly units that are defended by a tank, processor 210 may reduce the HP of the tank that is performing a defensive action. Processor 210 puts friendly units whose HP has reached 0 into an inaction state. Processor 210 causes friendly units and enemy units to act alternately.
[0059] The processor 210 determines whether the event end condition is met. The event end condition may be met when the HP of all friendly units reaches 0 or when the HP of all enemy units reaches 0. If the event end condition is met, the processor 210 proceeds to step S207. In step S207, the processor 210 of the server 200 transmits event result information to the terminal 100 via the communication interface 240. The event result information may include information that can identify whether the event has been achieved. In step S207, the processor 210 determines whether the event achievement condition is met. The processor 210 generates event result information that indicates the determination result. As an example, the event achievement condition is met when the HP of all enemy units reaches 0 before the HP of all friendly units reaches 0. The event achievement condition is not met when the HP of all friendly units reaches 0 before the HP of all enemy units reaches 0. The processor 210 of the server 200 then terminates the series of processes.
[0060] Processor 110 of terminal 100 receives the event result information via communication interface 140 (step S208). Processor 110 of terminal 100 displays the event result on monitor 181 in event screen 50 (step S209). Processor 110 of terminal 100 displays home screen 40 on monitor 181 (step S210). Thereafter, processor 110 of terminal 100 ends the series of processes.
[0061] [An example of the process flow for accepting action instruction operations] As shown in FIG. 6, processor 110 of terminal 100 determines whether an instruction to select a target unit from among multiple friendly units has been received (step S300). As an example, in step S300, processor 110 determines the result as positive if the touch start position is within the selection determination range of any friendly unit. If the determination result in step S300 is positive, processor 110 of terminal 100 selects the target unit as the target unit, the target unit, that corresponds to the selection determination range to which the touch start position belongs (step S301). Processor 110 of terminal 100 can function as first selection means for selecting a first object based on the position of a first operation by the user. A touch or a touch start is an example of a first operation. The target unit is an example of a first object. On the other hand, if the determination result in step S300 is negative, processor 110 repeats step S300. In this way, processor 110 does not select the target unit if the touch start position is not within the selection determination range of any friendly unit. Processor 110 waits until it selects a target unit.
[0062] When a command target unit is selected, processor 110 of terminal 100 determines whether or not there is an action target unit at a position corresponding to the current touch position (step S302). The action target unit is a unit that is the target of an action according to the role of the command target unit. As an example, in step S302, processor 110 determines the result as positive if the current touch position is within the selection determination range of any unit among units that can be selected as the action target unit (hereinafter referred to as selectable units). The selectable unit may differ depending on the role of the ally unit selected as the command target unit. For example, when the command target unit is a tank or a healer, the selectable unit is an ally unit. For example, when the command target unit is an attacker, the selectable unit is an enemy unit. For example, when the command target unit is a supporter, the selectable unit is both an ally unit and an enemy unit.
[0063] If the determination result in step S302 is positive, the processor 110 of the terminal 100 determines whether the selectable units form a unit group (step S303). For example, in step S302, the processor 110 of the terminal 100 determines that the selectable units form a unit group if a specific condition is met. Here, the specific condition may be met when multiple selectable units exist within a determination area centered on the current touch position. Whether a unit exists within a certain area may be determined based on whether the position of a reference point defined for each unit is included in the area. Whether a unit exists within a certain area may be determined based on whether the entirety of each unit is included in the area. Whether a unit exists within a certain area may be determined based on whether a portion of each unit is included in the area. The specific condition may be met when another selectable unit exists within a specified range, based on a selectable unit corresponding to the selection determination range to which the current touch position belongs. The specific condition may be met when multiple selectable units overlap when rendering virtual space data to generate the event screen 50. In this way, the specific condition may be a condition that defines a situation in which a plurality of selectable units are close to each other, making it difficult for user 11 to select one of them.
[0064] If the determination result in step S303 is positive, the processor 110 of the terminal 100 displays an auxiliary UI object on the monitor 181 (step S304). The auxiliary UI object is an example of information that assists the user 11 in selecting an action target unit from among the selectable units that make up the unit group. The auxiliary UI object is configured to include candidate icons that indicate each selectable unit that makes up the unit group. As an example, each candidate icon may include information that indicates the selectable unit.
[0065] The auxiliary UI object is an example of auxiliary visual information that assists in the selection of a second object included in the object group. The selectable unit is an example of a second object that is affected by the instruction target unit. Each candidate icon constituting the auxiliary UI object is an example of an auxiliary object that indicates a second object included in the object group. The processor 110 of the terminal 100 can function as an output unit by executing step S304. When a user operation is detected at a position corresponding to the object group, the output unit outputs auxiliary visual information that assists in the selection of a second object included in the object group. The position at which a specific condition is satisfied for multiple second objects is the position corresponding to the object group. The specific condition may be met when multiple second objects exist within a determination area centered on the current touch position. The specific condition may also be met when one or more other objects exist within a predetermined range based on the object present at the position corresponding to the current touch position. When a user operation is detected at a position not corresponding to the object group, the processor 110 functioning as an output unit does not output auxiliary visual information.
[0066] If the determination result of step S303 is negative, or if step S304 is completed, processor 110 of terminal 100 determines whether an operation to select an action target unit from one or more selectable units has been performed (step S305). If an auxiliary UI object is not displayed, processor 110 determines the result as positive if the touch end position is within the selection determination range of any selectable unit. In this case, processor 110 selects, as the action target unit, the selectable unit corresponding to the selection determination range to which the touch end position belongs (step S306). On the other hand, if an auxiliary UI object is displayed, processor 110 determines the result as positive if the touch end position is within the display area of any candidate icon. In this case, processor 110 selects, as the action target unit, the selectable unit corresponding to the candidate icon in the display area to which the touch end position belongs. Processor 110 executing step S306 functions as second selection means for selecting a second object based on a second operation by the user. An operation of moving the touch position into the selection determination range of the selectable unit or the display area of the candidate icon and then ending the touch is an example of a second operation.
[0067] When an action target unit is selected, processor 110 of terminal 100 causes the command target unit to act against the action target unit (step S307). For example, when the command target unit is a tank, processor 110 causes the ally unit that is the action target unit to defend. For example, when the command target unit is a healer, processor 110 causes the ally unit that is the action target unit to recover HP. For example, when the command target unit is an attacker, processor 110 causes the enemy unit that is the action target unit to attack. For example, when the command target unit is a supporter, processor 110 strengthens the ally unit that is the action target unit. For example, when the command target unit is a supporter, processor 110 weakens the enemy unit that is the action target unit. In step S306, processor 110 of terminal 100 transmits play information capable of identifying the action command operation to server 200. This play information may include information capable of identifying the command target unit, the action target unit, and the action content. As already explained, server 200 generates progress information based on the received play information and transmits it to terminal 100. Processor 110 of terminal 100 updates the display content of monitor 181 based on the received progress information. Thereafter, processor 110 of terminal 100 ends the series of processes. It is preferable that processor 110 of terminal 100 repeatedly executes the process of receiving action instruction operations from the start to the end of the event.
[0068] If the determination result in step S305 is negative, processor 110 of terminal 100 determines whether a cancel operation has been performed (step S308). If an auxiliary UI object is not displayed, processor 110 determines the result as positive if the touch has ended and the touch end position is not within the selection determination range of any selectable unit. If an auxiliary UI object is displayed, processor 110 determines the result as positive if the touch has ended and the touch end position is not within the display area of any candidate icon among the candidate icons that constitute the auxiliary UI object. If the determination result in step S308 is negative, processor 110 of terminal 100 returns to step S305.
[0069] If the determination result in step S308 is positive, the processor 110 of the terminal 100 updates the display content of the monitor 181 related to the unit selection (step S309). As an example, if an auxiliary UI object is being displayed, the processor 110 ends the display of the auxiliary UI object. In this way, the processor 110 functioning as an output means stops outputting the auxiliary visual information when the position of the operation by the user 11 changes to a position that does not correspond to the group of objects after starting output of the auxiliary visual information. A position that is not within the display area of any candidate icon is an example of a position that does not correspond to the group of objects after starting output of the auxiliary visual information. In this case, the processor 110 of the terminal 100 also cancels the selection of the unit to be instructed. Thereafter, the processor 110 of the terminal 100 returns to step S300.
[0070] If the determination result of step S302 is negative, processor 110 of terminal 100 determines whether a cancel operation has been performed (step S310). As an example, processor 110 determines whether the touch has ended. If the determination result of step S310 is positive, processor 110 returns to step S300. At this time, processor 110 of terminal 100 also cancels the selection of the instruction target unit. If the determination result of step S310 is negative, processor 110 returns to step S302.
[0071] [Example of display screen on device and processing flow related to display] An example of a specific display mode in a scene where the user 11 selects a command target unit and an action target unit will be described. The party owned by the user 11 includes friendly units 51 to 54. As an example, a scene will be described in which the role of the command target unit is a healer and a friendly unit is selected as the action target unit.
[0072] 7 to 9 show a situation in which the selectable units that are selection targets for user 11 do not form a unit group. As shown in FIG. 7, event screen 50 may include friendly unit 51, friendly unit 52, multiple status icons 51a to 54a, and one or more field objects 55. Without being limited to this, event screen 50 may include objects different from these objects depending on the position, angle, and field of view of the virtual camera when rendering the virtual space data. For example, event screen 50 may include one or more enemy units.
[0073] The ally unit 51 is a healer. The ally units 52 to 54 are all attackers. Each of the status icons 51a to 54a may include a character as an example of information that can identify an ally unit that makes up a party. Each of the status icons 51a to 54a may include information about HP as information that can identify the ability value of each of the ally units 51 to 54. As an example, the information about HP may be an HP gauge.
[0074] As an example, suppose that the selection determination range 57 of the ally unit 51 is touched by the user 11. Since the determination result of step S300 is positive, in step S301, the ally unit 51 is selected as the unit to be instructed. The display mode of the status icon 51a corresponding to the ally unit 51 changes to a mode (hereinafter referred to as the selection mode) that makes it possible to identify that the ally unit 51 has been selected as the unit to be instructed. As an example, the selection mode may be a mode in which a predetermined effect is added so that the status icon 51a is surrounded by a thick line in the figure.
[0075] As shown in FIG. 8, assume that the touch state by the user 11 is maintained and the touch position is slid to a position overlapping with the selection determination range 57 of the friendly unit 52. Therefore, the determination result of step S302 is positive. At this time, the processor 110 of the terminal 100 displays a selection object 70 as information that can identify that the instruction target unit has been selected and that an action target unit is about to be selected by sliding. As an example, the selection object 70 may be a line segment, an arrow, or another graphic connecting the instruction target unit and the current touch position.
[0076] The selectable unit, the ally unit 52, does not form a unit group 56. Therefore, the determination result in step S303 is negative. Therefore, the auxiliary UI object 60 is not displayed on the monitor 181. At this time, the processor 110 of the terminal 100 may change the display mode of the selectable unit to a mode (hereinafter referred to as a provisionally selected mode) that makes it clear that the selectable unit can be selected as a unit to be acted upon completion of the touch. As an example, the provisionally selected mode may be a mode in which a predetermined effect is applied so that the ally unit 52 is surrounded by a dashed line in the figure.
[0077] As shown in FIG. 9 , assume that the touch by the user 11 ends and the touch end position overlaps with the selection determination range 57 of the ally unit 52. The determination result of step S305 is affirmative. In step S306, the ally unit 52 is selected as the action target unit. In step S307, the processor 110 of the terminal 100 causes the ally unit 52 to perform an action according to the role of the ally unit 51. In this scene, since the ally unit 51 is a healer, the ally unit 51 moves toward the ally unit 52 and recovers the HP of the ally unit 52. At this time, the processor 110 of the terminal 100 may display an action object 71 on the monitor 181 as information that identifies the action result of the ally unit 51. As an example, the action object indicating the recovery action may be an object resembling a heart. Note that the information that identifies the action result of the instruction target unit may be the action of the instruction target unit itself.
[0078] 10 to 13 show a situation in which selectable units form a unit group 56. Below, a detailed description will be given of the differences from a situation in which selectable units do not form a unit group 56. As shown in FIG. 10, the event screen 50 may include friendly units 51 to 54.
[0079] 10 and 11, assume that while the touch state by the user 11 is maintained, the touch position slides to a position overlapping with the selection determination range 57 of the ally unit 52, or passes through the selection determination range 57. In this case, the determination result in step S302 is positive. The ally units 52 to 54, which are selectable units, are all included in a determination region 58 centered on the current touch position. In other words, the ally units 52 to 54 form a unit group 56. Therefore, the determination result in step S303 is positive. The processor 110 of the terminal 100 displays the auxiliary UI object 60 on the monitor 181.
[0080] As an example, the auxiliary UI object 60 includes candidate icons 62 to 64 representing the selectable units constituting the unit group 56. Each candidate icon 62 to 64 may include identification information that allows identification of the ally units 52 to 54 as selectable units. As an example, the identification information may be a part of the character set as the ally unit, such as the face or upper body. As an example, the auxiliary UI object 60 may be displayed so that multiple candidate icons are adjacent to each other to form a group. In the auxiliary UI object 60, each candidate icon may be displayed on a line connecting the reference point of the corresponding selectable object and the current touch position, and at a position spaced apart from the reference point from the current touch position. The auxiliary UI object 60 (candidate icons 62 to 64) may be displayed above the unit group 56 so as to overlap with the unit group 56. The auxiliary UI object 60 may also be displayed at a position spaced apart from the unit group 56. The positional relationship of the candidate icons 62 to 64 in the auxiliary UI object 60 is the same as or approximately the same as the positional relationship of the ally units 52 to 54. In other words, when the ally unit 52, the ally unit 53, and the ally unit 54 are lined up in this order from the right, the candidate icon 62, the candidate icon 63, and the candidate icon 64 are lined up in this order from the right.
[0081] 12, assume that while the user 11 maintains the touch state, the touch position slides to a position overlapping the display area of the candidate icon 62. At this time, the processor 110 of the terminal 100 may change the display mode of the candidate icon to a mode (shown as a provisional selection mode) that makes it clear that the friendly unit corresponding to the icon can be selected as the target unit for action when the touch ends. As an example, the provisional selection mode is a mode in which a predetermined effect is applied so that the candidate icon 62 is surrounded by a thick line in the figure.
[0082] As shown in FIG. 13 , assume that the touch by the user 11 has ended and the touch end position overlaps with the display area of the candidate icon 62. The determination result in step S305 is positive. In step S306, the ally unit 52 corresponding to the candidate icon 62 is selected as the unit to be acted upon. In step S307, the processor 110 of the terminal 100 causes the ally unit 52 to take an action according to the role of the ally unit 51. In this scene, the ally unit 51 moves toward the ally unit 52 and recovers the HP of the ally unit 52. At this time, the processor 110 of the terminal 100 may display the action object 71 on the monitor 181.
[0083] After displaying the auxiliary UI object 60, processor 110 of terminal 100 stops displaying the auxiliary UI object 60 when the touch ends in an area different from the display area of the auxiliary UI object 60 (each candidate icon 62). At this time, processor 110 also cancels the selection of the instruction target unit. Furthermore, even when the auxiliary UI object 60 is not displayed, processor 110 of terminal 100 cancels the selection of the instruction target unit when the touch ends in an area different from the selection determination ranges 57 of any of the friendly units 52.
[0084] Processor 110 of terminal 100 performs processing when the selectable unit is an enemy unit in the same way as when the selectable unit is a friendly unit, depending on the role of the command-target unit. That is, when an attacker or supporter is selected as the command-target unit and the enemy units form unit group 56, processor 110 can display auxiliary UI object 60 on monitor 181. In this case, auxiliary UI object 60 is configured to include a plurality of candidate icons representing enemy units included in unit group 56. Processor 110 selects, as the target unit for action, the enemy unit corresponding to the candidate icon to which the touch end position belongs.
[0085] As described above, the user 11 can select a unit to be operated by touching or starting to touch. If the user 11 continues to slide the touch position and the current touch position reaches a position corresponding to the group of units, the auxiliary UI object 60 can be displayed. In this way, the processor 110 of the terminal 100 outputs auxiliary visual information when it detects that the position of the user's operation has changed to a position corresponding to the group of objects without interruption after the first object is selected based on the position of the first operation by the user. This assists in selecting the second object in a situation where the second objects are close to each other and it is difficult to select the second object.
[0086] The effects of the present disclosure will be described. (1) When user 11 attempts to select a second object that will affect the first object selected by the first operation, user 11 operates a position corresponding to a group of objects including the second object. This allows user 11 to receive output of auxiliary visual information that assists in selecting the second object included in the group of objects. An example of auxiliary visual information is auxiliary UI object 60. Thus, user 11 can select an object group that includes the desired second object and intuitively select the desired second object from the group of objects. This provides assistance in selecting the object.
[0087] (2) The auxiliary visual information includes auxiliary objects that indicate second objects included in the object group. An example of the auxiliary objects is a candidate icon. Therefore, it is easy to identify selectable second objects from the auxiliary visual information.
[0088] (3) Auxiliary visual information is not output in a scene where there are no objects at the position operated by the user 11. For example, a scene where there are no objects is assumed to be a scene where there is no second object or a scene where there is only a single second object. Therefore, outputting auxiliary visual information even in a scene where it is easy to select a second object can prevent the user 11 from feeling annoyed.
[0089] (4) Even if auxiliary visual information is displayed, the output of the auxiliary visual information can be stopped by operating a position that does not correspond to the object group, which prevents the user 11 from feeling annoyed when trying to select a second object that is not included in the object group.
[0090] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. [Change Example 1] As shown in FIG. 14 , the auxiliary visual information is not limited to being configured like the above-described auxiliary UI object 60. For example, the auxiliary visual information may be output so as to distinguish between a second object that satisfies a specific condition and a second object that does not satisfy the specific condition. According to this modification, the auxiliary visual information is output so as to distinguish between a second object that satisfies a specific condition and a second object that does not satisfy the specific condition. This makes it possible to provide useful information to the user 11 who wishes to change the selection target depending on whether the specific condition is met.
[0091] For example, in the auxiliary visual information, an auxiliary object indicating a second object that satisfies a specific condition may be displayed larger than an auxiliary object indicating a second object that does not satisfy the specific condition. As a more specific example, as in the auxiliary UI object 80, a candidate icon 62 indicating an ally unit 52 that satisfies a specific condition may be displayed larger than candidate icons 63, 64 indicating each of the ally units 53, 54 that do not satisfy the specific condition.
[0092] For example, in the auxiliary visual information, auxiliary objects indicating second objects that satisfy a specific condition may be displayed with a predetermined visual effect to make them stand out more than auxiliary objects indicating second objects that do not satisfy the specific condition. As a more specific example, like the auxiliary UI object 81, the candidate icon 62 indicating the ally unit 52 that satisfies the specific condition may be colored red, and the candidate icons 63, 64 indicating the ally units 53, 54 that do not satisfy the specific condition may be colored white.
[0093] For example, the position of each auxiliary object may be adjusted so that auxiliary objects indicating second objects that satisfy a specific condition are easier to select in the auxiliary visual information than auxiliary objects indicating second objects that do not satisfy the specific condition. As a more specific example, as shown in the auxiliary UI object 82, the candidate icon 62 indicating the ally unit 52 that satisfies the specific condition may be displayed closer to the current touch position than the candidate icons 63, 64 indicating the ally units 53, 54 that do not satisfy the specific condition.
[0094] For example, in the auxiliary visual information, information for determining whether or not the second object satisfies a specific condition may be added to each auxiliary object. As a more specific example, as shown in the auxiliary UI object 83, information indicating the remaining HP may be added to each of the candidate icons 62-64 as an example of information for determining whether or not each of the friendly units 52-54 satisfies a specific condition.
[0095] In this modified example, the specific condition is preferably a condition that makes it easier for user 11 to select a second object that satisfies the condition, which is likely to be advantageous to user 11. For example, the specific condition may be that a predetermined relationship is satisfied with the first object. As a more specific example, the specific condition may be that, when the command target unit is a tank or a healer, the HP of the allied units forming unit group 56 is the lowest. When the command target unit is an attacker, the specific condition may be that the command target unit currently has the lowest HP, the lowest defensive power, or the highest offensive power among the enemy units forming unit group 56. Furthermore, when the command target unit is an attacker and the efficiency of inflicting damage differs depending on the type of enemy unit, the specific condition may be that the command target unit can inflict damage most efficiently.
[0096] [Change Example 2] In the embodiment, a turn-based battle in which friendly units and enemy units take turns acting is used as an event, but a battle in which friendly units and enemy units act in real time may also be used. In this modified example, enemy units act in real time. Similar to friendly units, enemy units may perform defensive actions, recovery actions, attack actions, and support actions in addition to movement.
[0097] In this modified example, the second object can be operated (e.g., moved) without being operated by the user 11. Therefore, the status of the selectable units that make up the object group can change while auxiliary visual information is being displayed. The auxiliary visual information is then updated according to the status of the second objects that make up the object group. According to this modified example, even if the status of the second objects that make up the object group changes from moment to moment, it is possible to appropriately assist in the selection of the second object.
[0098] While auxiliary visual information is being displayed, if a unit that does not satisfy a specific condition newly comes to satisfy the specific condition, processor 110 of terminal 100 determines that the newly satisfied unit has joined the unit group. As an example, processor 110 of terminal 100 determines that a specific condition has been met for a selectable unit when the selectable unit moves from outside a judgment area centered on the current touch position to within the judgment area. In other words, processor 110 determines that the selectable unit has joined the unit group. For example, assume that an attacker is selected as the target unit and an auxiliary UI object is displayed for unit group 56 including multiple enemy units. Here, consider a scenario in which a new enemy unit moves in and joins unit group 56. In such a case, processor 110 of terminal 100 may update the auxiliary UI object in response to the enemy unit joining unit group 56 and additionally display a candidate icon indicating the newly joined enemy unit. In addition, when the state changes from one in which there are no selectable units or only one selectable unit in the judgment area centered on the current touch position to one in which there are multiple selectable units in the judgment area, processor 110 may display auxiliary visual information.
[0099] While auxiliary visual information is being displayed, processor 110 of terminal 100 determines that a unit that satisfies a specific condition has left the unit group when the unit no longer satisfies the specific condition. For example, processor 110 of terminal 100 determines that a specific condition is no longer met for a selectable unit when the selectable unit moves from within a judgment area centered on the current touch position to outside the judgment area. That is, processor 110 determines that the selectable unit has left the unit group. For example, consider a situation in which an enemy unit included in unit group 56 moves and leaves unit group 56. In such a case, processor 110 of terminal 100 may update the auxiliary UI object in response to the departure of the enemy unit and stop displaying a candidate icon indicating the enemy unit that has left. Note that processor 110 may stop displaying auxiliary visual information when a state in which there are multiple selectable units in the judgment area centered on the current touch position changes to a state in which there are no selectable units or there is only one selectable unit in the judgment area. According to this modification, the auxiliary visual information is updated in response to the addition or removal of a second object from the object group. In other words, the selection assistance target of the auxiliary visual information changes in response to changes in the second object included in the object group. This allows for appropriate assistance in selecting the second object.
[0100] For example, suppose a tank or healer is selected as the target unit, and an auxiliary UI object is displayed for a unit group 56 including multiple friendly units. Here, consider a situation in which an attack by an enemy unit reduces the HP of a friendly unit included in the unit group 56 to 0, rendering it incapacitated. In such a case, the processor 110 of the terminal 100 may update the auxiliary UI object in response to the incapacitated friendly unit and stop displaying a candidate icon indicating the incapacitated friendly unit. According to this modified example, when the state of a second object included in the object group changes to a specific state, the auxiliary visual information is updated so as not to assist in the selection of the second object. In other words, the updated auxiliary visual information does not assist in the selection of a second object that has changed to a specific state. In this way, when the state of a second object included in the object group changes to a specific state while auxiliary visual information is being output, assistance in selecting the second object by the auxiliary visual information is limited. This provides clear assistance in preventing the selection of a second object that has changed to a specific state. When an incapacitated friendly unit returns to an actionable state through a recovery action (revival action) by a healer and joins unit group 56, it is preferable that processor 110 start displaying a candidate icon indicating the restored selectable unit. In other words, it is preferable that processor 110 removes the restriction on assisting in the selection of the second object.
[0101] Limiting the assistance in selecting a second object using auxiliary visual information is not limited to stopping the display of an auxiliary object indicating a second object that has entered a specific state. For example, limiting the assistance in selecting a second object may be achieved by graying out an auxiliary object indicating a second object that has entered a specific state. Limiting the assistance in selecting a second object may be achieved by displaying an auxiliary object indicating a second object that has entered a specific state smaller than an auxiliary object indicating a second object that has not entered a specific state. Furthermore, limiting the assistance in selecting a second object may be achieved by adding predetermined information (such as characters, numbers, symbols, or icons) to an auxiliary object indicating a second object that has entered a specific state. In these aspects, when limiting the assistance in selecting a second object, the selection of a second object that has entered a specific state may be either acceptable or unacceptable.
[0102] The specific state is not limited to a friendly unit being in an incapacitated state. For example, in a scene where an auxiliary UI object is displayed for a unit group 56 including multiple enemy units, the specific state may be when the HP of the enemy unit reaches 0. In this way, the specific state of the second object may be when the first object is unable to affect the second object. The specific state may be when the first object is no longer required to affect the second object.
[0103] [Change Example 3] In the embodiment, when the position of the operation by the user 11 changes to a position that does not correspond to the object group after the output of auxiliary visual information has started, the output of the auxiliary visual information is stopped. At this time, the second object is not selected, and the selection of the first object is also deselected. Alternatively, the second selection means may select one of the second objects included in the object group when the position of the operation by the user 11 changes to a position that does not correspond to the object group after the output of auxiliary visual information has started. An operation of changing the position of the operation to a position that does not correspond to the object group after the output of auxiliary visual information has started is an example of a second operation. According to this modified example, the second object is automatically selected by operating a position that does not correspond to the object group after the auxiliary visual information has been displayed. This can assist in the selection of the object.
[0104] As an example, in step S309, the processor 110 of the terminal 100 may stop displaying the auxiliary UI object 60 and select at least one unit from the selectable units included in the unit group 56. At this time, it is preferable that the processor 110 selects a unit that satisfies a specific condition, as in the above-described first modification.
[0105] [Other change examples] In step S306, the processor 110 of the terminal 100 may select, as the target unit, a selectable unit corresponding to the display area of the candidate icon to which the current touch position belongs. In other words, the target unit is selected by simply sliding the touch position into the display area of the candidate icon without needing to end the touch. Alternatively, the target unit may be selected by the operation trajectory passing through the candidate icon.
[0106] If the determination result in step S305 is negative, processor 110 of terminal 100 may stop displaying the auxiliary UI object when the current touch position moves to a position different from the display area of any candidate icon. In this case, processor 110 of terminal 100 may return to step S305 without canceling the selection of the target unit.
[0107] In the embodiment, an auxiliary UI object is displayed if multiple selectable units are included in the determination region 58 centered on the current touch position, regardless of the moving speed of the current touch position. However, the auxiliary UI object may be displayed on the condition that the selectable units form the unit group 56 and that the moving speed of the current touch position is less than a specified speed. In this modified example, even if the current touch position passes through the unit group 56, the auxiliary UI object is not displayed if the moving speed of the current touch position is equal to or greater than the specified speed.
[0108] The display position of the auxiliary UI object may change depending on the display position of the object group on the screen. For example, when the unit group 56 is displayed above half of the monitor 181, the auxiliary UI object may be displayed below the unit group 56. For example, when the unit group 56 is displayed below half of the monitor 181, the auxiliary UI object may be displayed above the unit group 56.
[0109] The display mode of the candidate icons may be changed as appropriate. For example, in an auxiliary UI object, multiple candidate icons may be spaced apart from one another. Each candidate icon may be accompanied by information indicating the status of the corresponding unit (hereinafter referred to as status information). The status information may be information indicating that HP is below a specified value, information indicating that the unit is engaged in combat with an enemy unit, information indicating that an abnormal state has been imposed, or information indicating that the unit is being defended by a friendly unit. A candidate icon may be accompanied by multiple pieces of information from among these pieces of information, or by a specified number of pieces of information with high priority. A candidate icon may be accompanied by information of high importance depending on the role of the unit to be instructed.
[0110] The multiple friendly units may include units (so-called non-player characters) that act without instructions from the user 11. When a friendly unit becomes a target unit for action, it may perform a predetermined action depending on the action of the target unit. For example, when the target unit is a tank, the unit targeted for defensive action may move in accordance with the movement of the target unit so as to be positioned within a certain range from the target unit. In this case, as in Modification Example 2, the auxiliary UI object for the unit group 56 including multiple friendly units may also be updated depending on the status of the friendly units.
[0111] Defensive actions, healing actions, and strengthening actions against enemy units may be permitted. Similarly, offensive actions and weakening actions against friendly units may be permitted. In this modified example, the auxiliary UI object may be configured to include both a candidate icon representing a friendly unit and a candidate icon representing an enemy unit, as long as the unit is a selectable unit. In this case, it is preferable to distinguish between friendly and enemy units by using different colors or effects for the candidate icons representing friendly and enemy units.
[0112] The influence that the first object can have on the second object is not limited to defense, recovery, attack, strengthening, and weakening. For example, the display mode of the second object may change in response to the approach of the first object. For example, the second object may move in response to the approach of the first object.
[0113] The first operation is not limited to a touch. The first operation may be a tap, a double tap, a long tap, or any other operation. The second operation may be changed in the same manner.
[0114] The auxiliary visual information is not limited to being output when an object group is formed including only selectable objects. As an example, the auxiliary UI object may be displayed when the unit group 56 includes selectable units and units that cannot be selected as action target units (hereinafter referred to as non-selectable units). In this case, the auxiliary UI object may include only candidate icons corresponding to the selectable units, or may include an icon indicating the non-selectable units in addition to the candidate icons.
[0115] The number of candidate icons that can constitute an auxiliary UI object may not necessarily be limited. The number of candidate icons that can constitute an auxiliary UI object may be limited. In this modified example, if the unit group 56 is made up of selectable units that exceed the upper limit, candidate icons may be displayed for units from highest priority to the upper limit. As an example, the priority may be determined in ascending order of remaining HP.
[0116] The information processing system 10 is not limited to being embodied as a game system, and may be embodied as a file management system. For example, a first object in the file management system may be an object representing a specific data file. For example, a second object in the file management system may be an object representing an application or folder capable of editing the data file. The processor 110 of the terminal 100 may display auxiliary visual information on the monitor 181 when the second objects form an object group. In this modified example, the effect that the first object can have on the second object may be that an icon representing a folder indicates that the data file is contained therein. The effect that the first object can have on the second object may be that an icon representing an application indicates that the data file is opened.
[0117] The above-described processes and the order of steps are merely examples and are not intended to be limiting. The order of processes and steps can be changed as desired without departing from the scope of the embodiments and modifications.
[0118] One or more modules or functions provided in the terminal 100 and the server 200 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).
[0119] One or more modules or functions of the terminal 100 and the server 200 may be implemented by software using a processor. The computer includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are deployed in the memory. The processor then reads and executes the programs from the storage, thereby realizing the functions of the present disclosure. As already explained, the storage can be implemented as a non-volatile storage device.
[0120] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communications network or broadcast waves). The program may be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).
[0121] The game program of the server 200 and the game program of the terminal 100 can be understood as a single program, or each can be understood as a separate program. A configuration is also possible in which all processing is performed by the server 200, and the processing results are displayed as images on the monitor 181 of the terminal 100. That is, a first computer may perform processing for outputting auxiliary visual information, and a second computer may output the auxiliary visual information. A configuration is also possible in which all processing is performed by the terminal 100, and the processing results are displayed as images on the monitor 181 of the terminal 100. That is, the processing for outputting auxiliary visual information and the output of auxiliary visual information may be performed by the same computer.
[0122] In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 210 of the server 200 as the game control unit 201 may be executed by the processor 110 of the terminal 100 as the game control unit 101. In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 110 of the terminal 100 as the game control unit 101 may be executed by the processor 210 of the server 200 as the game control unit 201. In other words, all of the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200 or by the processor 110 of the terminal 100.
[0123] Any specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200, and any process and step other than the specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 110 of the terminal 100. That is, in the information processing system 10, the computer may be configured with one or more terminals 100 and one or more servers 200. All of the various means and functions that can be implemented by the processor 210 of the server 200 may be implemented by the processor 110 of the terminal 100, or any part of the means and functions may be implemented by the processor 210 of the server 200 and the remaining parts may be implemented by the processor 110 of the terminal 100.
[0124] The various means and functions that can be realized by the game control unit 201 are not limited to being configured by a single processor 210, but may be configured by a plurality of processors included in one server 200 or a plurality of servers 200. The various means and functions that can be realized by the game control unit 101 and the display control unit 104 are not limited to being configured by a single processor 110, but may be configured by a plurality of processors included in one terminal 100 or a plurality of terminals 100. Furthermore, the various means may be configured by one or more processors included in one or more terminals 100 and one or more servers 200. In this way, a computer may be configured by one or more terminals 100, one or more servers 200, or may be configured to include one or more terminals 100 and one or more servers 200.
[0125] When the terminal 100 executes all of the processes and steps described in the embodiment and modified examples, the terminal 100 may be configured not to communicate with other devices. Furthermore, the computer is not limited to being configured by one or both of the terminal 100 and the server 200. The computer may be a device that does not communicate with other devices. As an example, the computer may be a stationary device for home or business use, or may be a portable device.
[0126] The present disclosure includes the following examples, in which reference numbers are provided to elements of the embodiments to aid understanding and not by way of limitation. (Appendix 1) A program that causes a processor (110, 210) to function as a detection means (107, 207) that detects the position of an operation by a user (11), a first selection means (101, 201) that selects a first object (51) based on the position of a first operation by the user, and an output means (101, 201) that outputs auxiliary visual information (60, 80 to 83) that assists in the selection of a second object included in a group of objects (56) when an operation by the user is detected at a position (58) corresponding to the group of objects (56) that includes a second object (52 to 54) that is to be affected by the first object.
[0127] (Supplementary Note 2) The program according to Supplementary Note 1, wherein the auxiliary visual information (60, 80 to 83) includes auxiliary objects (62 to 64) indicating second objects included in the object group (56).
[0128] (Appendix 3) The program described in Appendix 1 or Appendix 2, wherein the auxiliary visual information (60, 80 to 83) is output so as to be able to distinguish between second objects (52 to 54) among the group of objects (56) that satisfy specific conditions and second objects that do not satisfy the specific conditions.
[0129] (Supplementary Note 4) The program according to any one of Supplementary Notes 1 to 3, wherein the specific condition is that a predetermined relationship with the first object (51) is satisfied. (Appendix 5) The program described in any one of Appendices 1 to 4, wherein the second objects (52 to 54) can operate without the operation of the user (11), and the auxiliary visual information is updated according to the status of the second objects constituting the object group (56).
[0130] (Appendix 6) The program described in any one of Appendices 1 to 5, wherein the auxiliary visual information (60, 80 to 83) is updated in response to a second object (52 to 54) joining the object group (56) and a second object leaving the object group.
[0131] (Appendix 7) A program described in any one of Appendices 1 to 6, wherein when the auxiliary visual information (60, 80 to 83) is output, if the state of a second object (52 to 54) included in the object group (56) changes to a specific state, assistance in selecting the second object by the auxiliary visual information is limited.
[0132] (Appendix 8) The program according to any one of Appendices 1 to 7, wherein the output means (101, 201) does not output the auxiliary visual information (60, 80 to 83) when an operation by the user (11) is detected at a position that does not correspond to the object group (56).
[0133] (Appendix 9) The program according to any one of Appendices 1 to 8, wherein the output means (101, 201) stops outputting the auxiliary visual information (60, 80 to 83) when the position of the operation by the user (11) changes to a position that does not correspond to the group of objects (56) after starting to output the auxiliary visual information (60, 80 to 83).
[0134] (Appendix 10) A program described in any one of Appendices 1 to 9, which causes a processor (110, 210) to function as a second selection means for selecting the second object (52-54) based on a second operation by a user, and which selects one of the second objects included in the group of objects when the position of the operation by (11) by the user changes to a position that does not correspond to the group of objects after the output of the auxiliary visual information (60, 80-83) has begun.
[0135] (Appendix 11) The program described in any one of Appendices 1 to 10, wherein the output means (101, 201) outputs the auxiliary visual information (60, 80 to 83) when it is detected that the position of the user's operation has changed to a position corresponding to the group of objects (56) without interruption of the user's operation after the first object (51) is selected based on the position of the first operation by the user.
[0136] (Appendix 12) An information processing system comprising: a detection means for detecting the position of an operation by a user (11); a first selection means (107, 207) for selecting a first object (51) based on the position of a first operation by the user; and an output means (101, 201) for outputting auxiliary visual information (60, 80-83) for assisting in the selection of a second object included in an object group (56) when an operation by the user is detected at a position corresponding to the object group (56) including a second object (52-54) that is to be affected by the first object.
[0137] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The same applies to procedures. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which such claims are entitled. [Explanation of symbols]
[0138] 10...Information processing system 11...User 20...Network 40...Home screen 50...Event screen 51a-54a...Status icon 51...Allied unit 52...Allied unit 53...Allied unit 54...Allied unit 55...Field object 56...Unit group 57...Selection judgment range 58...Judgment area 60...Auxiliary UI object 62...Candidate icon 63...Candidate icon 64...Candidate icon 70...Selected object 71...Action object 80...Auxiliary UI object 81...Auxiliary UI object 82...Auxiliary UI object 83...Auxiliary UI object 100...Terminal 101...Game control unit 104...Display control unit 105...Memory unit 106...Communication unit 107...Input / output unit 110...Processor 120...Memory 130...Storage 140...Communication interface 150...Input / output interface 160...Microphone 170...Speaker 180...Touch screen 181...Monitor 182...Touch sensor 190...Communication bus 200...Server 201...Game control unit 205...Memory unit 206...Communication unit 207...Input / output unit 210...Processor 220...Memory 230...Storage 240...Communication interface 250...Input / output interface 290...Communication bus 300...Input device
Claims
1. The processor, A detection means for detecting a position of an operation by a user; a first selection means for selecting a first object based on a position of a first operation by a user; an output means for outputting auxiliary visual information for assisting the selection of a second object included in a group of objects when a user operation is detected at a position corresponding to a group of objects including a second object to be affected by the first object; A program in which the auxiliary visual information is output as an object separate from the group of objects and includes an auxiliary object indicating a second object included in the group of objects, the second object including a character, and the auxiliary object including at least a part of the character included in the second object.
2. The program described in claim 1, wherein when the auxiliary visual information is output, if the state of a second object included in the group of objects changes to a specific state, the assistance provided by the auxiliary visual information in selecting the second object is limited.
3. 2. The program according to claim 1, wherein the output means does not output the auxiliary visual information when a user operation is detected at a position that does not correspond to the group of objects.
4. The program according to claim 1 , wherein the output means stops outputting the auxiliary visual information when, after starting output of the auxiliary visual information, the position of the user's operation changes to a position that does not correspond to the group of objects.
5. causing the processor to function as second selection means for selecting the second object based on a second operation by a user; The program according to claim 1, wherein the second selection means selects one of the second objects included in the group of objects when the position of the user's operation changes to a position that does not correspond to the group of objects after the output of the auxiliary visual information has begun.
6. The program described in any one of claims 1 to 5, wherein the output means outputs the auxiliary visual information when it detects that the position of the user's operation has changed to a position corresponding to the group of objects without any interruption in the user's operation since the first object was selected based on the position of the first operation by the user.
7. A detection means for detecting a position of an operation by a user; a first selection means for selecting a first object based on a position of a first operation by a user; an output means for outputting auxiliary visual information for assisting in the selection of a second object included in a group of objects when a user operation is detected at a position corresponding to a group of objects including a second object to be affected by the first object, An information processing system in which the auxiliary visual information is output as an object separate from the group of objects and includes an auxiliary object indicating a second object included in the group of objects, the second object including a character, and the auxiliary object including at least a part of the character included in the second object.
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