Game control method and game program
The game control method optimizes user interfaces in mobile games by arranging movement and action controls relative to screen center lines, providing switchable modes for improved operability and reduced player stress.
Patent Information
- Application Number
- JP2025104855
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-06-20
- Publication Date
- 2026-03-02
- Estimated Expiration
- 2045-06-20
AI Technical Summary
Existing user interfaces for mobile games, particularly competitive ones, do not provide high operability that reduces player stress due to complex operational inputs required for controlling player characters, especially with advancements in realism and high-resolution screens.
A game control method for mobile games that arranges movement-related and action-related user interfaces in specific areas relative to the screen's center lines, allowing for switchable operation modes to enhance operability and reduce player stress.
The method improves operability by separating or superimposing movement and action interfaces, enabling efficient one-handed or single-thumb operation, thus reducing player fatigue and enhancing gameplay experience.
Smart Images

Figure 0007822505000001_ABST
Abstract
Description
[Technical Field]
[0001] One embodiment of the present disclosure relates to a game control method and a game program for controlling a user interface displayed on a game screen. [Background technology]
[0002] In recent years, various applications that run on mobile devices such as smartphones have become available. When an application is run on a mobile device, a player inputs operation commands using a touch panel. That is, commands (instructions) for objects to be operated that are displayed on the screen of the mobile device are input by touching the screen. A user interface (UI) for performing touch operations on the screen of the mobile device can take various forms depending on the layout of the objects to be operated that are displayed on the screen. For example, Patent Documents 1 to 3 each disclose technologies that provide a player with various user interfaces. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] International Publication No. 2010 / 092993 [Patent Document 2] Japanese Patent Application Laid-Open No. 2012-191445 [Patent Document 3] Japanese Patent Application Publication No. 2019-087248 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, development of applications for mobile games (games that can be executed on mobile devices) has progressed as applications to be executed on mobile devices. In particular, competitive mobile games in which a player (user) directly controls a player character have seen significant improvements in the realism of the player character's movements due to the realization of high-resolution screens and high-speed rendering, and the operational inputs required to control the player character have become more complex. As a result, competitive mobile games require continuous, real-time operational inputs for moving the player character to be controlled and attacking enemy characters, and high operability that does not cause stress to the player is desirable. However, the above-mentioned conventional technologies all take into consideration user interfaces such as operation pads and window screens, and are not necessarily suitable as means for achieving high operability in the above-mentioned competitive mobile games.
[0005] An embodiment of the present disclosure aims to provide a game control method that achieves high operability in mobile games. [Means for solving the problem]
[0006] A game control method according to an embodiment of the present disclosure is a game control method for a mobile game executed in portrait screen display, in which, in a first operation mode, a movement-related user interface is arranged in either an area to the left or an area to the right of a vertical center line, and an action-related user interface is arranged in an area below a horizontal center line. Furthermore, in a second operation mode, both the movement-related user interface and the action-related user interface may be arranged in areas below the horizontal center line. In this case, the first operation mode and the second operation mode may be switchable during game play in response to a player's operation.
[0007] A game program according to an embodiment of the present disclosure is for causing a computer (specifically, a mobile terminal) to execute the above-described game control method. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a block diagram illustrating a configuration of a communication system according to an embodiment of the present disclosure. [Figure 2] 1 is a block diagram illustrating a configuration of a communication device according to an embodiment of the present disclosure. [Figure 3] FIG. 2 is a block diagram illustrating a configuration of a server according to an embodiment of the present disclosure. [Figure 4] FIG. 2 is a block diagram illustrating a game processing function of a communication device according to an embodiment of the present disclosure. [Figure 5] FIG. 2 is a block diagram illustrating a game processing function of a server according to an embodiment of the present disclosure. [Figure 6] FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. [Figure 7] FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. [Figure 8] FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. [Figure 9] FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. [Figure 10] FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. [Figure 11] FIG. 10 is a diagram illustrating an example of a game image of a mobile game according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION
[0009] A game control method according to one embodiment of the present disclosure will be described below with reference to the drawings. However, the present disclosure can be implemented in many different forms. In other words, the present disclosure should not be construed as being limited to the description of the embodiments shown below. In the drawings referred to in this embodiment, identical elements or elements having similar functions are designated by the same reference numeral or a reference numeral with a number or letter following the same reference numeral, and repeated description of such elements may be omitted. Furthermore, when multiple elements having the same or similar functions exist in a drawing, different numbers are given following the same reference numeral to distinguish between the elements. However, when it is not necessary to distinguish between the elements, the elements may be described using only the reference numeral for convenience of description.
[0010] In this specification and claims, the following terms are defined as follows:
[0011] A "game image" is an image displayed on a display (screen) that represents the progress of a game. Components of a game image include an object representing the background, an object representing the player's target, and an object representing the player's target for attack. An "object" refers to an image that represents an object that can be operated or processed on a computer. A player can perform operational input by touching a part of the game image via a touch panel.
[0012] "Player's control target" refers to a player character controlled by a virtual player in the game, or a user interface (UI) that assists the player in inputting controls. "Player's attack target" refers to a character that obstructs the virtual player from achieving his or her objective in the game. A character that obstructs the virtual player from achieving his or her objective may be an enemy character controlled by a computer, or an opposing character controlled by a third party other than the player.
[0013] A "touch operation" refers to an operation performed by a player by touching a touch panel with a finger, a stylus pen, or the like (hereinafter referred to as an "indicator"). A "tap operation" refers to a touch operation in which the time from the start of contact of the indicator to the release of the indicator is short. For example, it refers to a touch operation in which the time from the start of contact of the indicator to the release of the indicator is within one second. A "long press operation" refers to a touch operation in which the time from the start of contact of the indicator to the release of the indicator is longer than a tap operation. A "slide operation" refers to an operation in which the contact point is moved while maintaining the contact state of the indicator (an operation that involves a change in the coordinates of the contact point). A slide operation in which the contact time of the indicator is long is sometimes called a swipe operation. A slide operation in which the contact time of the indicator is short is sometimes called a flick operation.
[0014] A "movement-based user interface" refers to a user interface that allows a player to instruct the movement direction of a player character on the screen. A movement-based user interface includes a "direction operation area." A "direction operation area" refers to an area on the screen where a player can input operations to instruct the movement direction of a player character. The player can control the movement direction of the player by performing a touch operation inside the direction operation area.
[0015] A "behavioral user interface" refers to a user interface on the screen that allows a player to instruct the player character's actions (for example, attack or defense). The behavioral user interface includes an "action control area." The "action control area" refers to an area on the screen where the player can input operations to instruct the player character's actions. The player can control the actions that the player will perform by performing touch operations inside the action control area.
[0016] A "program" refers to an instruction or group of instructions executed by a processor in a computer equipped with a processor and memory. A "computer" is a general term referring to the entity that executes a program. For example, when a program is executed by a server (or a client), the "computer" refers to the server (or the client). When a "program" is executed by distributed processing between a server and a client, the "computer" includes both the server and the client. In this case, the "program" includes "a program executed by the server" and "a program executed by the client." Similarly, when a "program" is processed in a distributed manner among multiple servers, the "computer" includes the multiple servers, and the "program" includes each program executed by each server.
[0017] First Embodiment [Communication system configuration] 1 is a block diagram showing a configuration of a communication system 1000 according to an embodiment of the present disclosure. The communication system 1000 includes a communication device 100 and a server 500. The communication device 100 and the server 500 are connected to a network NW such as the Internet or a communication line. The communication system 1000 is a client-server system including the communication device 100 as a client and the server 500.
[0018] The communication device 100 is, for example, a mobile terminal such as a smartphone. By connecting to a network NW, the communication device 100 can communicate with a server 500 or other communication devices. A game program can be installed in the communication device 100. By executing the game program installed in the communication device 100, a mobile game is provided to the communication device 100.
[0019] The game program is downloaded from the server 500 to the communication device 100 via the network NW. However, the game program may be pre-installed on the communication device 100. Furthermore, the game program may be provided in a state recorded on a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, a magneto-optical recording medium, or a semiconductor memory. In this case, the communication device 100 may be any information processing device equipped with a device for reading the recording medium.
[0020] The game program can be executed in any of the following ways: by the communication device 100, by the server 500, or by the communication device 100 and the server 500 sharing the roles (so-called distributed processing).
[0021] The server 500 is an information processing device that provides game programs and various services to the communication device 100. The various services include, for example, login processing, synchronization processing, and other services when an online game is executed on the communication device 100. In addition, the various services may include, for example, services such as SNS (social networking service) and billing processing. The game program is recorded in a storage device included in the server 500, a recording medium readable by the server 500, or a database to which the server 500 can connect via the network NW. In FIG. 1, the server 500 is illustrated as a single information processing device, but may be composed of multiple information processing devices.
[0022] [Communication device configuration] 2 is a block diagram showing the configuration of a communication device 100 according to an embodiment of the present disclosure. The communication device 100 of this embodiment includes a control unit 101, a storage unit 102, a display unit 103, an operation unit 104, a sensor unit 105, an imaging unit 106, a position detection unit 107, a communication unit 108, a sound input / output unit 109, and a notification unit 110. However, the communication device 100 is not limited to one that includes all of these elements.
[0023] The control unit 101 includes a processor (arithmetic processing device) such as a CPU (Central Processing Unit) and a storage device such as a RAM. The control unit 101 executes programs stored in the storage unit 102 using the processor to realize various functions in the communication device 100. Signals output from each element of the communication device 100 are used by the various functions realized in the communication device 100.
[0024] The storage unit 102 is a recording device (recording medium) that can permanently hold information and rewrite information, such as a non-volatile memory or a hard disk drive. The storage unit 102 stores programs and information such as parameters required to execute the programs. For example, the aforementioned game program is stored in the storage unit 102.
[0025] The display unit 103 has a display area that displays various display images (for example, game images, etc.) according to the control of the control unit 101. The display unit 103 is, for example, a display device such as a liquid crystal display or an organic EL display.
[0026] The operation unit 104 is an operation device that outputs a signal (for example, a signal indicating a command or information) in response to an operation by the player to the control unit 101. The operation unit 104 is a touch sensor arranged on the surface of the display unit 103. The operation unit 104 in combination with the display unit 103 constitutes a touch panel. The command or information in response to an operation by the player is input to the communication device 100 by the player touching the operation unit 104 with a pointing object such as a finger or a stylus pen. However, the operation unit 104 may include a switch arranged on the housing of the communication device 100.
[0027] The sensor unit 105 is a device that has a function of collecting information related to the movement of the communication device 100, the environment surrounding the communication device 100, and the like, and converting the information into a signal. The sensor unit 105 in this embodiment is, for example, an acceleration sensor. The control unit 101 obtains information related to the movement (for example, tilt, vibration, etc.) of the communication device 100 based on the output signal of the sensor unit 105. However, the present invention is not limited to this example, and the sensor unit 105 may also include an illuminance sensor, a temperature sensor, a magnetic sensor, or other sensors.
[0028] The imaging unit 106 is an imaging device (camera) that converts an image of an object into a signal. The communication device 100 generates an image file (including a still image file and a video file) based on the imaging signal output from the imaging unit 106. The imaging unit 106 can also function as a scanner that reads an identification code such as a one-dimensional code or a two-dimensional code.
[0029] Based on the position information, the position detection unit 107 detects the position of the communication device 100. The position detection unit 107 of this embodiment detects the position of the communication device 100 using a global navigation satellite system (GNSS).
[0030] The communication unit 108 is a wireless communication module that connects to the network NW and transmits and receives information to and from other communication devices, such as a server 500, connected to the network NW under the control of the control unit 101. The communication unit 108 may include a communication module that performs infrared communication, short-range wireless communication, etc.
[0031] The sound input / output unit 109 inputs and outputs sound. For example, sound is input by a microphone of the sound input / output unit 109. Sound is output by a speaker of the sound input / output unit 109. The sound input / output unit 109 can be used not only for calls with other communication devices, but also for collecting external sounds or outputting voices or sound effects accompanying the progress of a game.
[0032] The notification unit 110 notifies the player of the status of the communication device 100 by visual, auditory, or tactile means. Specifically, the notification unit 110 notifies the player of the status of the communication device 100 by using light, sound, or vibration. For example, the notification unit 110 can notify the player of the presence or absence of communication with an external device by flashing a lamp or vibrating the entire housing. The vibration of the entire housing is performed by a vibrator in the notification unit 110. The notification unit 110 can also notify the player of the occurrence of an event associated with the progress of the game. For example, the notification unit 110 can notify the player of the appearance of a specific enemy character (e.g., a boss character) at a location in the game space by using light, sound, or vibration.
[0033] [Server Configuration] 3 is a block diagram showing the configuration of the server 500 according to an embodiment of the present disclosure. The server 500 according to this embodiment includes a control unit 501, a storage unit 502, and a communication unit 503.
[0034] The control unit 501 includes an arithmetic processing circuit (control device) such as a CPU and a storage device such as a RAM. The control unit 501 executes programs stored in the storage unit 502 using the CPU, and realizes various functions in the server 500. Signals output from each element of the server 500 are used by the various functions realized in the server 500.
[0035] The storage unit 502 is a recording device (recording medium) that can permanently hold information and rewrite information, such as a nonvolatile memory or a hard disk drive. The storage unit 502 stores programs and information such as parameters required to execute the programs. For example, the aforementioned game program is stored in the storage unit 502. The storage unit 502 also stores various information received from other devices (e.g., the communication device 100) via the network NW.
[0036] The communication unit 503 is a wireless communication module that connects to the network NW under the control of the control unit 501 and transmits and receives information to and from other devices, such as the communication device 100 and other servers connected to the network NW. Examples of other servers include a game server, an SNS server, and an email server.
[0037] [Game processing function of communication device] The following describes a game processing function executed by the communication device 100. The game processing function is realized by the control unit 101 of the communication device 100 executing a game program. Some or all of the configuration for realizing the game processing function described below may be realized by hardware.
[0038] 4 is a block diagram showing a game processing function 10 of a communication device 100 according to an embodiment of the present disclosure. The game processing function 10 includes a game operation acquisition unit 11, a setting data receiving unit 12, a game data storage unit 13, a game processing execution unit 14, a status data transmission unit 15, a display data generation unit 16, and a display data output unit 17. However, the game processing function 10 shown in FIG. 4 is merely an example, and some functions may be omitted or other functions may be added.
[0039] The game operation acquisition unit 11 acquires game operations from among operations input by the player to the operation unit 104. The game operations are operations related to the game, and include, for example, operation input to change the position of the player character (operation input to the direction operation area), operation input to attack an enemy character (operation input to the action operation area), or operation input to a user interface for using an item or switching game settings. The game operations are performed by touching the operation unit 104.
[0040] The setting data receiving unit 12 receives setting data from the server 500 via the communication unit 108. The setting data is data including various setting parameters related to the progress of the game, and is generated by the server 500. The setting data may also include control data related to game control.
[0041] The game data storage unit 13 stores the setting data received by the setting data receiving unit 12 and stores data (e.g., image data, etc.) necessary for displaying game images. The game data storage unit 13 may also store status data, which will be described later.
[0042] The game processing execution unit 14 executes processing for controlling the progress of the game (game progress processing) based on the game operations acquired by the game operation acquisition unit 11 and the setting data received by the setting data receiving unit 12. The game progress processing includes, for example, processing of various events including displaying an effect image when attacking an enemy, erasing an enemy character image when an enemy is defeated, and switching of operation modes, processing for generating status data in accordance with the processing of various events, and processing for controlling game images in accordance with the status of game progress. The status data is data that represents the state of game progress (such as the placement of player character images and enemy character images, whether an event has occurred, and whether an item has been used). The game processing execution unit 14 can generate status data at any timing. A detailed example of the game progress processing will be described later.
[0043] The status data transmitting unit 15 transmits the status data generated by the game processing executing unit 14 to the server 500 via the communication unit 108. The status data transmitting unit 15 can transmit the status data at any timing, such as when the game ends or when an event occurs.
[0044] The display data generation unit 16 generates display data for displaying game images on the display unit 103 in accordance with the progress of the game controlled by the game processing execution unit 14. The display data includes various objects.
[0045] The display data output unit 17 outputs the display data generated by the display data generation unit 16 to the display unit 103. The display data output unit 17 generates, for example, a signal that controls the output timing of the display image, a signal that controls each driver circuit of the display unit 103, and the like.
[0046] [Server game processing function] The following describes a game processing function executed by the server 500. The game processing function is realized by the control unit 501 of the server 500 executing a game program. A part or all of the configuration for realizing the game processing function described below may be realized by hardware.
[0047] 5 is a block diagram showing a game processing function 50 of a server 500 according to an embodiment of the present disclosure. The game processing function 50 includes a status data receiving unit 51, a game data storage unit 52, a game processing execution unit 53, and a setting data transmission unit 54. However, the game processing function 50 shown in FIG. 5 is merely an example, and some functions may be omitted or other functions may be added.
[0048] The status data receiving unit 51 receives status data from the communication device 100 via the communication unit 503. The status data may include identification data for identifying the communication device 100 that is the sender of the status data.
[0049] The game data storage unit 52 stores the status data received by the status data receiving unit 51 and stores the setting data generated by the game processing execution unit 53. The status data and setting data are stored in association with the corresponding communication device 100.
[0050] The game processing execution unit 53 executes processing for managing the progress of the game (game management processing) based on the status data received by the status data receiving unit 51. The game management processing includes, for example, processing for managing status data associated with each communication device 100, processing for generating setting data according to the progress of each game, and processing for logging in to the game for each communication device 100. The game management processing may also include processing for synchronizing the game progress between the communication devices 100. Furthermore, the game processing execution unit 53 is not limited to this example, and can also execute at least a part of the game progress processing described above in addition to the game management processing.
[0051] The setting data is data for setting various parameters according to the state of game progress. For example, the setting data may include identification data of the associated communication device 100, parameters related to game progress and control, attributes of the player character, etc. In response to receiving status data, the game processing execution unit 53 can generate setting data associated with the communication device 100 corresponding to the status data.
[0052] The setting data transmission unit 54 transmits the setting data generated by the game processing execution unit 53 to the corresponding communication device 100 via the communication unit 503. The setting data transmission unit 54 can transmit the setting data, for example, when an event occurs or immediately after a boss character is defeated. The setting data transmission unit 54 may transmit current status data to the communication device 100 in addition to the setting data.
[0053] [Game image composition] The game image GI described below is displayed on the display unit 103 by the control unit 101 (specifically, the processor included in the control unit 101) of the communication device 100 shown in FIG. 2 executing a game program read from the storage unit 102. However, the control unit 501 (specifically, the processor included in the control unit 501) of the server 500 shown in FIG. 3 may also be configured to execute a game program stored in the storage unit 502 and display the game image GI on the display unit 103 of the communication device 100. The communication device 100 is a mobile terminal such as a smartphone. Although not shown in the figure, a touch sensor is arranged as the operation unit 104 in approximately the same area as the display unit 103 of the communication device 100.
[0054] FIG. 6 is a diagram illustrating an example of a game image GI of a mobile game according to an embodiment of the present disclosure. Specifically, FIG. 6 illustrates a scene from the mobile game during execution of a game program according to this embodiment. The mobile game exemplified in this embodiment is a multiplayer online competitive game (specifically, a so-called PvPvE). As shown in FIG. 6, the mobile game exemplified in this embodiment is executed in portrait screen display mode, in which the screen of the mobile device is used in portrait orientation (when a player in a standing position views the mobile device, the longitudinal direction is the up-down direction).
[0055] 6, the game image GI includes, as objects, a player character PC, enemy characters EC1 and EC2, a scoreboard SB, skill cards SK1 to SK5, a direction operation area DO, an action operation area AO, and a mode change switch MC. However, the configuration of the game image GI is not limited to this example, and other objects may be included, or some of the objects shown in FIG. 6 may be omitted.
[0056] The player character PC is an example of an object controlled by the player, and functions as a virtual player in the game. The player controls the movement of the player character PC by touching the screen. Specifically, the player can move the player character PC by inputting operations on the screen, or have the player character PC attack an enemy character EC or an opposing character (not shown).
[0057] The enemy character EC is an example of an object that the player can attack, and functions as a virtual enemy in the game. Although two enemy characters EC1 and EC2 are shown in FIG. 6, there is no limit to the number of enemy characters EC that can be placed. The player character PC attacks the enemy character EC and acquires points by defeating it. The acquired points are cumulatively added up, and the total is displayed on the scoreboard SB.
[0058] Skill cards SK1 to SK5 are an example of objects operated by the player, and are a user interface (UI) for activating skills that the player character can use. For example, skill card SK1 corresponds to a skill that performs a first level attack, and skill card SK3 corresponds to a skill that performs a second level recovery. Here, only two types of skills, attack and recovery, are illustrated, but there are no restrictions on the types of skills that can be applied. In the example shown in FIG. 6, an example in which five types of skill cards SK1 to SK5 are arranged is described, but this is not limiting, and any number of skill cards SK can be arranged. The player can activate the selected skill by performing a flick operation on the skill card SK that they want to use from among the skill cards SK1 to SK5.
[0059] The direction operation area DO is an area where the player performs an operation input to instruct the movement direction of the player character PC. Specifically, when the player performs a predetermined operation input (for example, a slide operation in a predetermined direction) at any position inside the direction operation area DO (a closed area surrounded by a substantially circular outline and the edge of the screen), the player character PC moves in the instructed direction. In this case, even if the starting point of the touch operation is inside the direction operation area DO and the player's finger moves outside the direction operation area DO as a result of the slide operation, the instruction to move the player character PC is not canceled.
[0060] The action operation area AO is an area where the player performs an operation input to instruct the player character PC to act. Specifically, when the player performs a predetermined operation input (e.g., a tap operation or a long press operation) inside the action operation area AO, the player character PC executes the instructed action. For example, when the player performs a tap operation inside the action operation area AO, the player character PC attacks the enemy character EC with a weapon he possesses. Also, for example, when the player performs a long press operation inside the action operation area AO, the player character PC performs a more powerful attack on the enemy character EC than when the player performs a tap operation.
[0061] The mode changing switch MC is an example of an object operated by the player, and is a user interface for switching operation modes during game play. When the player performs a touch operation (for example, a tap operation or a long press operation) on the mode changing switch MC, the currently applied operation mode is switched to another operation mode. In this embodiment, a first operation mode and a second operation mode are set as the operation modes, and operation of the mode changing switch MC switches between the first operation mode and the second operation mode sequentially. In the example shown in FIG. 6, "UI-2" is displayed on the mode changing switch MC, indicating that the currently applied operation mode is the first operation mode and that operation of the mode changing switch MC switches to the second operation mode.
[0062] (Explanation of the first operation mode) In the example shown in Fig. 6, the first operation mode is applied as the operation mode. In the first operation mode shown in Fig. 6, the mobile user interface is arranged in an area to the left of the vertical center line CL1, and the behavioral user interface is arranged in an area below the horizontal center line CL2. Note that the vertical center line CL1 and the horizontal center line CL2 are imaginary center lines shown in Fig. 6 for the sake of convenience of explanation.
[0063] In the first operation mode, a first user interface is displayed regarding the movement of the player character PC. In the first user interface, a direction operation area DO and an action operation area AO are arranged in positions that are visually separated from each other on the same screen. In this case, the positions of the direction operation area DO and the action operation area AO are fixed, and the positions of the direction operation area DO and the action operation area AO do not change while the first operation mode is applied. However, this is not a limitation, and the positions of either or both of the direction operation area DO and the action operation area AO may be adjustable during gameplay.
[0064] In this embodiment, it is assumed that the mobile terminal is held in the left hand. Therefore, in the example shown in FIG. 6, the directional operation area DO is a substantially semicircular area with a portion of its outer shape being arc-shaped, and is arranged in a visible manner in an area to the left of the vertical center line CL1 (specifically, an area that does not overlap with the skill card SK). When the directional operation area DO has an arc-shaped outer shape, it has the advantage that it is easy to perform slide operations in all directions within the directional operation area DO. However, this is not limited to this example, and the outer shape of the directional operation area DO may be any shape.
[0065] Furthermore, locating the directional operation area DO at the position shown in FIG. 6 has the advantage that it is easy to operate with the thumb of the left hand when the player holds the mobile terminal in his or her left hand. Furthermore, as shown in FIG. 6, the directional operation area DO is superimposed on a portion of the player character PC. This has the advantage that the target to be operated using the directional operation area DO can be easily understood intuitively. However, the location of the directional operation area DO is not limited to the example shown in FIG. 6 . It is also possible to locate the directional operation area DO further to the left or further downward, taking into consideration operability, visibility, and the like. Furthermore, in the example shown in FIG. 6, the directional operation area DO is located to the left of the vertical center line CL1, assuming that the mobile terminal is held in the left hand. However, when the mobile terminal is held in the right hand, the directional operation area DO may be located to the right of the vertical center line CL1. For example, it is possible to set in advance whether the directional operation area DO is located to the left or right of the vertical center line CL1, depending on the player's dominant hand.
[0066] Furthermore, as the behavior operation area AO, a circular area is visibly arranged in an area below the horizontal center line CL2 (specifically, an area to the right of the vertical center line CL1 and below the horizontal center line CL2). Like the direction operation area DO, the behavior operation area AO is arranged in an area that does not overlap with the skill card SK. However, the position at which the behavior operation area AO is arranged is not limited to the example shown in FIG. 6, and it is also possible to move it further to the right, or higher (but lower than the horizontal center line CL2), or lower, taking into consideration operability, visibility, etc. Note that, although a circular area is exemplified as the behavior operation area AO here, it is not limited to this example, and the outer shape of the behavior operation area AO may be elliptical or polygonal.
[0067] 6 shows an example in which the behavior operation area AO is placed in an area to the right of the vertical center line CL1, but when the direction operation area DO is placed in an area to the right of the vertical center line CL1, it is preferable to place the behavior operation area AO in an area to the left of the vertical center line CL1. In other words, it is preferable to place the behavior operation area AO in an area on the opposite side of the vertical center line CL1 from the direction operation area DO. Also, as described above, it is possible to set in advance whether the behavior operation area AO is placed in an area to the left or right of the vertical center line CL1.
[0068] 6, while the first operation mode is applied, the player controls the movement direction of the player character PC by performing a touch operation on the direction operation area DO with his / her left hand, and controls the action of the player character PC by performing a touch operation on the action operation area AO with his / her right hand. In other words, in the first user interface, the direction operation area DO and the action operation area AO are arranged functionally separate from each other, so that the player's directional operation with respect to the direction operation area DO and the player's action operation with respect to the action operation area AO are input to different positions on the screen. Here, "areas functionally separate" means that an area for realizing one function and an area for realizing another function are physically separated from each other.
[0069] FIG. 7 is a diagram illustrating an example of a game image GI of a mobile game according to an embodiment of the present disclosure. Specifically, FIG. 7 illustrates a state in which a player character PC is moving toward an enemy character EC. In the example illustrated in FIG. 7, the player is performing a sliding operation in the direction of the arrow with the thumb of his left hand (not shown) within the directional operation area DO. Contact point CP1 indicated by a dotted line indicates the position where the player first makes contact with the finger, and contact point CP2 indicated by a dashed-dotted line indicates the position after the player has slid his finger.
[0070] FIG. 8 is a diagram illustrating an example of a game image GI of a mobile game according to an embodiment of the present disclosure. Specifically, FIG. 8 illustrates a state in which a player character PC is attacking an enemy character EC1. In the example illustrated in FIG. 8, the player stops the thumb of his left hand at contact point CP2 and taps the inside of the action operation area AO with the index finger of his right hand (not shown). Contact point CP3, indicated by a dashed dotted line, indicates the position where the player has placed the index finger. Note that, in the example illustrated in FIG. 8, an attack is launched against the enemy character EC while the thumb of the left hand is in contact with the direction operation area DO, but the present invention is not limited to this example, and the finger may be removed from the direction operation area DO when the attack is executed.
[0071] The manner in which the player character PC attacks the enemy character EC is not particularly limited. For example, when the player inputs an operation into the action operation area AO at the timing when the enemy character EC enters within a predetermined distance from the player character PC, the player character PC may be controlled to execute an appropriate attack on the enemy character EC. Alternatively, for example, when the enemy character EC enters within a predetermined distance from the player character, the player character PC may be controlled to automatically execute an attack on the enemy character EC. In this case, when the player inputs a predetermined operation into the action operation area AO (for example, a long press operation) at the timing when the automatic attack is being executed, the player character PC may be controlled to execute a special attack (for example, a jump attack) unique to the player character PC against the enemy character EC.
[0072] As described above, in this embodiment, when the first operation mode is applied, an interface related to the movement of the player character PC is set to the first user interface. In the first user interface, the movement user interface is located in either the area to the left or the area to the right of the vertical center line CL1, and the action user interface is located in the area below the horizontal center line CL2. In this case, the direction operation area DO and the action operation area AO are visually and functionally separated from each other on the same screen. The first user interface allows game operations to be performed using both hands in a portrait screen display, and is therefore suitable for players who are unfamiliar with one-handed operation or who are tired of one-handed operation.
[0073] Furthermore, in this embodiment, since an action-based mobile game is played in portrait screen display, when the directional operation area DO and the behavior operation area AO are functionally separated, it is preferable to clarify the extent of the directional operation area DO and the extent of the behavior operation area AO. When the directional operation area DO and the behavior operation area AO are placed physically separated from each other as in the first operation mode, making both visible can be said to be an interface suitable for playing mobile games in portrait screen display.
[0074] (Explanation of the second operation mode) Next, the second operation mode will be described. In this embodiment, in the first operation mode shown in Figures 6 to 8, the player can switch the user interface related to the operation of the player character PC to the second user interface during game play by performing a tap operation on the mode change switch MC.
[0075] Figure 9 is a diagram showing an example of a game image GI of a mobile game according to an embodiment of the present disclosure. Figure 9 shows a game image GI corresponding to the scene shown in Figure 6, but differs from Figure 6 in that the second operation mode is applied as the operation mode. The mode selector switch MC displays "UI-1," indicating that the currently applied operation mode is the second operation mode and that operation of the mode selector switch MC will switch to the first operation mode.
[0076] In the second operation mode shown in FIG. 9, the movement-related user interface and the action-related user interface are arranged in an area below the horizontal center line CL2. Specifically, in the second operation mode, the second user interface is displayed in relation to the movement of the player character PC. In the second user interface, a directional operation area DO and an action operation area AO are arranged to be functionally superimposed on the same screen. Here, "areas functionally superimposed" means that an area for realizing a certain function and an area for realizing another function are physically superimposed on each other. Specifically, in the second user interface, any position within the directional operation area DO where the player performs a touch operation functions as the action operation area AO. In other words, in the second user interface, the player's directional operation with respect to the directional operation area DO and the player's action operation with respect to the action operation area AO are input at the same position on the screen.
[0077] Furthermore, in the second user interface, the position of the directional operation area DO is fixed. That is, while the second operation mode is applied, the position of the directional operation area DO does not change. In contrast, the position of the behavior operation area AO is indefinite within the directional operation area DO. In other words, in the second user interface, the entire directional operation area DO can function as the behavior operation area AO, so it can be said that the directional operation area DO and the behavior operation area AO coincide. However, this is not a limitation, and the position of the directional operation area DO may be adjustable during gameplay.
[0078] In the example shown in Figure 9, the directional operation area DO is an arc-shaped area with a portion of its outer shape curved upward, and is visibly positioned below the horizontal center line CL2. Although the boundary line below the directional operation area DO is not clearly indicated, the directional operation area DO is essentially an area above the skill cards SK. In other words, the area of the directional operation area DO that does not overlap with multiple skill cards SK functions as the actual directional operation area DO.
[0079] When the directional operation area DO is positioned as shown in FIG. 9 , it has the advantage of being easy to operate with only the thumb when the player holds the mobile terminal in his / her left hand (i.e., one hand) as in this embodiment. In particular, in the example shown in FIG. 9 , the directional operation area DO is positioned at the center of the screen, which has the advantage of being easy to operate when holding the mobile terminal in one hand, regardless of whether it is held in the left hand or the right hand. Furthermore, as shown in FIG. 9 , the directional operation area DO is superimposed on a portion of the player character PC. This has the advantage of making it easy to intuitively understand the target to be operated using the directional operation area DO. However, the position at which the directional operation area DO is positioned is not limited to the example shown in FIG. 9 , and it may be positioned further upward (but below the horizontal center line CL2) or downward, taking into consideration operability, visibility, and the like. Furthermore, as described above, when the directional operation area DO has an arc-shaped outer shape, it has the advantage of making it easy to perform slide operations in all directions within the area. However, this is not limited to this example, and the outer shape of the directional operation area DO may have any shape.
[0080] On the other hand, as shown in FIG. 9 , the second user interface does not have a visible action operation area AO. However, when the player taps inside the directional operation area DO, the position where the tap operation was performed functions as the action operation area AO, causing the player character PC to perform an attack. Furthermore, when the player performs a long press inside the directional operation area DO, the area where the long press operation was performed functions as the action operation area AO, causing the player character PC to perform a unique special attack associated with the long press. At this time, the player can also control the movement direction of the player character PC by performing a slide operation while performing the long press operation. In other words, by using the second user interface, the player can simultaneously perform an operation input for moving the player character PC and an operation input for attacking. When the player performs an operation input for an action on the player character PC, the action operation area AO may or may not be displayed inside the directional operation area DO.
[0081] FIG. 10 is a diagram illustrating an example of a game image GI of a mobile game according to an embodiment of the present disclosure. Specifically, FIG. 10 illustrates a state in which a player character PC is moving toward an enemy character EC. In the example illustrated in FIG. 10, the player is holding the mobile terminal in his left hand and performing a sliding operation in the direction of the arrow with his left thumb (not shown) within the directional operation area DO. The contact point CP1 indicated by the dotted line indicates the position where the player first touches the screen with his finger, and the contact point CP2 indicated by the dashed-dotted line indicates the position after the player has slid his finger.
[0082] In the second user interface, any area inside the directional operation area DO can function as the action operation area AO, so as long as the player can see the position of the directional operation area DO, there is no need for the player to see the action operation area AO. Therefore, in the example shown in FIG. 10, the action operation area AO is not displayed. However, this is not a limitation, and the action operation area AO may be configured to be visible. In that case, the action operation area AO is disposed so as to surround the contact point CP, and moves as the contact point CP moves.
[0083] FIG. 11 is a diagram illustrating an example of a game image GI of a mobile game according to an embodiment of the present disclosure. Specifically, FIG. 11 illustrates a state in which a player character PC is attacking an enemy character EC1. In the example illustrated in FIG. 11, the player is performing a tap operation at contact point CP2 using the thumb of his left hand. That is, as illustrated in FIG. 10, the player performs a slide operation from contact point CP1 to contact point CP2 within the directional operation area DO in order to move the player character PC, and then, as illustrated in FIG. 11, performs a tap operation at contact point CP2 to cause the player character PC to perform an attack action. Of course, if the player stops the thumb on contact point CP2 and inputs a long press operation, a special attack unique to the player character PC can be performed.
[0084] In this case, as in the first operation mode, when the player performs an operation input for attacking, such as a tap operation, at the timing when the enemy character EC enters within a predetermined distance from the player character PC, the player character PC may be controlled to execute an appropriate attack on the enemy character EC. Furthermore, for example, when the enemy character EC enters within a predetermined distance from the player character, the player character PC may be controlled to automatically execute an attack on the enemy character EC. In this case, when the player performs a slide operation to move the player character PC in the direction operation area DO, the player is performing a long press operation in the action operation area AO. Therefore, when the enemy character EC enters within the predetermined distance from the player character, a special attack specific to the player character PC can be automatically executed against the enemy character EC.
[0085] As described above, in this embodiment, when the second operation mode is applied, an interface related to the operation of the player character PC is set to the second user interface. In the second user interface, the movement user interface and the action user interface are arranged in an area below the lateral center line CL2. In this case, the directional operation area DO and the action operation area AO are arranged functionally superimposed on the same screen, while visually only the directional operation area DO is arranged. The second user interface allows game operations to be performed using only one hand, and is therefore suitable for players accustomed to one-handed operation. Furthermore, the second user interface has the advantage that directional operations and action operations of the player character PC can be input simultaneously.
[0086] As described above, this embodiment can provide a user interface suitable for playing a mobile game in portrait screen display. Specifically, in the first operation mode, the movement-related user interface can be arranged in either the region to the left or the region to the right of the vertical center line CL1, and the action-related user interface can be arranged in the region below the horizontal center line CL2. This improves operability when playing a mobile game in portrait screen display and operating the game with both hands. Furthermore, in the second operation mode, the movement-related user interface and the action-related user interface can be arranged in the region below the horizontal center line CL2, which improves operability when playing a mobile game in portrait screen display and operating the game with one hand.
[0087] Furthermore, in this embodiment, the player can switch interfaces related to the operation of the player character PC during game play depending on the game environment and the player's state (e.g., fatigue level, etc.). Specifically, during game play, it is possible to switch between a first user interface in which a directional operation area DO and an action operation area AO are functionally separated from each other on the same screen, and a second user interface in which a directional operation area DO and an action operation area AO are functionally superimposed on each other on the same screen. This allows the player to perform game operations using a preferred interface even during game play depending on the game environment and the player's state. In other words, according to this embodiment, it is possible to achieve high operability that does not cause stress to the player when playing games that require continuous operation input in real time, such as action-based mobile games.
[0088] (Variation 1) In the present embodiment, an example has been shown in which the first operation mode and the second operation mode are switched by a touch operation on the mode switching switch MC. However, this is not limited to this example, and any operation may be used as a trigger for mode switching. For example, when switching from the first operation mode to the second operation mode, a flick operation may be performed on the directional operation area DO toward the action operation area AO (or conversely, a flick operation may be performed on the action operation area AO toward the directional operation area DO). That is, in the first operation mode, switching to the second operation mode may be triggered by an operation that brings the directional operation area DO and the action operation area AO closer together. Conversely, when switching from the second operation mode to the first operation mode, a flick operation may be performed on the directional operation area DO toward the left or right. That is, in the second operation mode, switching to the first operation mode may be triggered by an operation that moves the directional operation area DO to the left or right.
[0089] Furthermore, the mobile terminal may be configured to detect the direction in which the mobile terminal is swung during gameplay using an acceleration sensor or the like provided in the mobile terminal, and to switch between the first operation mode and the second operation mode depending on the detected direction. For example, if the directional operation area DO is positioned to the left in the first operation mode, the operation mode may be switched to the second operation mode when the mobile terminal is swung to the right, or if the second operation mode detects that the mobile terminal has been swung to the right or left, the operation mode may be switched to the first operation mode so that the directional operation area DO is positioned in the direction of the swing.
[0090] (Variation 2) In the present embodiment, a configuration has been illustrated in which the position of the mode selecting switch MC is common (i.e., the same position) between the first operation mode and the second operation mode, but this is not limiting, and the position of the mode selecting switch MC may be different between the first operation mode and the second operation mode. In either case, it is desirable that the position of the mode selecting switch MC be a position that does not interfere with operation inputs to the directional operation area DO and the action operation area AO. For example, when the position of the mode selecting switch MC is common between the first operation mode and the second operation mode, it is desirable that the position of the mode selecting switch MC be higher than the position of the directional operation area DO in the second operation mode (e.g., higher than the lateral center line CL2), regardless of whether it is the first operation mode or the second operation mode.
[0091] On the other hand, when the position of the mode switching switch MC differs between the first operation mode and the second operation mode, the position of the mode switching switch MC may differ depending on whether it is located above the directional operation area DO or above the behavior operation area AO. For example, when the mode switching switch MC is located above the directional operation area DO, it is preferable that the mode switching switch MC be located above the directional operation area DO, regardless of whether the operation mode is the first operation mode or the second operation mode. Furthermore, when the mode switching switch MC is located above the behavior operation area AO, it is preferable that the mode switching switch MC be located above the behavior operation area AO (e.g., above the lateral center line CL2) in the first operation mode, and above the directional operation area DO (e.g., above the lateral center line CL2) in the second operation mode. In other words, when the mode switching switch MC is located above the behavior operation area AO as in this embodiment, the lower limit to which the mode switching switch MC can be lowered may differ between the first operation mode and the second operation mode.
[0092] (Variation 3) In this embodiment, an example has been shown in which the operation mode can be switched between the first operation mode and the second operation mode, but the present invention is not limited to this example, and more operation modes may be prepared. For example, three or more operation modes may be set, each with a different user interface set for the movement of the player character, and each operation mode may be sequentially switchable.
[0093] The present disclosure has been described above with reference to the drawings. However, the above-described embodiments (including modifications) can be modified as appropriate without departing from the spirit of the present disclosure. For example, even if a person skilled in the art appropriately adds, deletes, or modifies components based on the above-described embodiments, such modifications are included in the scope of the present disclosure as long as they incorporate the gist of the present disclosure. Furthermore, the features described in the above-described embodiments can be combined as appropriate as long as they are not mutually inconsistent.
[0094] Even if there are other effects and advantages different from those brought about by the aspects of the above-described embodiments, if they are clear from the description in this specification or can be easily predicted by a person skilled in the art, they are naturally understood to be brought about by the present disclosure. [Explanation of symbols]
[0095] 10...game processing function, 11...game operation acquisition unit, 12...setting data receiving unit, 13...game data storage unit, 14...game processing execution unit, 15...status data transmission unit, 16...display data generation unit, 17...display data output unit, 50...game processing function, 51...status data receiving unit, 52...game data storage unit, 53...game processing execution unit, 54...setting data transmission unit, 100...communication device, 101...control unit, 102...storage unit, 103...display unit, 104...operation unit, 105...sensor unit , 106...imaging unit, 107...position detection unit, 108...communication unit, 109...sound input / output unit, 110...alarm unit, 500...server, 501...control unit, 502...storage unit, 503...communication unit, 1000...communication system, NW...network, GI...game image, PC...player character, EC...enemy character, SB...scoreboard, SK...skill card, DO...direction operation area, AO...action operation area, MC...mode change switch, CP...contact point, CL1...vertical center line, CL2...horizontal center line
Claims
1. A game control method for a mobile game executed in portrait screen display, comprising: In a first operation mode, the mobile user interface is disposed in either an area to the left or an area to the right of the vertical center line, and the behavioral user interface is disposed in an area below the horizontal center line; in a second operation mode, disposing the mobile user interface and the behavioral user interface in a region below a lateral centerline; In the first operation mode, a first user interface is displayed in which the movement-based user interface and the behavior-based user interface are arranged separately on the same screen; A game control method, wherein the second operation mode displays a second user interface in which the movement-based user interface and the behavior-based user interface are superimposed on the same screen.
2. The game control method according to claim 1 , wherein the first operation mode and the second operation mode are switched during game play in response to an operation by a player.
3. the mobile user interface includes a direction operation area; The game control method according to claim 1 , wherein the behavioral user interface includes a behavioral operation area.
4. The game control method according to claim 3 , wherein the first user interface has the direction operation area and the action operation area arranged so as to be visually separated from each other.
5. 4. The game control method according to claim 3, wherein the first user interface inputs the player's directional operation with respect to the directional operation area and the player's action operation with respect to the action operation area at different positions on the screen.
6. The game control method according to claim 3 , wherein the first user interface has fixed positions of the direction operation area and the action operation area.
7. The game control method according to claim 3 , wherein in the second user interface, an arbitrary position inside the direction operation area functions as the action operation area.
8. 4. The game control method according to claim 3, wherein the second user interface inputs the player's directional operation with respect to the directional operation area and the player's action operation with respect to the action operation area at the same position on the screen.
9. The game control method according to claim 3 , wherein the second user interface has a fixed position of the direction operation area and an indefinite position of the action operation area inside the direction operation area.
10. The game control method according to claim 3 , wherein the action operation area in the second user interface is set at a position inside the direction operation area where the player performs a touch operation.
11. A game program for causing a computer to execute the game control method according to any one of claims 1 to 10.
Citation Information
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