Computer-readable storage medium and game system that store game programs.

The game program enhances exploration and playability by using interconnected constraints in placement tasks, addressing the rigidity of conventional puzzle-solving mechanisms and reducing resource waste.

JP7829965B1Active Publication Date: 2026-03-16GUANGZHOU LIXI INTERACTIVE ENTERTAINMENT CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-07-09
Publication Date
2026-03-16

AI Technical Summary

Technical Problem

Conventional puzzle-solving mechanisms in games are too rigid, lacking novelty and leading to resource waste and player disengagement.

Method used

A game program that displays multiple placement locations and containers with interconnected constraints, allowing players to place containers based on specific conditions, ensuring exploration depth and playability by associating constraints with virtual objects.

Benefits of technology

Enhances game exploration depth and playability by intuitively guiding players through tasks without traditional guidance, reducing server resource waste and improving user engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

This solves the problem that traditional puzzle-solving mechanisms are too rigid, lack originality, and waste game server resources. [Solution] Multiple placement locations corresponding to the target task and multiple containers corresponding to the placement locations are displayed. The containers indicated by the player's first input are placed in the indicated placement locations. Based on the fact that each placement location within a group of placement locations formed by connecting multiple placement locations is occupied by a container, it is determined whether the containers placed by the player satisfy the constraints corresponding to the placement group. Based on the fact that all containers within each placement group satisfy the constraints corresponding to the placement group, it is determined that the player has completed the target task.
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Description

Technical Field

[0001] This disclosure claims the priority of a Chinese patent application filed with the China National Intellectual Property Administration on April 18, 2025, with the application number 202510497920.7 and the invention title "Computer-readable Storage Medium Storing a Game Program and Game System", and the entire content thereof is incorporated herein by reference.

[0002] This disclosure relates to the field of applied games, and more specifically, to a computer-readable storage medium storing a game program, a game processing method, a game system, and a computer program product.

Background Art

[0003] In modern game design, the conventional game form is to achieve the game objective by positioning and arranging a certain specific object at a target position. As the player repeatedly experiences the closed loop of "finding A and placing B", the generalization and application of the mechanism gradually reveal a paradigm crisis. This design logic disassembles the most precious sense of exploration and excitement in the game, degrades the sense of achievement of solving puzzles into mechanical operations, reduces playability and enjoyment, and causes the problems of player disengagement and waste of server resources.

Summary of the Invention

Problems to be Solved by the Invention

[0004] One of the objectives of the embodiments of this disclosure is to solve the problem that the conventional puzzle-solving mechanism is too rigid and lacks novelty, resulting in waste of resources of the game server.

Means for Solving the Problems

[0005] According to a first aspect of this disclosure, there is provided a computer-readable storage medium storing a game program, and the game program causes a processor to A process for displaying multiple placement locations corresponding to a target task and multiple containers corresponding one-to-one to the multiple placement locations in the game's graphics user interface, A process that, in response to a first input from the player, places the container indicated by the first input at the placement location indicated by the first input, Based on the fact that each placement position within a plurality of placement groups formed by connecting the plurality of placement positions is occupied by a container, a process is performed to determine whether a container placed by the player within the placement group satisfies the restriction conditions corresponding to the placement group. The process of determining that the player has completed the target task is executed based on the fact that all containers within each of the aforementioned deployment groups satisfy the constraints corresponding to the deployment group, Each of the aforementioned placement groups includes at least one of the same placement locations as other placement groups, each of the aforementioned placement groups includes at least one of the aforementioned placement locations, and the container contains virtual items. The constraints corresponding to the placement locations relate to at least some of the virtual items placed in the plurality of containers.

[0006] According to a second aspect of this disclosure, a game processing method is provided, A process for displaying multiple placement locations corresponding to a target task and multiple containers corresponding one-to-one to the multiple placement locations in the game's graphics user interface, A process that, in response to a first input from the player, places the container indicated by the first input at the placement location indicated by the first input, Based on the fact that each placement position within a plurality of placement groups formed by connecting the plurality of placement positions is occupied by a container, a process is performed to determine whether a container placed by the player within the placement group satisfies the restriction conditions corresponding to the placement group. The process of determining that the player has completed the target task is executed based on the fact that all containers within each of the aforementioned deployment groups satisfy the constraints corresponding to the deployment group, Each of the aforementioned placement groups includes at least one of the aforementioned placement locations, and the container contains virtual items. The constraints corresponding to the placement locations relate to at least some of the virtual items placed in the plurality of containers.

[0007] According to a third aspect of this disclosure, a game system is also provided which includes a processor, A process for displaying multiple placement locations corresponding to a target task and multiple containers corresponding one-to-one to the multiple placement locations in the game's graphics user interface, A process that, in response to a first input from the player, places the container indicated by the first input at the placement location indicated by the first input, Based on the fact that each placement position within a plurality of placement groups formed by connecting the plurality of placement positions is occupied by a container, a process is performed to determine whether a container placed by the player within the placement group satisfies the restriction conditions corresponding to the placement group. The process of determining that the player has completed the target task is executed based on the fact that all containers within each of the aforementioned deployment groups satisfy the constraints corresponding to the deployment group, Each of the aforementioned placement groups includes at least one of the aforementioned placement locations, and the container contains virtual items. The constraints corresponding to the placement locations relate to at least some of the virtual items placed in the plurality of containers.

[0008] According to a fourth aspect of this disclosure, a computer program product including a game program is also provided, the game program is provided for a processor, A process for displaying multiple placement locations corresponding to a target task and multiple containers corresponding one-to-one to the multiple placement locations in the game's graphics user interface, A process that, in response to a first input from the player, places the container indicated by the first input at the placement location indicated by the first input, Based on the fact that each placement position within a plurality of placement groups formed by connecting the plurality of placement positions is occupied by a container, a process is performed to determine whether a container placed by the player within the placement group satisfies the restriction conditions corresponding to the placement group. The process of determining that the player has completed the target task is executed based on the fact that all containers within each of the aforementioned deployment groups satisfy the constraints corresponding to the deployment group, Each of the aforementioned placement groups includes at least one of the aforementioned placement locations, and the container contains virtual items. The constraints corresponding to the placement locations relate to at least some of the virtual items placed in the plurality of containers. [Effects of the Invention]

[0009] A beneficial effect of the embodiments of this disclosure is that, when the game program is executed by the processor, the graphics user interface displays multiple placement locations and containers corresponding to the target task, allowing the user to place them based on constraints of different placement groups. Since each placement group contains the same placement locations as other placement groups, the conditions are interconnected, forming multi-layered constraints, ensuring the game's exploration depth and playability. At the same time, by associating constraints with virtual objects within the containers, the traditional player guidance process is displayed intuitively, allowing the user to understand the actions necessary to complete the target task without guidance.

[0010] The features and advantages of the embodiments of this specification will become apparent from the following detailed description of the exemplary embodiments of this specification with reference to the drawings.

Brief Description of the Drawings

[0011] The drawings incorporated herein and constituting a part of this specification illustrate the embodiments of this specification and, together with the description, are for interpreting the principles of the embodiments of this specification. [Figure 1] It is a schematic diagram showing the hardware configuration for implementing a game system according to some embodiments. [Figure 2] It is a schematic diagram showing the processing flow that a game program causes a processor to execute according to some embodiments. [Figure 3] It is a schematic diagram showing a graphics user interface according to some embodiments. [Figure 4] It is a schematic diagram showing a graphics user interface according to some embodiments. [Figure 5] It is a schematic diagram showing a graphics user interface according to some embodiments.

Modes for Carrying Out the Invention

[0012] Hereinafter, various exemplary embodiments of this specification will be described in detail with reference to the drawings.

[0013] The description of at least one of the following exemplary embodiments is actually merely an explanation and is not intended to limit the embodiments of this specification and their application or use.

[0014] Also, it should be noted that like reference numerals and letters indicate like items in the following drawings. Therefore, once an item is defined in one drawing, there is no need to further discuss that item in subsequent drawings.

[0015] It should be noted that all operations for acquiring signals, information, or data in the embodiments of the present disclosure must comply with the corresponding data protection laws and policies of the country where the location is, and be executed after obtaining permission given by the owner of the corresponding device.

[0016] FIG. 1 is a schematic diagram showing a hardware configuration for reading a computer-readable storage medium storing a game program of an embodiment of the present disclosure and causing it to be implemented in a preferred game system 1000. This game system 1000 may be, for example, a mobile phone, a tablet computer, a personal computer, or an integrated system including a controller, a display unit, and a processing device, but is not limited thereto.

[0017] As shown in FIG. 1, the game system 1000 may include a processor 1101, a memory 1102, an interface device 1103, a communication device 1104, an output device 1105, an input device 1106, and the like. The hardware configuration shown in FIG. 1 is merely an example and is not intended to limit the present disclosure, its application, or its use.

[0018] The processor 1101 is for executing computer programs that can be written in command sets of architectures such as x86, Arm, RISC, MIPS, and SSE. Memory 1102 includes, for example, ROM (read-only memory), RAM (random access memory), and non-volatile memory such as a hard disk. Interface device 1103 includes, for example, a USB interface, a network cable interface, and a headphone interface. Communication device 1104 is capable of, for example, wired or wireless communication. Communication device 1104 may include at least one short-range communication module, such as any module that performs short-range wireless communication based on a short-range wireless communication protocol such as Hilink protocol, WiFi (IEEE 802.11 protocol), Mesh, Bluetooth, ZigBee, Thread, Z-Wave, NFC, UWB, or LiFi. Communication device 1104 may also include a remote communication module, such as any module that performs WLAN, GPRS, or 2G / 3G / 4G / 5G remote communication. Output device 1105 includes, for example, an LCD display, a touch display, or a speaker. Examples of input devices 1106 include touchscreens, keyboards, microphones, and various sensors.

[0019] <First Example> Next, using the game system 1000 shown in Figure 1 as an example of an implementing entity, we will explain the process by which a game program stored in a computer-readable storage medium, according to several embodiments, is executed by a processor.

[0020] Figure 2 is a schematic diagram showing the following processing flow that a game program has the processor execute. As shown in Figure 2, it includes the following steps S11 to S14.

[0021] Step S11: The game's graphics user interface displays multiple placement locations corresponding to the target task, and multiple containers that correspond one-to-one with the multiple placement locations, the multiple placement locations are joined together to form multiple placement groups, each placement group contains at least one placement location that is the same as another placement group, each placement group contains at least one placement location, and the containers contain virtual items.

[0022] As shown in Figure 3, this is a graphics user interface for a game in one embodiment, and this user interface can display multiple placement locations (dotted line areas in Figure 3) and multiple containers (solid line areas in the same figure). In the embodiment of this application, one container may be placed corresponding to each placement location by the player's input. Furthermore, any one or more placement locations may form a placement group, and by setting different constraints for each placement group, the player may be presented with the placement conditions that the container to be placed should have.

[0023] In the embodiments of this application, multiple placement locations correspond one-to-one with multiple containers; that is, the total number of placement locations and containers should be the same. In this example, the size of the graphics user interface differs for different devices due to different display conditions. Therefore, the number of placement locations or containers displayed in the graphics user interface may differ, and the player can explore all placement locations or containers by turning pages or being shown the numbers. For example, as shown in Figure 3, there are 12 placement locations, but only 8 containers are displayed. However, the number of containers can be shown to the user by displaying the number of containers at specific locations near the containers, and the number corresponding to the four containers below is 2 each; that is, the total number of placement locations is the same as the number of containers.

[0024] In this embodiment, each placement group can share one identical placement position with other placement groups, thus linking the constraints together and increasing the strategic depth of the game program.

[0025] In the embodiments of this application, each container may contain virtual items, and the type and number of virtual items may be one or more. For example, as shown in Figure 4, the triangles and circles in the containers in Figure 4 represent different types of items, and the number of objects in the two containers is the same, with three triangles and one circle in each. The display method may be to display items corresponding to the actual number in the container, as in the container on the left in Figure 4, or to display only one of each type of virtual item and its corresponding number, as in the container on the right. Note that the triangles and circles in this example are merely examples, and those skilled in the art can set the stamps or models of virtual items displayed in the containers according to their actual needs.

[0026] In this embodiment, the virtual item is an item that embodies cultural elements within the background of the game.

[0027] The game's background may correspond to various eras and countries set by the game developers, and the names and styles of virtual items may be presented in accordance with the cultural elements of that era or country. For example, if the game's background is that of another country in a particular era, virtual items could include foods commonly eaten by the inhabitants of that country in that era (e.g., regional foods such as onigiri and sushi), items related to popular culture such as tea bowls and tea utensils, clothing such as kimonos and geta sandals, minerals and mineral products such as silver ore. Specifically, it could include at least one of the following: sashimi, onigiri, sushi, miso, tempura, kimono, tea utensils, and Japanese swords.

[0028] Step S12: In response to the player's first input, the container indicated by the first input is placed in the location indicated by the first input.

[0029] In this example, the player's first input could be a drag input on the container, or it could be a player clicking on the target container and the placement location, respectively. Once the player makes the first input, the container indicated by the first input can be placed in the corresponding location.

[0030] Step S13: Based on the fact that each placement position within the placement group is occupied by a container, it is determined whether the containers placed by the player within the placement group satisfy the constraints corresponding to the placement group, where the constraints corresponding to the placement positions relate to at least some of the virtual items placed within multiple containers.

[0031] In the embodiments of this application, the graphics user interface may display different placement groups. For example, different placement groups can be indicated by the shape pointed to by the arrow, as shown in Figure 5. In the example shown in Figure 5, all placement positions connected in the direction pointed to by the arrow belong to the same placement group. That is, placement positions 21 and 22 belong to one placement group, placement positions 23 and 24 belong to one placement group, placement positions 21 and 25 belong to one placement group, placement positions 23 and 28 belong to one placement group, and placement positions 25 to 29 belong to one placement group.

[0032] In other examples, the arrangement group can be displayed in other forms, and this is not particularly limited here.

[0033] When each placement location within a placement group is occupied by a container under user control, it is possible to determine whether these placed containers satisfy the constraints corresponding to that placement group. The constraints may be conditions relating to virtual objects. For example, the types of virtual objects in all containers may be greater than a threshold, the types of virtual objects in all containers may be less than a threshold, the number of virtual objects in all containers may be greater than a threshold, the number of virtual objects in all containers may be less than a threshold, or specific limitations on the types and number of virtual objects in all containers. In this example, the corresponding constraints may or may not be displayed in the graphics user interface, depending on the actual needs.

[0034] Step S14: It is determined that the player has completed the target task based on the fact that all containers within each deployment group meet the constraints corresponding to that deployment group.

[0035] In this example, a computer-readable storage medium is provided that stores the game program. When the game program is executed by the processor, the graphics user interface displays multiple placement locations and containers corresponding to the target task, allowing the user to place them based on constraints of different placement groups. Since each placement group contains the same placement locations as other placement groups, the conditions are interconnected, forming multi-layered constraints that ensure the game's exploration depth and playability. Simultaneously, by associating the constraints with virtual objects within the containers, the traditional player guidance process is displayed intuitively, allowing the user to understand the actions necessary to complete the target task without guidance.

[0036] <Second Example> In addition to the first embodiment, the shape of the container and placement position values ​​in the second embodiment is a regular polygon, and multiple placement positions within the same placement group are positioned as intended.

[0037] In one example of this embodiment, the container and the placement location are regular polygons of the same size, each placement location is non-contactingly adjacent to at least one other placement location, and there is a parallel gap between two non-contacting adjacent placement locations that is equal in length to the side length of the regular polygon, and for multiple placement locations within a single placement group, the multiple placement locations are arranged along the direction perpendicular to the parallel gap.

[0038] In this example, the shape of the container and placement location may be a regular polygon such as a square or a regular hexagon, and the number of sides of the regular polygon may be even. Furthermore, any placement location displayed in the graphics user interface can be set to share one or more sides with other placement locations. Alternatively, they may be non-contact adjacent, with a parallel gap between any two adjacent placement locations, as shown in Figure 3, and the length of this gap being the length of the sides of the regular polygon.

[0039] In the embodiments of this application, the placement positions within the same placement group are adjacent to at least other placement positions within the same group, and the arrangement of the placement positions within the same placement group is also arranged along the direction perpendicular to the parallel gap, as in any placement group in Figure 5.

[0040] In one example of this embodiment, the container displays at least one virtual item it contains and the corresponding number of virtual items, and the graphics user interface further displays constraints corresponding to each placement group, which are used to present to the user the total number of virtual items of each type contained in all containers correctly placed in the placement group.

[0041] In this example, the graphics user interface can also display constraints corresponding to each placement group. In this example, the constraints can be displayed next to the placement positions on both edges of the corresponding placement group, or more specifically, on the other side of the placement position of an edge symmetrical to a parallel gap, as shown in Figure 5, and an arrow icon may be displayed to indicate the placement group and placement position corresponding to this constraint. In this example, the constraints include presenting the user with the types of virtual items contained in all containers correctly placed in the placement group and the total number of each virtual item.

[0042] This example provides a way to display placement locations, placement groups, and constraints, intuitively reflecting the gameplay and task objectives corresponding to the game program. This allows users to play the game without guidance, simplifying the player experience and reducing the difficulty of starting the game.

[0043] In one example of this embodiment, if a container placed in the first placement group satisfies the constraints corresponding to the first placement group, the first image effect is displayed in the graphics user interface. If a container placed in the first placement group does not satisfy the constraints corresponding to the first placement group, a second image effect different from the first image effect is displayed in the graphics user interface.

[0044] In this embodiment, if containers are placed in all of a certain placement group, it is possible to determine whether the containers within that placement group satisfy the corresponding constraints. Different image effects can be set depending on whether the constraints are met or not. For example, if the constraints are met, the constraints can be rendered in the first color and if they are not met, the constraints can be rendered in the second color; or if the constraints are met, a particle effect can be added to the frame of the corresponding container and if the constraints are not met, no particle effect can be added, or an illustration or text indicating whether the corresponding constraints are met can be directly displayed on the interface.

[0045] <Third Example> The third embodiment, in addition to the first or second embodiment, displays various game controls in the game interface for executing the corresponding game functions.

[0046] In one example of this embodiment, the game program further causes the processor to perform the following processes: displaying a first control on the game's graphics user interface; and, in response to the player's second input to the first control, placing the first container in a first placement position so that the placement position of the first container is correct.

[0047] In this embodiment, the graphics user interface may display a first control that allows the user to perform a function corresponding to the control through input such as clicking. In this example, the first control can position a specific container that is not in the correct location in the correct location corresponding to that container, so that the user can get a presentation to complete the target task. In one example of this embodiment, the first control may be a control that is activated and made available based on certain conditions. For example, the user may require certain virtual resources or preconditions to unlock and input the first control.

[0048] In one example of this embodiment, the game program further causes the processor to perform the following processes: displaying a second control on the game's graphics user interface, and adding image effects to the second container in response to the player's third input to the second control. Here, the second container is placed in a location that is incorrect.

[0049] In this embodiment, the graphics user interface may display a second control that allows the user to perform a function corresponding to the control through input such as clicking. In this example, if a container placed by a user is not in the correct location corresponding to that container, the second control may indicate to the player that the container is in the wrong place by adding an image effect, and the user may then receive a prompt to complete the target task. In one example of this embodiment, the first control may be a control that is activated and made available based on specific conditions. For example, the user may require specific virtual resources or preconditions to unlock and input the first control.

[0050] In this example, for a given placement group, there are multiple combinations of container placements that satisfy the group's preset conditions, but their placement positions may be incorrect. Incorrect placement combinations can prevent the player from meeting the constraints of other placement groups, potentially causing game stagnation and impacting the game experience. In this case, a second control can be used to display containers that satisfy the constraints of a particular placement group but have incorrect placement positions, resolving the issue that affects the game experience.

[0051] In one example of this embodiment, the game program further causes the processor to perform the following processes: displaying a third control on the game's graphics user interface; and returning all containers at the placement location to their initial positions in response to player input to the third control.

[0052] In this embodiment, the graphics user interface can display a third control that can execute a function corresponding to the control in response to user input such as clicks. In this example, the third control can return all containers placed by the user to their original positions, so even if a certain error occurs, the user does not have to slowly adjust it themselves, but can start over with a single click, thereby improving the user's gaming experience.

[0053] In one example of this embodiment, the game program causes the game system to execute a strategy game, and upon completion of the target task, the game program causes the processor to further execute a process that increases the attribute parameter value of the virtual character controlled by the player, or increases the resource parameter value of the faction to which the player belongs.

[0054] In the embodiments of this application, the strategy game is a game type centered on strategic simulation, emphasizing that the player achieves goals through resource management, tactical layout, and long-term planning. Such games typically include complex decision-making systems such as city building, military deployment, scientific and technological development, and diplomatic games, requiring the player to balance short-term gains with long-term development using limited resources. The processing performed by the aforementioned processor can be applied to strategy games and can enrich the gameplay of strategy games. After completing a target task, the attribute parameter values ​​of the virtual character controlled by the player can be adjusted. This increase can be temporary or permanent, for example, increasing attack power by 3 points and lasting for 1 minute, or permanently increasing the character's strength attribute. In addition to strengthening the virtual character, the resource parameter values ​​of the player's faction can also be increased upon completion of the target task, and these resource parameter values ​​may be battle resource parameters such as food, wood, stone, or even morale. The player's faction may include only the player themselves, or it may include the player and their allies.

[0055] In this example, by combining the method of completing target tasks provided to a storage medium with a strategy game, the gameplay and playability of the strategy game are enriched, the depth of strategy is improved, players receive positive feedback on gains, user engagement is increased, and the problem of server idleness due to player attrition is avoided.

[0056] <Example of Method> The embodiments of this application also provide a game processing method that can obtain the same effects as the first to third embodiments, and a detailed explanation is omitted here. As shown in Figure 2, it includes steps S11 to S14.

[0057] Step S11: The game's graphics user interface displays multiple placement locations corresponding to the target task, and multiple containers that correspond one-to-one with the multiple placement locations, the multiple placement locations being joined together to form multiple placement groups, each placement group containing at least one placement location, and the containers containing virtual items.

[0058] Step S12: In response to the player's first input, the container indicated by the first input is placed in the location indicated by the first input.

[0059] Step S13: Based on the fact that each placement position within the placement group is occupied by a container, it is determined whether the containers placed by the player within the placement group satisfy the constraints corresponding to the placement group, where the constraints corresponding to the placement positions relate to at least some of the virtual items placed within multiple containers.

[0060] Step S14: The player is confirmed to have completed the target task based on the fact that all containers within each deployment group meet the constraints corresponding to that deployment group.

[0061] Preferably, the container and the placement locations are regular polygons of the same size, each placement location is non-contactingly adjacent to at least one other placement location, there is a parallel gap between two non-contacting adjacent placement locations with a length equal to the length of the sides of the regular polygon, and for multiple placement locations within a single placement group, the multiple placement locations are arranged along the direction perpendicular to the parallel gap.

[0062] Preferably, the container displays at least one virtual item it contains and the corresponding number of virtual items, and the graphics user interface further displays constraints corresponding to each placement group, which are used to present to the user the total number of virtual items of each type contained in all containers correctly placed in the placement group.

[0063] Preferably, the method further includes displaying a first image effect on the graphics user interface if the containers placed in the first placement group satisfy the constraints corresponding to the first placement group, and displaying a second image effect different from the first image effect on the graphics user interface if the containers placed in the first placement group do not satisfy the constraints corresponding to the first placement group.

[0064] Preferably, the method further includes displaying a first control on the game's graphics user interface and positioning the first container in a first position in response to a second input from the player to the first control, such that the first container is correctly positioned.

[0065] Preferably, the method further includes displaying a second control in the game's graphics user interface and adding an image effect to the second container in response to a third input from the player to the second control, where the second container is positioned in a location, and the location is incorrect.

[0066] Preferably, the method further includes displaying a third control on the game's graphics user interface and returning all containers at their placement locations to their initial positions in response to player input to the third control.

[0067] Preferably, the method further includes increasing the attribute parameter values ​​of the virtual character controlled by the player or increasing the resource parameter values ​​of the faction to which the player belongs once the target task is completed.

[0068] Preferably, the virtual items include at least one of the following: sashimi, onigiri, sushi, miso, tempura, kimono, tea utensils, bamboo, and Japanese sword.

[0069] <System Examples> The embodiments of this application also disclose a game system equipped with a processor, which performs the following processes and can obtain the same effects as the first to third embodiments, and a detailed explanation is omitted here.

[0070] The game's graphical user interface displays multiple placement locations corresponding to the target task, along with multiple containers that correspond one-to-one with these placement locations. These placement locations are connected to form multiple placement groups, each group containing at least one placement location, and the containers hold virtual items.

[0071] In response to the player's first input, the container indicated by the first input is placed in the location indicated by the first input.

[0072] Based on the fact that each placement position within a placement group is occupied by a container, it is determined whether the container placed by the player within the placement group satisfies the constraints corresponding to the placement group, where the constraints corresponding to the placement position relate to at least some of the virtual items placed within multiple containers.

[0073] A player is deemed to have completed the target task based on the fact that all containers within each deployment group meet the constraints corresponding to that deployment group.

[0074] Preferably, the container and the placement locations are regular polygons of the same size, each placement location is non-contactingly adjacent to at least one other placement location, there is a parallel gap between two non-contacting adjacent placement locations with a length equal to the length of the sides of the regular polygon, and for multiple placement locations within a single placement group, the multiple placement locations are arranged along the direction perpendicular to the parallel gap.

[0075] Preferably, the container displays at least one virtual item it contains and the corresponding number of virtual items, and the graphics user interface further displays constraints corresponding to each placement group, which are used to present to the user the total number of virtual items of each type contained in all containers correctly placed in the placement group.

[0076] Preferably, the processor further performs the following: if the containers placed in the first placement group satisfy the constraints corresponding to the first placement group, it displays a first image effect on the graphics user interface; and if the containers placed in the first placement group do not satisfy the constraints corresponding to the first placement group, it displays a second image effect different from the first image effect on the graphics user interface.

[0077] Preferably, the processor further performs the processes of displaying a first control on the game's graphics user interface and, in response to a second input from the player to the first control, placing the first container in a first placement position so that the placement position of the first container is correct.

[0078] Preferably, the processor further performs the processes of displaying a second control on the game's graphics user interface and adding image effects to the second container in response to a third input from the player to the second control, where the second container is positioned in a location, and the position is incorrect.

[0079] Preferably, a third control is displayed on the game's graphics user interface, and in response to player input to the third control, all containers at their placement locations are returned to their initial positions.

[0080] Preferably, once the target task is complete, the processor further performs an action to increase the attribute parameter values ​​of the virtual character controlled by the player, or to increase the resource parameter values ​​of the faction to which the player belongs.

[0081] Preferably, the virtual items include at least one of the following: sashimi, onigiri, sushi, miso, tempura, kimono, tea utensils, bamboo, and Japanese sword.

[0082] <Examples of program products> The embodiments of this application also disclose a computer program product including a game program, which causes the processor to perform the following processes and can obtain the same effects as the first to third embodiments, and a detailed explanation is omitted here.

[0083] The game's graphical user interface displays multiple placement locations corresponding to the target task, along with multiple containers that correspond one-to-one with these placement locations. These placement locations are connected to form multiple placement groups, each group containing at least one placement location, and the containers hold virtual items.

[0084] In response to the player's first input, the container indicated by the first input is placed in the location indicated by the first input.

[0085] Based on the fact that each placement position within a placement group is occupied by a container, it is determined whether the container placed by the player within the placement group satisfies the constraints corresponding to the placement group, where the constraints corresponding to the placement position relate to at least some of the virtual items placed within multiple containers.

[0086] A player is deemed to have completed the target task based on the fact that all containers within each deployment group meet the constraints corresponding to that deployment group.

[0087] Preferably, the container and the placement locations are regular polygons of the same size, each placement location is non-contactingly adjacent to at least one other placement location, there is a parallel gap between two non-contacting adjacent placement locations with a length equal to the length of the sides of the regular polygon, and for multiple placement locations within a single placement group, the multiple placement locations are arranged along the direction perpendicular to the parallel gap.

[0088] Preferably, the container displays at least one virtual item it contains and the corresponding number of virtual items, and the graphics user interface further displays constraints corresponding to each placement group, which are used to present to the user the total number of virtual items of each type contained in all containers correctly placed in the placement group.

[0089] Preferably, the processor further performs the following: if the containers placed in the first placement group satisfy the constraints corresponding to the first placement group, it displays a first image effect on the graphics user interface; and if the containers placed in the first placement group do not satisfy the constraints corresponding to the first placement group, it displays a second image effect different from the first image effect on the graphics user interface.

[0090] Preferably, the processor further performs the processes of displaying a first control on the game's graphics user interface and, in response to a second input from the player to the first control, placing the first container in a first placement position so that the placement position of the first container is correct.

[0091] Preferably, the processor further performs the processes of displaying a second control on the game's graphics user interface and adding image effects to the second container in response to a third input from the player to the second control, where the second container is positioned in a location, and the position is incorrect.

[0092] Preferably, a third control is displayed on the game's graphics user interface, and in response to player input to the third control, all containers at their placement locations are returned to their initial positions.

[0093] Preferably, once the target task is complete, the processor further performs an action to increase the attribute parameter values ​​of the virtual character controlled by the player, or to increase the resource parameter values ​​of the faction to which the player belongs.

[0094] Preferably, the virtual items include at least one of the following: sashimi, onigiri, sushi, miso, tempura, kimono, tea utensils, bamboo, and Japanese sword.

[0095] The various embodiments described herein are all explained step by step, and identical or similar parts between embodiments can be referred to from each other, while each embodiment will focus on explaining the differences from the other embodiments. In particular, the embodiments of apparatus and equipment are basically the same as those of the embodiments of methods, and therefore the explanation is relatively simple; relevant parts can be referred to the partial explanation of the embodiments of methods.

[0096] The above describes specific embodiments of this specification. Other embodiments are within the scope of the appended claims. In some cases, the operations or steps described in the claims can be performed in a different order than in the embodiments to achieve the desired results. Furthermore, the processes shown in the drawings do not necessarily require the specific order or sequence shown to achieve the desired results. In certain embodiments, multitasking and parallel processing may also be possible or advantageous.

[0097] The embodiments described herein may be equipment, methods, and / or computer program products. A computer program product may include a computer-readable storage medium on which computer-readable program commands for implementing various aspects of the embodiments described herein are uploaded to a processor.

[0098] Computer-readable storage media may be tangible devices capable of holding and storing commands used by command execution devices. Computer-readable storage media may be, but are not limited to, electromechanical storage devices, magnetic storage devices, optical storage devices, electromagnetic storage devices, semiconductor storage devices, or any suitable combination thereof. More specific (but not exhaustive) examples of computer-readable storage media include portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), static random access memory (SRAM), portable compact disk read-only memory (CD-ROM), digital multipurpose disks (DVDs), memory sticks, floppy disks, mechanical encoding devices such as punch cards or grooved raised structures on which commands are stored, and any suitable combination thereof. Computer-readable storage media as used herein should not be interpreted as instantaneous signals themselves, such as radio waves or other freely propagating electromagnetic waves, electromagnetic waves propagating through waveguides or other transmission media (e.g., optical pulses through fiber optic cables), or electrical signals transmitted through wires.

[0099] The computer-readable program commands described herein may be downloaded from a computer-readable storage medium to various computing / processing devices, or downloaded to an external computer or external storage device via a network such as the Internet, a local area network, a wide area network, and / or a wireless network. The network may include copper transmission cables, fiber optic transmissions, wireless transmissions, routers, firewalls, switches, gateway computers, and / or edge servers. A network adapter card or network interface within each computing / processing device receives computer-readable program commands from the network and transfers those computer-readable program commands for storage in a computer-readable storage medium within the respective computing / processing device.

[0100] Computer program commands for performing operations in the embodiments described herein may be assembly commands, instruction set architecture (ISA) commands, machine commands, machine-related commands, microcode, firmware commands, state setting data, or source code or target code written in any combination of one or more programming languages. Programming languages ​​include object-oriented programming languages ​​such as Smalltalk and C++, and traditional procedural programming languages ​​such as C and similar programming languages. Computer-readable program commands may run entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. Where a remote computer is involved, the remote computer may be connected to the user's computer via any type of network, such as a local area network (LAN) or wide area network (WAN), or it may be connected to an external computer (for example, via the Internet using an Internet service provider). In some embodiments, by utilizing computer-readable program command status information to customize electronic circuits such as programmable logic circuits, field-programmable gate arrays (FPGAs), or programmable logic arrays (PLAs), the electronic circuits can execute computer-readable program commands to realize various embodiments of the embodiments herein.

[0101] Herein, various aspects of the embodiments described herein will be explained with reference to flowcharts and / or block diagrams of the methods, apparatus (devices), and computer program products relating to the embodiments described herein. It should be understood that each block diagram in the flowcharts and / or block diagrams, and each combination of blocks within the flowcharts and / or block diagrams, can be implemented by computer-readable program commands.

[0102] These computer-readable program commands are provided to the processor of a general-purpose computer, a dedicated computer, or other programmable data processing device, and can generate machines. When these commands are executed by the processor of a computer or other programmable data processing device, they can generate devices that perform functions / operations defined in one or more blocks in a flowchart and / or block diagram. These computer-readable program commands can also be stored on computer-readable storage media, which enable computers, programmable data processing devices, and / or other devices to operate in a particular manner. As a result, computer-readable media storing commands may contain products that include commands for performing various modes of functions / operations defined in one or more blocks in a flowchart and / or block diagram.

[0103] It is also possible to load computer-readable program commands into a computer, other programmable data processing device, or other device and execute a series of operational steps on that computer, other programmable data processing device, or other device to generate a process that the computer implements, thereby enabling the commands executed on the computer, other programmable data processing device, or other device to implement a function / operation defined in one or more blocks in a flowchart and / or block diagram.

[0104] The flowcharts and block diagrams in the drawings illustrate the implementable system architectures, functions, and operations of systems, methods, and computer program products according to several embodiments of this specification. In this regard, each block in a flowchart or block diagram may represent a module, program segment, or part of a command containing one or more executable commands for implementing a defined logical function. In some alternative implementations, the functions described within a block may occur in a different order than those shown in the drawings. For example, two consecutive blocks may actually be executed almost in parallel, or in reverse order depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in a block diagram and / or flowchart, may be implemented by a dedicated hardware-based system that performs the defined function or operation, or by a combination of dedicated hardware and computer commands. It is well known to those skilled in the art that hardware implementation, software implementation, and software-hardware combination implementation are all equivalent.

[0105] While the embodiments described herein have been explained above, the above descriptions are illustrative and not exhaustive, and are not limited to the embodiments disclosed. Many modifications and changes will be apparent to those skilled in the art without departing from the scope of the embodiments described. The terms used herein have been selected to best interpret the principles, practical applications, or improvements in the technology in the market of each embodiment, or to enable those skilled in the art to understand each embodiment disclosed herein.

Claims

1. A computer-readable storage medium that stores a game program, The aforementioned game program is sent to the processor, A process for displaying multiple placement locations corresponding to a target task and multiple containers corresponding one-to-one to the multiple placement locations in the game's graphics user interface, A process that, in response to a first input from the player, places the container indicated by the first input at the placement location indicated by the first input, Based on the fact that each placement position within a plurality of placement groups formed by connecting the plurality of placement positions is occupied by a container, a process is performed to determine whether a container placed by the player within the placement group satisfies the restriction conditions corresponding to the placement group. The process of determining that the player has completed the target task is executed based on the fact that all containers within each of the aforementioned deployment groups satisfy the constraints corresponding to the deployment group, Each of the aforementioned placement groups includes at least one of the same placement locations as other placement groups, each of the aforementioned placement groups includes at least one of the aforementioned placement locations, and the container contains virtual items. A computer-readable storage medium storing a game program, characterized in that the constraints corresponding to the placement locations are conditions relating to, for each of the placement groups, constraints on the types of virtual items that can be placed in all containers occupying each placement location within that placement group, and / or constraints on the total number of virtual items of each type.

2. The container and the placement location are regular polygons of the same size, each placement location is non-contacting and adjacent to at least one other placement location, and between the two non-contacting adjacent placement locations, there exists a parallel gap equal in length to the side length of the regular polygon. A computer-readable storage medium storing a game program according to claim 1, characterized in that, for multiple placement positions within a single placement group, the multiple placement positions are arranged along the direction perpendicular to the parallel gap.

3. The container displays at least one virtual item contained within it, and the corresponding number of the virtual item. The computer-readable storage medium storing the game program according to claim 2, wherein the graphics user interface further displays constraints corresponding to each placement group, and the constraints are used to present to the user the total number of virtual items and the types of virtual items contained in all containers correctly placed in the placement group.

4. The game program further provides the processor with: If a container placed in the first placement group satisfies the constraints corresponding to the first placement group, the process of displaying the first image effect on the graphics user interface is performed. A computer-readable storage medium storing a game program according to claim 1, characterized in that, if a container placed in the first placement group does not satisfy the constraints corresponding to the first placement group, the system causes the graphics user interface to perform a process of displaying a second image effect different from the first image effect.

5. The game program further provides the processor with: The process of displaying the first control on the game's graphics user interface, A computer-readable storage medium storing the game program according to claim 3, characterized in that it causes the system to perform a process of placing the first container in a first placement position so that the placement position of the first container is correct, in response to a second input from a player to the first control.

6. The game program further provides the processor with: The process of displaying a second control in the game's graphics user interface, A computer-readable storage medium storing the game program according to claim 3, wherein the process of adding an image effect to the second container is performed in response to a third input from the player to the second control, and the second container is located at the placement position, and the placement position is incorrect.

7. The game program further provides the processor with: The process of displaying a third control in the game's graphics user interface, A computer-readable storage medium storing the game program according to claim 3, characterized in that it performs a process to return all containers at the placement location to their initial position in response to player input to the third control.

8. A computer-readable storage medium storing the game program according to claim 1, characterized in that the virtual item is an item that embodies cultural elements in the background of the set game.

9. A game system equipped with a processor, The aforementioned processor, A process for displaying multiple placement locations corresponding to a target task and multiple containers corresponding one-to-one to the multiple placement locations in the game's graphics user interface, A process that, in response to a first input from the player, places the container indicated by the first input at the placement location indicated by the first input, Based on the fact that each placement position within a plurality of placement groups formed by connecting the plurality of placement positions is occupied by a container, a process is performed to determine whether a container placed by the player within the placement group satisfies the restriction conditions corresponding to the placement group. The process of determining that the player has completed the target task is executed based on the fact that all containers within each of the aforementioned deployment groups satisfy the constraints corresponding to the deployment group, Each of the aforementioned placement groups includes at least one of the aforementioned placement locations, and the container contains virtual items. The game system is characterized in that the constraints corresponding to the placement locations are conditions related to the restriction on the types of virtual items that can be placed in all containers occupying each placement location within each of the placement groups, and / or the restriction on the total number of virtual items of each type.

10. A computer program including a game program, The aforementioned game program is sent to the processor, A process for displaying multiple placement locations corresponding to a target task and multiple containers corresponding one-to-one to the multiple placement locations in the game's graphics user interface, A process that, in response to a first input from the player, places the container indicated by the first input at the placement location indicated by the first input, Based on the fact that each placement position within a plurality of placement groups formed by connecting the plurality of placement positions is occupied by a container, a process is performed to determine whether a container placed by the player within the placement group satisfies the restriction conditions corresponding to the placement group. The process of determining that the player has completed the target task is executed based on the fact that all containers within each of the aforementioned deployment groups satisfy the constraints corresponding to the deployment group, Each of the aforementioned placement groups includes at least one of the aforementioned placement locations, and the container contains virtual items. A computer program characterized in that the constraints corresponding to the placement locations are conditions relating to, for each of the placement groups, constraints on the types of virtual items that can be placed in all containers occupying each placement location within that placement group, and / or constraints on the total number of virtual items of each type.

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