Program, control method, and information processing device

JP7912349B2Active Publication Date: 2026-08-28GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2025040356
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-03-13
Publication Date
2026-08-28
Estimated Expiration
2034-09-17

AI Technical Summary

Benefits of technology

【0016】 本発明に係るプログラム、制御方法、および、情報処理装置によれば、操作の煩雑さを 低減できる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program, a control method and an information processing device for reducing the complexity of operation.SOLUTION: A program causes an information processing device for executing a game to execute: a display step for displaying a portion of a plurality of actions executable by a game character operated by a player in a first area 51 in a game screen so that the player can perform selection, and displaying an extracted specific action in a second area 52 different from the first area so that the player can perform selection; and a step for performing processing for causing the game character to execute a selected action when the player selects the action displayed in the first area 51, and causing the game character to execute the specific action when the player selects the specific action displayed in the second area 52.SELECTED DRAWING: Figure 7
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Description

[[Technical Field]]

[0001] The present invention relates to a program, a control method, and an information processing apparatus. [[Background Art]]

[0002] Conventionally, in video games using information processing apparatuses such as computers, a player plays a gam e in which a battle is fought against an opponent by operating an in-game character, and such a competitive battle game is known. For exampl e, Patent Document 1 describes a game in which a battle proceeds when a player selects a command for each turn to determine the action of a characte r. [[Prior Art Documents]] [[Patent Documents]]

[0003] [[Patent Document 1]] Japanese Unexamined Patent Publication No. 2007-075612 [[Summary of the Invention]] [[Problem to be Solved by the Invention]]

[0004] By the way, when a character can execute a plurality of commands, the player needs to search for a desired command to select on the display screen of the game. However, due to constraints such as the size of the display screen a, when the player has to perform a scroll operation or the like to search for a command, the player may find the operation cumbersome.

[0005] An object of the present invention, which has been made in view of such circumstances, is to provide a program, a cont rol method, and an information processing apparatus that reduce the complexity of operations. [[Means for Solving the Problem]]

[0006] The program that solves the above problem is an information processing device that runs the game, and the player's actions From among multiple actions that a game character can perform, a specific action is extracted. The extraction step involves placing a portion of the aforementioned multiple actions in the first region of the game screen. The player can select and display the first region on the game screen. In a second region located at a specific position different from the first region, the extracted specific action is placed before A display step that allows the player to select and display the A If an action is selected by the player, the selected action will be given to the player. The character is instructed to perform a specific action displayed in the second area, and the player If selected, the game character will perform the aforementioned specific action. A program that executes the steps involved in processing.

[0007] A control method that solves the above problem is a control method that controls the execution of a game, and the player From among the multiple actions that the game character controlled by can perform, a specific action Extraction step to extract one of the multiple actions in the first area of ​​the game screen The part is displayed so that it can be selected by the player, and the part on the game screen In the second region, which is located at a specific position different from the first region, the extracted specific action A display step in which the player can select and display the first area If the selected action is chosen by the player, the selected action will be The game character is instructed to perform a specific action displayed in the second area, and the P If selected by the layer, the aforementioned specific action will be performed on the game character. The steps to perform the necessary processing are executed.

[0008] An information processing device that solves the above problem is an information processing device that executes a game, From among the multiple actions that the game character controlled by Ya can perform, choose a specific action. An extraction unit for extracting n, and a part of the multiple actions in the first region of the game screen The player can select and display the first The extracted specific action is placed in a second region located at a specific position different from the main region. A screen generation unit that allows the player to select and display an A If an action is selected by the player, the selected action will be given to the player. The character is instructed to perform a specific action displayed in the second area, and the player If selected, the game character will perform the aforementioned specific action. It includes a processing unit that performs processing.

[0009] In the program with the above configuration, the second region is the information displayed on the game screen. It is preferable to display information without superimposing it. The program with the above configuration sends the information processing device the action selected by the player. The memory step is executed to remember, and in the extraction step, the multiple actions Among these, the previously selected action or predetermined action shall be designated as the specific action. It is preferable to extract it this way.

[0010] The program with the above configuration performs the previously selected action in the extraction step. If the predetermined conditions are met, the previously selected action among the multiple actions is extracted as said specific action, and when said already selected action does not satisfy said predetermined condition, it is preferable to extract said predetermined action among said plurality of actions as said specific action.

[0011] In the program having the above configuration, said predetermined condition is a condition that the number of remaining times that said player can select said already selected action is one or more, or a condition that a first parameter of a game medium is equal to or greater than a second parameter of said already selected action is preferably included.

[0012] In the program having the above configuration, it is preferable that said specific action is extracted based on the number of times each of said plurality of actions has been selected. In the program having the above configuration, in said extraction step, among said already selected actions , the action last selected by said player may be extracted as said specific action .

[0013] In the program having the above configuration, said plurality of actions are classified into a plurality of categories , displayed in said first area in a tab format for each of said classified categories, and it is preferable that said specific action is extracted from actions included in a tab selected by said player .

[0014] In the program having the above configuration, said extraction step is a first extraction step, said display step is a first display step, and the information processing apparatus is caused to, when a tab different from said selected tab is selected by an operation of said player in said first display step, said different A second extraction step extracts the aforementioned specific action from the actions included in the tab. The first area contains some of the actions included in the different tabs. The second area is displayed in a selectable manner, and the second extraction step is Table 2 displays specific actions extracted in the table, making them selectable by the player. The indicated step may be performed.

[0015] In the program with the above configuration, the second region displays information related to the progress of the game. It is preferable that it be displayed between the indicated area and the first area. [Effects of the Invention]

[0016] According to the program, control method, and information processing device of the present invention, the complexity of operation is reduced. It can be reduced. [Brief explanation of the drawing]

[0017] [Figure 1] This is a functional block diagram of the main components of an information processing system according to one embodiment of the present invention. [Figure 2] This diagram schematically shows an example of the information that the memory unit stores. [Figure 3] This diagram schematically shows an example of a character action stored in the memory unit. [Figure 4] This diagram schematically shows an example of a table managed by the physical fitness parameter management unit. [Figure 5] This diagram schematically shows an example of a table managed by the combat power parameter management unit. [Figure 6] This diagram schematically shows an example of a table managed by the Action Power Parameter Management Unit. [Figure 7] This diagram schematically shows an example of a game screen generated by the screen generation unit. [Figure 8]This flowchart shows an example of the extraction process performed by the extraction unit. [Figure 9] This is a diagram illustrating an example of game progression. [Figure 10] This is a diagram illustrating an example of game progression. [Figure 11] This is a diagram illustrating an example of game progression. [Figure 12] This is a diagram illustrating an example of game progression. [Figure 13] This is a diagram illustrating an example of game progression. [Figure 14] This is a diagram illustrating an example of game progression. [Figure 15] This is a diagram illustrating an example of game progression. [Figure 16] This flowchart shows an example of the processing performed by an information processing device. [Figure 17] This diagram shows a modified version of the game screen. [Modes for carrying out the invention]

[0018] Embodiments of the present invention will be described below with reference to the figures. First, an overview of the game according to this embodiment will be described. It has a first mode and a second mode. In the first mode, the player owns You can use individual game media to compete against opponents or complete regular quests within the game. By doing so, it is possible to acquire game-related items, such as in-game items.

[0019] On the other hand, the second mode will be implemented, for example, as a limited-time event. In this scenario, multiple groups, each composed of multiple players, compete in real time. A battle will be fought. Unless otherwise specified, the following applies to the second mode of the game according to this embodiment. explain.

[0020] In this embodiment, two groups, Group A and Group B, will compete against each other. Let me explain. Each player places their game medium on the game field, and the game By manipulating the game medium to perform actions such as movement or attack, the game (second mode) The game proceeds (a match between players). The game medium is the electronic data used in the game, for example This includes cards, items, characters, and avatars. Furthermore, the game medium is the game. Depending on the progress, players can acquire, possess, use, manage, exchange, synthesize, enhance, sell, and discard items. This is electronic data that may be discarded and / or donated, but the manner in which the game medium is used is as specified herein. Not limited to those explicitly stated. In this embodiment, the game medium includes characters and I will explain it.

[0021] In the game according to this embodiment, the group's turn changes at regular intervals. In this state, the set time is 1 minute, and after the 1 minute turn of Group A, Group B takes the 1 minute turn. It is Group A's turn, and then it is Group A's turn again for one minute. This is repeated until the predetermined The game time (for example, 30 minutes) ends, or either before the game time ends. The game ends when one group fulfills the game's victory conditions.

[0022] Each player, during their group's turn, will be on the game field where the matches are played. And you can move the character a predetermined number of times (for example, once). Also, each player This refers to actions that a character can perform, regardless of whether it is the turn of the group they belong to or not. The game can be advanced by selecting items such as the following. Based on the actions performed, the characters belonging to the opponent's group and the opponent's The group will attack its representative game media, etc. Representative game media are the aforementioned game media. Similarly, it is electronic data used in games, and in this embodiment it is a castle. Rakta and the castle each have parameters related to their stamina (stamina parameters). Either reduce the opponent's castle's health parameter to 0, or when the game time ends, the castle's health parameter The group with the most meters remaining wins the game.

[0023] Furthermore, in the game according to this embodiment, players can use the chat function during the game. Players belonging to the same group can exchange information and discuss game strategies. You can consult about it.

[0024] Figure 1 is a functional block diagram of the main components of an information processing system according to one embodiment of the present invention. The information processing system 100 includes an information processing device 10 and a plurality of terminal devices 30. The information processing device 10 related to the implementation configuration executes the game described in the above overview. Device 10 communicates with terminal devices 30 owned by each player of the game. Information Processing Device 10 Based on the input operations performed by each player using the input unit 31 of the terminal device 30, the game The information processing device 10 also displays the game's progress to each player's terminal device 3. The 0 is displayed on the display unit 32. Specifically, the information processing device 10 displays the 0 on the display unit 32 of the terminal device 30. The information processing device generates information to be displayed on 32 and transmits (outputs) it to the terminal device 30. 10 is composed of, for example, a server device.

[0025] The information processing device 10 includes a memory unit 11, a physical strength parameter management unit 12, and a combat power parameter Management unit 13, action power parameter management unit 14, chat management unit 15, control unit 16, It comprises a progress processing unit 17, a screen generation unit 18, an extraction unit 19, and a communication unit 20.

[0026] The memory unit 11 stores various information used in the game. The system stores the multiple game media used by each layer, associating them with the group the player belongs to. The memory unit 11, as schematically shown in Figure 2 as an example, stores the game player and each player A table that maps the character controlled by Iya to the group to which each player belongs. Remember. Referring to Figure 2, for example, Player A1 belongs to Group A, and Character It is understood that A1 is operated. Also, the memory unit 11, as in Figure 2, plays a game. The representative game medium for each group performing the task is stored in association with each group. Since the game medium cannot be directly associated with the player, the relationship with the player is different. Instead, the data is stored in the storage unit 11 in a state associated with either group A or group B. It can be done.

[0027] Furthermore, the memory unit 11 stores information unique to each character. This unique information is stored within the game medium. Multiple actions the body can perform, combat power such as attack power and defense power in the game medium, attack in the game medium Combat methods such as offensive and defensive measures, skill information in game media, and avatars in game media. This includes information such as the attributes of the game medium and indicators showing the rarity of the game medium. The indicator of rarity is represented by a hierarchy of levels, such as Normal, Rare, Super Rare, and Ultra Rare. This is also acceptable. In this embodiment, the unique information includes a plurality of items that the game medium can execute. I will explain it as an object.

[0028] The multiple items that the game medium can perform are items that the player can select as the game progresses. The progress processing unit 17 performs processing based on the selected item, thereby the game The game will proceed. Multiple items can be arbitrary items related to the game's progress, but in reality... In the implementation form, it is explained as an action that the character can perform. When a character action is selected, the progress processing unit 17 performs actions based on the selected action. Next, various parameters are changed, and games are displayed on the display unit 32 of the terminal device 30. This involves changing the screen related to that topic.

[0029] As schematically shown in Figure 3 as an example, the memory unit 11 stores the actions that the character can execute. The system is memorized. The available actions differ for each character. Therefore, the system in Figure 3 Bull is an action that one of the characters used in the game can perform. This shows the action. In this embodiment, as shown in Figure 3, the action is attack, support It is classified into three categories: assistance and recovery. Each action is based on the nature of the action. They are classified into each category. The nature of the action is, for example, that the action is processed by the processing unit 17. The action has a unique characteristic of which parameters are affected when the process is further refined. Yes. The attack category includes the health parameters of characters belonging to the opponent's group. This includes actions that change the character's combat power parameter. This includes actions that cause changes. The recovery category includes characters belonging to the same group. This includes actions that change Kuta's health parameter. Note that each action is pre The ears may be classified into categories that can be arbitrarily set.

[0030] Actions affect the parameters of a single character in each category. They are classified into those that affect the parameters of one character or multiple characters. Depending on the action, the effect on changing the parameter, such as the amount or percentage of increase or decrease, will vary. Yes. Some actions have a limited number of uses at the start of the game. Memory unit 11 is As shown in Figure 3, the system remembers the remaining number of uses each action a character can perform. However, for actions whose usage is not limited, the memory unit 11 will use the remaining amount The number of uses is not recorded. The remaining number of uses for such an action is shown as "-" in Figure 3. Furthermore, each action has a defined value for the action power parameter required to perform it. The memory unit 11 also stores the action points required to perform each action. This consumes action points parameter values ​​to perform an action. If the character's action point parameter value is insufficient, they will not be able to perform that action. Generally, the more effective an action is, the fewer uses it has remaining at the start of the game. The required action power parameter value is set high. Actions that are highly effective are those that are larger This action can increase or decrease the meter.

[0031] Furthermore, the memory unit 11 processes the progress processing unit 17 from the time the game starts until the game ends. The system may store a record of the processes it has performed regarding the progress of the game. The stamina parameter management unit 12 manages the stamina parameters of each character and castle. The parameter management unit 12 manages the health parameters of each character and castle, as shown in Figure 4 as an example. It is managed as a table shown formulaically. As shown in Figure 4, the physical fitness parameter management unit 12 The table contains characters A1 through A5, and characters B1 through B5. Castle A and Castle B, along with their corresponding health parameters, are stored. When one of the actions in the attack category is selected, the progress processing unit 17 will process the selected action Based on the results, the physical fitness parameters stored in the table of the physical fitness parameter management unit 12 are reduced. When a character's health parameter falls below 0, that character will be unable to participate in the game. It will no longer be possible to add.

[0032] The combat power parameter management unit 13 manages the parameters related to each character's combat power (combat power parameters The parameters are managed. The combat power parameters in this embodiment are the attack power parameters and Includes defense parameter. The combat power parameter management unit 13 manages the attack power parameter of each character. The data and defense parameters are managed as a table, schematically shown in Figure 5 as an example. As shown in Figure 5, the table of the combat power parameter management unit 13 contains characters A1 through K Character A5 and Characters B1 through B5, and their respective attack power parameters The meter and defense parameters are stored. The player performs an action in the auxiliary category. When one of the following is selected, the processing unit 17 processes the combat power based on the selected action. The attack power parameters and defense power parameters stored in the table of the Lameter Management Unit 13 are changed. Move. Also, when the player selects one of the actions in the attack category, the progress will change. Based on the selected action, the logic unit 17 puts the data into the table of the combat power parameter management unit 13. The stored attack and defense parameters are referenced to reduce the health parameter. Determine the size (amount of reduction) of the cell.

[0033] The action power parameter management unit 14 is necessary for the character to perform actions. This unit manages parameters related to action power (action power parameters). Action Power Parameter Management Unit 1 Section 4 is a table schematically showing the action power parameters of each character, as illustrated in Figure 6. It is managed by the action power parameter management unit 14. As shown in Figure 6, the table of the action power parameter management unit 14 contains the character Characters A1 to A5 and Characters B1 to B5, and their respective corresponding characters The action points parameter is stored. Each player has the character's action points parameter. You consume to advance the game. The action point parameter controls the progress of the game and the actual actions taken. It increases or decreases depending on the row, etc. For example, the character performs an action based on the player's selection. Then, the progress processing unit 17 calculates the action power parameter value required for the executed action. Decreases the parameter. The value of the action power parameter is required to perform a certain action. If the action power parameter value falls below a certain level, the player must select that action and cancel It cannot be executed by Rakuta. Also, the character's action power parameter is determined by the specified conditions. Based on the item, it is increased by the progress processing unit 17. For example, the character's action power parameter is Each time the turn of the group to which the player controlling the character belongs begins (i.e.) In this embodiment, it is increased once every two minutes. The amount of increase in the action power parameter is a constant percentage or This can be set to a constant value, and in this embodiment, the amount of increase in the action power parameter per instance is Let's assume it's 50. Furthermore, an upper limit can be set for the action power parameter, and in this embodiment, The upper limit is set at 100.

[0034] The chat management unit 15 manages the chat function in the game according to this embodiment. The chat management section 15 contains predefined phrases and / or images that are likely to be frequently used during gameplay. It's fine if they remember. A standard phrase is, for example, an attack category for players belonging to the same group. The command "Attack!" prompts Gori to take action, and members of the same group The "I need help!" prompts the player to perform an action in the support category, and the same "Target the Castle" is a phrase that encourages players in a group to attack the opponent's representative game platform. "Eh!" etc. The chat management unit 15 has each player pre-configured the input unit 31 of the terminal device 30. The text entered using this method may be stored as a template.

[0035] The control unit 16 controls each functional block of the information processing device 10, as well as the information processing device 10 It controls and manages the entire system. The control unit 16 implements a program that defines the game control procedure. The processor that performs the operation is a CPU (Central Processing Unit) The program is then stored in the memory unit 11 or an external storage medium.

[0036] The progress processing unit 17 performs processing related to the progress of the game according to this embodiment. 7 If the number of players participating in the game according to this embodiment exceeds a predetermined number, Wachi, the player (or the character corresponding to the player one-to-one) stored in memory unit 11 When the number exceeds a predetermined number, the game progression process begins. The progression processing unit 17 processes the game Even if the number of players participating in the game is less than a predetermined number, for example, the control unit 16 will automatically operate... You may start the game's progression process by having a player join the game. The processing unit 17, based on input operations from the player via the input unit 31 of the terminal device 30, The character moves on the field. The progress processing unit 17 also controls the terminal device. Processing is performed based on the action selected by the player via the input section 31 of 30. The progress processing unit 17 then processes the physical strength parameter management unit 12 based on the action that was executed. , parameters of the tables of the combat power parameter management unit 13 and the action power parameter management unit 14 The processing unit 17 increases or decreases the predetermined game time and the turn time of each group. To manage.

[0037] The progress processing unit 17 determines the winner of the game. In the game according to this embodiment, progress The processing unit 17, when the health parameter of one of the representative game media becomes "0", The other group, which is different from the group of representative game media whose parameters are "0", The winner is determined. The progress processing unit 17 will, when the predetermined game time is over, If the health parameter of the representative game medium of the group is greater than "0", then the remaining The group corresponding to the representative game medium with the highest physical strength parameter value will be selected as the winner. I will make a decision.

[0038] The screen generation unit 18 generates information for displaying a game screen that includes information related to the game (and Below, it generates the "game screen" (also called the "game screen"). Figure 7 shows the screen generated by the screen generation unit 18. This diagram schematically shows an example of a game screen. Game screen 50 shows the first region 51 , second area 52, field display area 53, tab display area 54 and parameter display area 5 5 is included. The second region 52 is located at a specific position on the game screen, and in this embodiment As shown in Figure 7, the field display area 53 displays information related to the progress of the game. This is displayed between the first region 51.

[0039] Tab display area 54 contains three categories of actions: attack, heal, and support. Three tabs indicating each of these, and one tab indicating the chat function are displayed. In the first area 51 This displays items related to the tab selected by the player in a tab format, categorized by type. In Figure 7, the attack tab 61 is selected, so the first area 51 contains the attack. Multiple actions (items) included in this category are displayed as selectable. In area 52, a specific action is selected from the actions that the character can perform. It can be displayed. Preferably, the second area 52 contains the actions included in the selected tab. The specific actions extracted from are displayed as selectable. That is, in the second area 52 This refers to a specific action extracted by the extraction unit 19 from among multiple actions in the first region 51. The options are displayed as selectable. Figure 7 shows multiple actions included in the attack category. Of these, one action, "Single Special Attack 2," was extracted and generated on game screen 50. It is in this state. Details of the extraction process by the extraction unit 19 will be described later. The first area 51 and the second area 52 correspond to each action, and the remainder of each action The number of uses and the required action point parameter value may be displayed.

[0040] The field display area 53 displays information related to the game's progress. The display area 53 includes, for example, a field where the game is played, and equipment placed on the field that is used in the game. The multiple characters used and the representative game medium (castle) are displayed. In Figure 7, Fee While the field is 5x8 grid, the shape and number of squares are not limited to this. .

[0041] The parameter display area 55 displays information about various parameters. In Figure 7, Only the action points and health parameters of the character controlled by the player are displayed. However, the information about the parameters displayed in the parameter display area 55 is not limited to this. No. The parameter display area 55 contains information about the combat power parameters controlled by the player. It is also possible that various parameters of the representative game medium or other characters that you are not controlling will be displayed. Information regarding the parameters may be displayed. Furthermore, parameters may be indicated by indicators such as bars. It may be displayed as a numerical value, and as shown in Figure 7, a bar-shaped indicator It may be displayed as both a number and a numerical value.

[0042] The display unit 32 of the terminal device 30 displays the game screen, but the size of the display unit 32 Therefore, it is not possible to display the entirety of the game screen 50 on the display unit 32. In that case, the display The display unit 32 shows a portion of the game screen 50. The area enclosed by the dotted line 56 in Figure 7 is the table. This shows an example of the screen range displayed on the display unit 32, particularly the first view. This is the case. The first view 56 shows the entire field display area 53 and the second area 5 2 is displayed, but only a part of the first area 51 is displayed. The player is first Actions not displayed in View 56 (in Figure 7, single special attacks 2 to n and multiple special attacks) To select attack 2 through n), flip the screen displayed on the display unit 32 (display screen) By clicking or swiping, you can display the desired action and then select It is necessary to perform a selection operation. However, as shown in Figure 7, the extracted area 52 As for the action, since it is included in the first view 56, the player can flick or Actions can be selected without performing swipe gestures or similar operations.

[0043] The extraction unit 19 selects from among multiple items displayed in the first area 51, and then selects from the second area 52 Extracts specific items to be displayed as selectable. The extraction unit 19 in this embodiment performs the extraction Details of the output process will be described later.

[0044] The communication unit 20 communicates with each player of the game via wired or wireless communication. This process allows for the sending and receiving of data used in the game. The terminal device 30 includes an input unit 31, a display unit 32, a control unit 33, and a communication unit 34. The terminal device 30 may be a dedicated device capable of running games. This may be configured using electronic devices (information processing devices) such as mobile phones or tablet terminals. stomach.

[0045] The input unit 31 accepts operation input from the player. The input unit 31 accepts operation buttons (operation It may consist of a key. If the terminal device 30 has a touch panel, The touch panel detects contact from the player's fingers and stylus pen, etc., and accepts input. By doing so, it functions as an input unit 31.

[0046] The display unit 32 is a liquid crystal display, an organic EL display, or an inorganic EL display. These are display devices. The display unit 32 displays information processing device 10 according to the progress of the game. Displays various game-related information received from [the source].

[0047] The control unit 33 controls the entire terminal device 30, including each functional block of the terminal device 30. It is a processor that controls and manages. The communication unit 34 communicates with the information processing device 10 that runs the game via wired or wireless communication. This is used to send and receive data used in the game.

[0048] Next, an example of the extraction process performed by the extraction unit 19 will be described. The extraction unit 19 performs the following: Based on the battle situation, among the actions that the character can perform, the second area 52 of the display screen Extract specific actions to be displayed. Preferably, the extraction unit 19 is selected by the player. This embodiment extracts a specific action from the actions included in the selected tab. The extraction unit 19, in each category (tab), checks if an action has already been taken after the game has started. If selected, the last action selected by the player will be displayed on the second screen. Extract the action to be displayed in area 52. However, the remaining number of uses of the action The number is 0, or the action power parameter required to perform the action is insufficient. In such cases, the player cannot select the action. 19 is that in each category, other actions, for example, predetermined basic The action is extracted as an action to be displayed in the second area 52 of the display screen. A decision is an action determined one by one in each category based on predetermined criteria. Therefore, in this embodiment, it is an action that is not limited in the number of uses. If there are multiple unlisted actions within a category, the basic action is processed by the progress processing unit 17. One of several applicable actions is selected. The basic action is the player's The input to the input unit 31 may be predetermined based on the player's selection. Extraction Unit 19 determines whether or not it is possible to perform the processing based on each action, and then executes it. From the actions determined to be possible, the actions to be displayed in the second area 52 are extracted. In this way, the extraction unit 19 extracts actions that can be performed according to the game's progress. do.

[0049] On the other hand, after the game starts, in each category, there are still actions that have not yet been taken since the game began. If not selected, the extraction unit 19 performs the basic action for each category. Extract the action to be displayed in the second area 52 of the display screen.

[0050] Let's further explain the processing of the extraction unit 19 using the attack category as an example. The basic action is predetermined as "single target normal attack". After the game starts, the player If the user has not yet selected an action belonging to the attack category, the extraction unit 19 will select a basic action. Extract the "single normal attack" which is the sequence. Then, as the game progresses, the player attacks Let's say an action belonging to a category is selected. At some point, it was last selected by the player. If the action performed is "Single Special Attack 1", the extraction unit 19 extracts "Single Special Attack 1". Extract the actions. The extracted actions will appear in the "Attack" tab in the tab display area 54 of the display screen. When selected, it is displayed in the second area 52. It belongs to the category of Auxiliary and Recovery. The same process is applied to the action.

[0051] Furthermore, the extraction unit 19 changes if the selected tab is changed by the player's operation. Extract a specific item from among multiple items included in the category of the tab. For example, If the "Attack" tab is selected and then the "Support" tab is newly selected, the extraction unit 19 This involves extracting specific items from among multiple items included in a subcategory.

[0052] Figure 8 is a flowchart showing an example of the extraction process performed by the extraction unit 19. The extraction unit 19 While the game is in progress, one of the following tabs is selected: Attack, Cheer, or Heal. In some cases, the flow shown in Figure 8 is repeated.

[0053] First, the extraction unit 19, in the category of the selected tab, after the game starts, any of the following Determine whether the action was selected by the player (step S101). The decision is made, for example, by referring to the record of the processing performed by the progress processing unit 17 stored in the memory unit 11. It can be done.

[0054] The extraction unit 19 identifies the categories of the selected tabs where no action has yet been taken since the game started. If it is determined that it has never been selected (No. in step S101), the basic action is This is then extracted as an action to be displayed in the second area 52 of the display screen (step S106). Then, the extraction unit 19 terminates this flow.

[0055] On the other hand, the extraction unit 19, in the category of the selected tab, since the game started, If it is determined that any action has been selected by the player (step S101) Yes), refer to the memory unit 11 and select the last selected action in the selected tab. Obtain information regarding the product (step S102).

[0056] Then, the extraction unit 19 refers to a table in the storage unit 11, such as the one shown in Figure 3, Determine whether the remaining number of uses for the action that obtained the information is 0 (Step S1) 03).

[0057] If the extraction unit 19 determines that the remaining number of uses for the action used to acquire the information is 0, (Yes in step S103), the basic action is displayed in the second area 52 of the display screen. Extract as an action (step S106). Then, the extraction unit 19 ends this flow. I'm done.

[0058] On the other hand, the extraction unit 19 determines that the remaining number of uses of the action from which the information was acquired is not zero (i.e., If it is determined that the value is 1 or greater (No. in step S103), for example, as shown in Figure 6 Referencing the table in the Action Power Parameter Management Unit 14, the character's action power parameter is, Whether or not the action power parameter is greater than or equal to the parameter required to perform the action after obtaining the information. Make a decision (Step S104).

[0059] The extraction unit 19 determines when the character's action power parameter is used to perform the action for which information was obtained. If it is determined that the action power parameter is less than the required amount (No. in step S104) The basic actions are extracted as actions to be displayed in the second area 52 of the display screen ( Step S106). Then, the extraction unit 19 terminates this flow.

[0060] Meanwhile, the extraction unit 19 determines that the character's action power parameter is the action for which the information was acquired. If it is determined that the action power parameter is greater than or equal to the parameter required to execute (step S104) Yes), an action to display the action that retrieved the information in the second area 52 of the display screen. Extract as (step S105).

[0061] In this way, the extraction unit 19 extracts the actions to be displayed in the second area 52 of the display screen. The extracted actions are used by the screen generation unit 18 when generating the display screen. Next, we will describe the details of the game played by the information processing device 10 according to this embodiment. Here, we refer to Figures 9 to 15, which show the screen displayed on the display unit 32 of a certain player A1. While illuminating the screen, I will explain the game. Player A1 belongs to Group A. ru.

[0062] Figure 9 shows the screen displayed at the start of the game. Each character belonging to Group A and Group B The Raktas are lined up in the leftmost and rightmost squares of the field, respectively. Each character and each The representative game media are displayed in a way that allows each to distinguish the group to which it belongs, by the screen generation unit 18. For example, each character and representative game medium will have colors such as white and black, and will be robot-shaped. They are displayed in a way that allows them to be distinguished by their shape, such as a human figure, or by their orientation, such as left or right. Rakuta and representative game media are displayed with symbols such as emblems and flags attached. The groups may be distinguishable. In this embodiment, the groups are distinguished by direction. They shall be treated separately.

[0063] Furthermore, the characters controlled by each player are controlled by the screen generation unit 18. On the display screen shown on the display unit 32 of the terminal device 30, it is distinguishable from other characters. It may be displayed in the game. The character controlled by the player may, for example, be more powerful than other characters. By displaying them in a larger size, or by flashing or highlighting the square where the character is located, They are displayed in a distinguishable manner. In this embodiment, as shown in the upper left square of the field in Figure 9. The square where player A1 controls character A1 is located can be distinguished by enclosing it in a thick border. I will explain it as something that is displayed in Noh theater.

[0064] At the start of the game, the attack tab 61 is automatically selected by the screen generation unit 18. Yes. At the start of the game, the player has not yet selected any action. Therefore, in the second area 52, the extraction unit 19 extracts the basic actions of the attack category. A certain "single normal attack" is displayed.

[0065] During Group A's one-minute turn, Player A1 must move character A1 once. This is possible. When moving character A1, player A1 can move on the field. Tap the square where player A1 is located. The screen is generated based on player A1's tap operation. Unit 18 displays the squares on the field that character A1 can move to. Screen generation unit 18 For example, based on the range in which character A1 stored in memory unit 11 can move, Display the available squares on the field. Moveable squares will be indicated by flashing or highlighting, etc. Ear A1 is displayed in various recognizable ways. In this embodiment, as shown in Figure 10, Moveable squares are indicated by shading. Player A1 moves to the indicated moveable squares. By selecting a square to move character A1 to, character A1 can be moved. It can be made to happen.

[0066] Regardless of whether it is the turn of Group A or Group B, Player A1 By selecting an action in area 1 51 or area 2 52, character A1 will act The action can be executed. Figure 11 is an example of a display image during gameplay. In Figure 11, the last action selected by player A1 in the attack category is "Single Special Attack 2" is extracted by the extraction unit 19 and displayed in the second area 52. Ear A1 reduces character A1's action power parameter and allows them to perform "Single Special Attack 2". Either the action point parameter value required to achieve it falls below the remaining number of uses of "Single Special Attack 2" You can repeatedly select "Single Special Attack 2" until it reaches 0 uses. Because "Number Special Attack 2" is selected, Player A1 is in the game state shown in Figure 11. It is presumed that they consider "Single Special Attack 2" to be an effective action. Player A1 can repeatedly select "Single Special Attack 2" until it can no longer be selected. The probability is high. Here, if Player A1 selects "Single Special Attack 2" from the first area 51. Of the first region 51, the portion displayed on the screen is limited by the screen size. The "Single Special Attack 2" action is not displayed, so flick or swipe the screen. It is necessary to click and display the "Single Special Attack 2" action. However, in this embodiment In this case, the second area 52 displayed within the first view contains the last selected action. The option "Single Special Attack 2" is displayed as selectable. Therefore, Player A1 sees the following on the screen. You can perform an action that you want to use repeatedly by flicking or swiping. Without having to do so, the same action "Single Special Attack 2" can be selected. In particular, in this embodiment... In real-time competitive games, players generally need to act quickly. We want to do this. Therefore, the information processing device 10 performs the operations until an action is selected. By simplifying this, the effort required for the player to flick or swipe can be reduced. This makes it easier to satisfy the desire to quickly select an action. Furthermore, the player is the If you wish to select an action other than the one displayed in Area 252, go to Area 1. You can select other actions from area 51.

[0067] If Player A1 selects an action that falls under the attack category, the progress processing unit 17 These are the squares surrounding character A1 (e.g., above, below, left, and right) that belong to group B. Reduces the health parameter of any character. In Figure 11, to the right of character A1... Since there is a character belonging to Group B in the adjacent square, the progress processing unit 17 will process the character The attack power parameter of A1 and the defense power parameter of the character belonging to group B Based on this, refer to the effect of the single special attack 2 selected by player A1, and the health parameter Reduce the amount of ta.

[0068] Player A1 repeatedly selects the "Single Special Attack 2" action, Character A1's action point parameter is the action point required to perform "Single Special Attack 2". If the parameter value falls below a certain level, or if the remaining uses of "Single Special Attack 2" reach 0, In this case, the extraction unit 19 performs the basic action, "single normal attack," according to the flow shown in Figure 8. Extract. Therefore, the last action selected by Player A1 is "Single Special Attack 2". Even if it exists, the second area 52 will display "Single Normal Attack" as shown in Figure 12.

[0069] In the case where multiple characters belonging to group B are positioned around character A1, Player A1 then selected an action that falls under the attack category that affects a single target. In this case, the processing unit 17, for example, belongs to group B located around character A1. Select one of the characters automatically or based on player A1's input. Reduces the health parameter of the character.

[0070] When multiple characters belonging to group B are positioned around character A1, attack Select an action that affects multiple targets in the attack category (for example, "Multiple Normal Attacks"). Then, the processing unit 17 processes the multiple belonging to group B located around character A1. Reduces the character's health parameter.

[0071] Next, referring to Figure 13, in Figure 13, player A1 taps auxiliary tab 62 The screen displayed when selected is shown. When player A1 selects auxiliary tab 62, The first area 51 displays a list of actions included in the auxiliary category. In region 52, the extraction unit 19 extracts specific actions from the actions included in the auxiliary category. The screen will be displayed. In other words, the second area 5 will be displayed in conjunction with the tab selected by the player. The actions displayed in 2 change. In the example shown in Figure 13, Player A1 is in the auxiliary category The last selected action among those included in the program, "Singular Special Auxiliary 3," is displayed. The action points parameter of Layer A1 is the action points required to perform "Single Special Support 3" If the value falls below the Lameter value, the basic action "Single Normal Aid" will appear in the second area 52. It will be shown.

[0072] Player A1 can also select "Singular Special Auxiliary 3" displayed in the second area 52. Player A1 can also select other actions displayed in the first area 51. If an action included in an auxiliary category that affects a single unit is selected, the processing unit 17 This determines whether the effect of the selected action is directed at the same group A, or against the opponent. Check if it is for group B.

[0073] The processing unit 17 determines that the effect of the selected action is the same for group A. If it is determined that this is the case, then any character belonging to the same group A on the field will be targeted. Select automatically or based on player A1's input. Then, the selected action Based on the effect, the attack power parameter or defense power parameter of the selected character or Both of these are increased for a certain period of time. The progress processing unit 17 controls the player A1's selection by tapping, etc. You may increase the combat power parameter of the selected character. Characters can attack the opponent's character, or the opponent's character can attack. If such an action is received, the progress processing unit 17 will, based on the increased combat power parameter, determine the physical strength Vary the parameters.

[0074] The processing unit 17 determines the effect of the selected action on the opponent's group B. If it is determined that this is the case, then any of the players on the field who belong to Group B of the opposing team Select the action automatically or based on the input of player A1. Then, select the action Based on the effect of the selection, the attack power parameter or defense power parameter of the selected character will be changed. The taps or both are reduced for a certain period of time. The progress processing unit 17 processes when player A1 performs a tap operation, etc. This may reduce the combat power parameter of the selected character.

[0075] Player A1's actions are included in the auxiliary category that affects multiple people (for example, "multiple"). If "Number Assistance 1") is selected, the progress processing unit 17 determines that the effect of the selected action is the same. Check whether it is for Group A or for their opponent's Group B. The processing unit 17 then processes the same field based on the effect of the selected action. Increase the combat power parameters of multiple characters in Group A for a certain period of time, or Fee Reduce the combat power parameters of multiple characters in Group B of the opponents on the battlefield for a certain period of time. Let it.

[0076] Furthermore, the progress processing unit 17 processes actions that affect one or more actions. Even if you are there, only the combat power parameters of characters located around character A1 will be increased or decreased. That's fine.

[0077] Next, referring to Figure 14, in Figure 14, player A1 taps the recovery tab 63. The screen displayed when selected is shown. When Player A1 selects the recovery tab 63, Area 1, 51, displays a list of actions included in the recovery category. Region 52 contains specific actions extracted by the extraction unit 19 from actions included in the recovery category. The message is displayed. In this embodiment, after the game starts, player A1 still has recovery power. Assume that no action included in the category has been selected. In this case, as shown in Figure 14, In the second area, 52, the basic action of the recovery category, "Self-Healing," is displayed.

[0078] When player A1 selects the action "Self-Healing", the progress processing unit 17 controls the character The physical parameters of A1 are increased by a certain amount or a certain percentage. The progress processing unit 17, for example, character Increases Kuta A1's stamina parameter by 50.

[0079] Actions that Player A1 can perform that fall under the healing category affecting multiple people (for example, "multiple people") If "Recovery 1") is selected, the progress processing unit 17 will, based on the effect of the selected action, The health parameters of multiple characters in the same group A on the field are set to a certain amount or a fixed amount. Increase the rate.

[0080] The "Revival" action causes a character's health parameter to drop to 0 or below, making them unable to participate in the game. This is an action that can be selected when the ability is available. Character A1's health parameter is 0 or less. Below, if player A1 selects the action "Revive", character A1 will play Partway through the game, with your stamina parameter at 100, you can rejoin the game. Yes. The progress processing unit 17 sets the number of times "Revive" can be selected to a predetermined number of times (for example, 1 time). ) may be restricted. Also, the progress processing unit 17 will be able to rejoin the game through "revival". Enter the game with the character's health parameter already reduced (for example, to half, 50). You can let them participate.

[0081] If character A1's health parameter falls below 0, player A1 will not "revive". External actions cannot be selected. Therefore, the extraction unit 19 displays the actions in the second area 52. As a result, "Revival" may be extracted preferentially. In this case, the screen generation unit 18 will select the second The action "Revive" is displayed in area 52. Also, the screen generation unit 18 displays character A1 When the stamina parameter falls below 0, even if recovery tab 63 is not selected, With the recovery tab 63 selected, display it on the screen, and in the second area 52, select the action "Recovery You may also display "Active". By doing so, the health parameter of character A1 will be 0 or less. After that, Player A1 can select the action "Revive" without having to select a tab or anything like that. Therefore, compared to when player A1 selects the tab themselves, it takes longer to rejoin the game. This can shorten the time required.

[0082] Next, referring to Figure 15, we see that Player A1 taps the chat tab 64. The screen displayed when selected is shown. Player A1 selects Chat tab 64. Then, in the first area 51, the standard phrases used in chat are displayed as multiple items. Furthermore, the standard phrases extracted by the extraction unit 19 are displayed in the second area 52. Player A1 If you have not yet selected a pre-set phrase after the game has started, then in area 52 of the second zone, the basic action will be A basic pre-set phrase corresponding to the prompt will be displayed.

[0083] When player A1 selects one of the predefined phrases, the screen generation unit 18 displays the selected predefined phrase. The text will be displayed on the screen of each player in Group A, to which Player A1 belongs. (Screen generation) Section 18 uses a timeline accessible only to players belonging to Group A to display pre-written messages. It can be displayed. Also, as shown in Figure 15, the screen generation unit 18 superimposes on the field and The type statement may be displayed for a certain period of time. Also, the screen generation unit 18 runs from the right edge to the left edge of the field. Alternatively, the pre-written text may be displayed in a way that it moves (rolls) from the bottom to the top.

[0084] In addition to pre-set phrases, each player can also use a keyboard on the display unit 32 in addition to pre-set phrases. You may also enter comments by displaying them, etc. In this case, the screen generation unit 18 will input The submitted comments will be displayed on the screen.

[0085] Each player who sees a pre-written message or comment displayed on the screen will respond to the message or comment. Based on this, you can control your character. The chat function allows for communication between players. This encourages collaboration and gives players a sense of unity as they progress through the game as a group. It can be done.

[0086] Next, regarding the processing performed by the information processing device 10 of this embodiment, an example is shown in Figure 16. Let's explain using the low chart. Figure 16 shows what happens when it's the turn of one of the groups. This is an example of the process that is performed on any of the characters in the group whose turn it is. ru.

[0087] The progress processing unit 17 processes the action power parameters of the characters belonging to the group whose turn it is. Increase (step S201). Next, the processing unit 17 determines that the character being processed belongs to the group Determine whether or not a move was made during the turn (Step S202).

[0088] If the progress processing unit 17 determines that the movement has already been completed (Yes in step S202), This flow proceeds to step S206. If the progress processing unit 17 determines that no movement has yet occurred (step S202 No. ), and determine whether or not the player has input an operation to move the character (step (P S203). The operation to move the character is, in the example explained in Figure 9 above, the player This operation involves tapping the square where the character being controlled is located.

[0089] If the progress processing unit 17 determines that no operation to move the character has been input, No. of step S203, this flow proceeds to step S206. If the progress processing unit 17 determines that an operation to move a character has been input (step If the answer to S203 is Yes, the screen generation unit 18 will refer to the information stored in the memory unit 11 and generate a screen. The squares that the character can move to are displayed (step S204).

[0090] Then, the screen generation unit 18 moves the character based on the player's input (stage (S205) Next, the progress processing unit 17 determines whether or not an item has been selected by the player (step (P206). Items are actions or chats that fall under the categories of attack, support, and recovery. This is a standard phrase used in [a specific context / event].

[0091] If the processing unit 17 determines that no item has been selected (step S206 No. ), this flow proceeds to step S208. On the other hand, if the progress processing unit 17 determines that an item has been selected (Ye in step S206) s) Perform processing based on the selected items (step S207). The process involves, for example, changing various parameters or displaying predefined text on the screen. This is the process.

[0092] Then, the progress processing unit 17 processes the group to which the player being processed belongs. The process unit 17 determines whether the turn has ended or not (step S208). The determination of whether or not this has happened is made by referring to the game time.

[0093] If the progress processing unit 17 determines that the turn has not yet ended (No. in step S208) Then, this flow moves to step S202. Then, the progress processing unit 17, when its turn is finished, Steps S202 through S208 are repeated until it is determined that the condition has been met.

[0094] If the progress processing unit 17 determines that the turn has ended (Yes in step S208), The flow ends. Then, the opponent group's turn begins. During the opponent's turn, the progress processing unit 17 is the target of processing in the flow shown in Figure 16. For the character that was selected, the process of repeating steps S206 to S208 in Figure 16 is performed. This process is performed. As a result, the character that was the target of this process will remain active during the opponent's turn. You can perform actions and use the chat function.

[0095] As described above, according to the information processing device 10 of this embodiment, the screen generation unit 18 The first area 51 displays multiple items, and the extraction unit 19 extracts specific items. It will be displayed in the second area 52. The second area is located in a specific position on the game screen. The player can quickly see and select the position of the second area. In particular, this implementation In this state, the second area 52 is displayed in the first view 56, so the player can see that Items displayed in the second area 52 can be accessed without performing cumbersome operations such as flicking or swiping. It can be selected. In this embodiment, the specific items extracted are those last selected by the player. These are the items that the player selected. The player chose the items they considered effective in each phase of the game. Therefore, the last item selected by the player will be selected again by the player. It is highly likely. Such items will be displayed in the second area 52, which is selectable in the first view 56. By doing so, the items that the player is most likely to select are displayed within the first view (56). It can be shown. Therefore, the player performs the operation of finding the item they want to select throughout the game. Because the number of operations can be reduced, the information processing device 10 reduces the complexity of the operation. This is possible. In particular, when the player searches for an item themselves, they can use a flick or swipe gesture. After finding an item, a tap operation is required to select that item, but information processing According to device 10, when the player selects a specific item displayed in the second area 52 Since it can be selected by tapping on the specific item, the operation is not overly complicated. It will be reduced.

[0096] Furthermore, by reducing the complexity of the operation, players can think before selecting an item. To shorten the time it takes to perform actions. Therefore, players can quickly execute actions on their characters. This allows players to do so, and also allows them to concentrate more on the game.

[0097] The present invention has been described above based on various drawings and embodiments, but those skilled in the art will be able to understand this disclosure. Please note that various transformations and modifications can be easily made. Therefore, these It should be noted that modifications and alterations are included within the scope of the present invention. For example, each means, each step The functions and other elements included in these can be rearranged in a way that does not create logical contradictions, and multiple means and steps can be used. It is possible to combine or separate components like P into one.

[0098] In the above embodiment, a game having a first mode and a second mode has been described ; however, the information processing apparatus 10 may provide the second mode in the above embodiment to a player as an independent game.

[0099] Further, each player may progress the game in the first mode in the middle of the second mode described in detail in the above embodiment being performed. Due to the progress of the game in the first mode of each player , the progress processing unit 17 may increase or decrease various parameters in the second mode . For example, according to the progress of the game in the first mode, the progress processing unit 17 may increase the action power parameter of the character of the player who progressed the first mode .

[0100] Further, in the above embodiment, it has been described that the player flicks or swipes the display screen ; however, the operation for changing the range displayed on the display screen is not limited thereto. The player can change the displayed range, for example, also by moving a scroll bar up and down. The scroll bar does not have to scroll the entire display screen, and may be configured to scroll only the portion whose display range is changed by scrolling. For example, as shown in FIG. 17 , the scroll bar may be provided only in a 51st first area. The player can, by scrolling the first area 51, view all items in the first area 51 .

[0101] The extraction unit 19 can extract a specific item by various methods other than the method described Eyes can be extracted. Among the plurality of items displayed in the first area 51, the extraction unit 19 extracts items that are likely to be selected by a player as specific items, and it is preferable to perform this extraction.

[0102] For example, the extraction unit 19 extracts items having high effect in a game battle situation. An example in which the extraction unit 19 extracts items with high effect will be described below, similar to the case of FIG. 11, taking as an example a case where player A1 causes a chara cter A1 to execute an action included in an attack category.

[0103] For example, based on the arrangement of characters on a field, the extraction unit 19 may determine, as a high-effect action, an action that can affect a larger number of target characters, and extract this high-effect action. Specifically, for example, when a plurality of characters belonging to the opponent group B exist around character A1, the extraction unit 19 may extract an action that affects multiple targets from the category of the selected tab. At this time, the extraction unit 19 may extract the multi-target action that was last selected by player A1. Further, the extract ion unit 19 may extract a basic multi-target action predetermined in advance by the progress processing unit 17. By displaying multi-target actions in the second area 52, character A1 can damage a plurality of characters belonging to group B and effectively reduce the hit point parameters of the opponent characters. Hit point parameters can be effectively reduced.

[0104] The extraction unit 19 may extract an action that produces high effect in a specific situation when the specific situation occurs. For example, when character A1 is the substitute for the group A to which the character belongs ​​​The lower the health value of the player character in the game, the higher the health parameter of the opponent's character. If an action that can reduce the amount of data can be performed, the extraction unit 19 will perform the following actions: When the physical strength value falls below a predetermined value, the action may be extracted. Layer A1 makes it easier to select an action when that action is highly effective. Yes.

[0105] Also, for example, the effect of character A1 changes based on the number of actions performed. If the action is possible, the extraction unit 19 extracts the number of times the action was performed during the game. Refer to the numbers and extract the actions to be displayed in the second area 52. Actions performed during the game. The number of actions is determined by the number of actions selected by each player, and the progress processing unit 17 This is stored in the memory unit 11.

[0106] For example, character A1 is affected by other characters belonging to the same group A during the game. The more actions belonging to the attack category that are performed, the more the opponent's character If an action that can significantly reduce the physical strength parameter can be performed, the extraction unit 1 9. If the number of actions belonging to the attack category that have been performed exceeds a predetermined number, Extract the action in question. This allows player A1 to determine the effect of that action. When the value is high, it becomes easier to select the action in question. Note that in this example, screen generation unit 1 8. The actions performed in each category are displayed on the screen, for example, at the top of the field. You may display the menu.

[0107] The above example illustrates a case where an action included in the attack category is executed. As described above, the extraction unit 19 can also perform extraction by the same method for actions included in the assist and recovery categories. as described above, the extraction unit 19 can also perform extraction by the same method for actions included in the assist and recovery categories.

[0108] In addition, the specific items extracted by the extraction unit 19 are not limited to one. The extraction unit 19 may extract two or more items as specific items. For example, the extraction unit 19 can extract two specific items. The extraction unit 19 can extract two specific items in various combinations.

[0109] For example, the extraction unit 19 can extract one action that affects a single unit and one action that affects multiple units, respectively. In this case, two actions: the action affecting a single unit and the action affecting multiple units are displayed in the second area 52 . A player can select an action displayed in the second area 52 according to the position of a character on the field and the battle situation of the game.

[0110] In addition, for example, the extraction unit 19 can extract one action last selected by the player and one action that produces a high effect as described above, respectively. In this case, two actions: the last selected action and the action that produces a high effect are displayed in the second area 52. The player can select an action displayed in the second area 52 according to the position of a character on the field and the battle situation of the game.

[0111] In the above embodiment, it has been described that the extraction unit 19 extracts a specific item from a plurality of items included in the category of the selected tab; however, the specific item extracted by the extraction unit 19 does not need to be included in the plurality of items belonging to the category of the selected tab. For example, in the case After Iya selects an action included in the attack category in the attack tab 61, the attack tab Suppose you select a tab other than tab 61 (for example, auxiliary tab 62). In this case, the extraction unit 19 This extracts specific items from multiple items included in the category of the newly selected tab. Alternatively, you may extract actions that fall under the attack category selected by the player last. This way, even if the player accidentally selects another tab, for example, the By selecting the last selected action displayed in area 52, the same action You can select the option repeatedly.

[0112] Furthermore, the extraction unit 19, for example, when the character's health parameter falls below a predetermined value... Even if the Recovery tab 63 is not selected, the actions included in the Recovery category You may extract it. In this case, regardless of the selected tab, the second area 52 will contain Actions that increase the character's own health parameter and belong to the recovery category are displayed. The player can select an action displayed in the second area 52. It is possible to increase Rakta's stamina parameter, so the stamina parameter will become 0. This makes it easier to prevent the following. At this time, the screen generation unit 18 will select the recovery tab 63. It can also be displayed as a tab on the screen. In this case, the Recovery tab will automatically appear on the screen. 63 will be selected.

[0113] Furthermore, the extraction unit 19 extracts items that the player has registered in advance in each category. This is also acceptable. In this case, before the game starts, the players must, in each category, in the second area 52 The items to be displayed are entered in advance using the input unit 31. The entered items are then processed by the control unit 1. The data is stored in the memory unit 11 by 6. The extraction unit 19 refers to the information stored in the memory unit 11. Then, extract the items.

[0114] Furthermore, the extraction unit 19 newly generates composite items that combine actions belonging to multiple categories. The composite item may be generated and extracted as an item to be displayed in the second area 52. Extraction unit 1 Example 9: This is an example of generating a composite item that combines actions belonging to two categories. Let me explain. Extraction unit 19 is the one of the four tabs that the player has used the most times during the game. Two tabs are determined. Here, the extraction unit 19 determines the attack tab 61 and the recovery tab 63. Let's assume that this has happened. The extraction unit 19 corresponds to the selected attack tab 61 and recovery tab 63, respectively. Extract one specific item each from the attack category and the recovery category. Extraction unit 19 For example, as mentioned above, the last action selected by the player in each category is extracted. To output. Here, the extraction unit 19 selects "Single Special Attack 2" from the attack category, and from the recovery category. Let's assume that "self-healing" is extracted from each of the two actions. The extraction unit 19 then extracts these two actions. A new composite action is generated by combining n. In this example, the extraction unit 19 is: A combined action is generated that combines the effects of "Single-target special attack 2" and "Self-healing". The generated composite action is displayed in the second area 52 by the screen generation unit 18. When Iya selects the composite item displayed in the second area 52, the progress processing unit 17 says, "Singular According to the effect of "Special Attack 2," the opponent's character's health parameter is reduced. The health parameter of the character controlled by the player will be adjusted according to the effect of "Self-Healing". Increase it. Note that the action points required for a character to perform the generated action The parameter values, as shown in Figure 3, are "10" for "Single Special Attack 2" and "Self-Healing" It is "15" when combined with "5". The extraction unit 19 generates a composite item, Compared to when the player selects multiple tabs and then selects multiple actions for each tab, Because multiple actions can be performed with a single touch operation (selection), the operation is less cumbersome. The sloppiness is reduced.

[0115] Furthermore, even if each square on the game field has a designated field attribute, Good. Here, as field attributes, we have Field Attribute 1, Field Attribute 2 and Field Attribute 1. Assume that one of the three field attributes is assigned to each square. The field attribute of each square is For example, memory unit 11 stores it. The field attribute is the character located in that square. Increases the effect of the action. Here, field attribute 1 is included in the attack category. Increases the effect of the action, and Field Attribute 2 is an action included in the auxiliary category. The effect is increased, and Field Attribute 3 increases the effect of actions included in the recovery category. Let's add it.

[0116] When field attributes are defined in this way, the extraction unit 19 performs character You can also extract actions by referring to the field attributes of the cell where it is located. For example, When a character is located in a square with field attribute 1, the extraction unit 19 selects the attack tab 61. Even if not, the attack category's effect is increased due to the properties of Field Attribute 1. You may also extract the actions included in the tab. In this case, regardless of the selected tab In the second area 52, actions included in the attack category are displayed. When an action displayed in area 52 is selected, the processing unit 17 executes the selected action. Referencing the effect of the element and the effect of field attribute 1, for example, the character's attack power parameter With the meter increased, you will fight against the opponent's character, and the opponent's character It reduces the physical strength parameter. Through the extraction by this extraction unit 19, the player has a high effect. This makes it easier to select an action. In this example, the screen generation unit 18 is an attack Tab 61 may be displayed on the screen as the selected tab. In this case, on the screen Then, the attack tab 61 will be automatically selected.

[0117] If the character is located in a square with field attribute 2 or field attribute 3, the extraction unit Item 19 is included in either the auxiliary category or the recovery category, similar to the examples described above. Extract the actions. Note that field attributes are determined for all squares on the field. Furthermore, it may be determined for only some of the squares.

[0118] Furthermore, in the information processing system 100 according to the above embodiment, the information processing device 10 (Sar Part or all of the processing performed by the (device) is handled by the native software installed on the terminal device 30. It can also be made into a native game, such as by using a blooper reel.

[0119] Furthermore, in the information processing system 100 according to the above embodiment, the game progress screen is displayed as Based on the data generated by the information processing device 10, a web display is created and shown on the terminal device 30. Other menu screens, etc., are implemented in the native app installed on terminal device 30. Therefore, it can also be displayed as the native display. In this way, Information Processing System 1 00 is a hybrid game in which the information processing device 10 and the terminal device 30 each handle a part of the processing. It can also be called a room.

[0120] Furthermore, in order to function as the information processing device 10 according to the above embodiment, a computer or This can suitably use information processing devices such as mobile phones. A program describing the processing content that realizes each function of the information processing device 10 according to the embodiment. The information processing device 10 stores the information in its storage unit 11, and the CPU of the information processing device 10 processes the program. This can be achieved by reading and executing the gram.

[0121] The invention described in the claims of the original application of this application is listed below.

[0122] [1] In the information processing device that runs the game, From among the multiple actions that the player-controlled game character can perform, a specific action can be performed. An extraction step to extract actions, In the first area of ​​the game screen, a portion of multiple aforementioned actions is performed by the player. To display as selectable, and to display a specific area different from the first area on the game screen. The extracted specific action is displayed in a selectable location in the second area positioned at that location. Display step, If the action displayed in the first area is selected by the player The game character is made to perform the action, and the specific action displayed in the second area is shown. If the action is selected by the player, the specific action is performed by the player. Steps to have a character perform a process, A memory system that stores the actions selected by the player and performed by the game character. Step and execute, In the extraction step, among the plurality of Actions, the Actions stored in the storage step A determination is made as to whether the action satisfies the predetermined conditions, and if the action satisfies the predetermined conditions If the conditions are determined to be met, the action is extracted as the specific action described above. If it is determined that the action stored in the storage step does not satisfy the predetermined conditions , an action selected from one or more predetermined actions is performed by the specific action Extracted as a sample, In the display step, the action that is determined to satisfy the predetermined conditions is the specific In the second area displayed as an action, when the predetermined condition is no longer met, From that specific action, an action selected from one or more predetermined actions A program characterized by switching the display to a menu and making the relevant action selectable. Ram.

[0123] [2] The predetermined conditions allow the player to select an action stored in the storage step. The condition is that there is one or more remaining uses, or the parameter associated with the game character. The value of the meter is the parameter necessary for executing the action stored in the storage step. Includes the condition that it is above the lower limit. The program described in [1].

[0124] [3] The aforementioned specific action is determined based on the number of times each of the multiple aforementioned actions has been selected. and extract The program described in [1] or [2].

[0125] [4] In the extraction step, among the actions stored in the storage step, the P Extract the last action selected by the layer as the specific action. A program described in any one of the following items [1] to [3].

[0126] [5] In the information processing device that runs the game, From among the multiple actions that the player-controlled game character can perform, a specific action can be performed. An extraction step to extract actions, In the first area of ​​the game screen, a portion of multiple aforementioned actions is performed by the player. To display as selectable, and to display a specific area different from the first area on the game screen. In the second area located at the position, the extracted specific action is performed by the player. A display step to make it selectable, If the action displayed in the first area is selected by the player The game character is made to perform the action, and the specific action displayed in the second area is shown. If the action is selected by the player, the specific action is performed by the player. The steps involve having a character perform a process, and then executing that process. In the display step, each of the multiple Actions is classified into a category and classified Each category is displayed in the first area, In the extraction step, the specific action is selected by the player. A program characterized by being extracted from actions included in the aforementioned category.

[0127] [6] Each of the multiple actions is displayed in the first area in tab format for each category. , The aforementioned specific action is an action included in the tab selected by the player. Extracted The program described in [5].

[0128] [7] The aforementioned extraction step is the first extraction step, The aforementioned display step is the first display step, The aforementioned information processing device, In the first display step, the player's operation results in a different tab from the selected tab. If a tab is selected, the specific action from the actions contained in that different tab is selected. A new second extraction step, In the first area, some of the multiple actions included in the different tabs are provided to the player. Therefore, it is displayed in a selectable manner, and in the second area, in the second extraction step A second display stage that makes the extracted specific action selectable by the player. Run the app The program described in [6].

[0129] [8] The second region is a region that displays information regarding the progress of the game, and the first region is a region that displays information regarding the progress of the game. Displayed in between A program described in any one of the items [1] to [7].

[0130] [9] The second region displays information without superimposing it on the information displayed on the game screen. A program described in any one of the items [1] to [8].

[0131]

[10] A control method for controlling the execution of a game, and a computer that functions as an information processing device. but, From among the multiple actions that the player-controlled game character can perform, a specific action can be performed. An extraction step to extract actions, In the first area of ​​the game screen, a portion of multiple aforementioned actions is performed by the player. To display as selectable, and to display a specific area different from the first area on the game screen. The extracted specific action is displayed in a selectable location in the second area positioned at that location. Display step, If the action displayed in the first area is selected by the player The game character is made to perform the action, and the specific action displayed in the second area is shown. If the action is selected by the player, the specific action is performed by the player. Steps to have a character perform a process, A memory system that stores the actions selected by the player and performed by the game character. Step and execute, In the extraction step, among the plurality of Actions, the Actions stored in the storage step A determination is made as to whether the action satisfies the predetermined conditions, and if the action satisfies the predetermined conditions If the conditions are determined to be met, the action is extracted as the specific action described above. If it is determined that the action stored in the storage step does not satisfy the predetermined conditions , an action selected from one or more predetermined actions is performed on the specific action. Extracted as n, In the display step, the action that is determined to satisfy the predetermined conditions is the specific A In the second region displayed as a section, when the predetermined conditions are no longer met, From a specific action, select an action from one or more predetermined actions. A control method characterized by switching the display to make the action selectable.

[0132]

[11] A control method for controlling the execution of a game, and a computer that functions as an information processing device. but, From among the multiple actions that the player-controlled game character can perform, a specific action can be performed. An extraction step to extract actions, In the first area of ​​the game screen, a portion of multiple aforementioned actions is performed by the player. To display as selectable, and to display a specific area different from the first area on the game screen. The extracted specific action is displayed in a selectable location in the second area positioned at that location. Display step, If the action displayed in the first area is selected by the player The game character is made to perform the action, and the specific action displayed in the second area is shown. If the action is selected by the player, the specific action is performed by the player. The steps involve performing a process to be executed by a character, and then executing that process. In the display step, each of the multiple Actions is classified into a category and classified Each category is displayed in the first area, In the extraction step, the specific action is selected by the player. A control method characterized by extracting actions from the categories mentioned above.

[0133]

[12] An information processing device for running a game, From among the multiple actions that the player-controlled game character can perform, a specific action can be performed. An extraction unit that extracts actions, In the first area of ​​the game screen, a portion of multiple aforementioned actions is performed by the player. To display as selectable, and to display a specific area different from the first area on the game screen. The extracted specific action is displayed in a selectable location in the second area positioned at that location. Screen generation unit, If the action displayed in the first area is selected by the player The game character is made to perform the action, and the specific action displayed in the second area is shown. If the action is selected by the player, the specific action is performed by the player. A processing unit that instructs a character to perform a processing task, The action selected by the player and performed by the game character is recorded. It includes a recording unit, The extraction unit selects from among the plurality of actions stored by the action recording unit. A further determination is made as to whether the action satisfies the predetermined conditions, and if the action satisfies the predetermined conditions If it is determined that the condition is met, the action is extracted as the specific action, and the The action recorded by the action recording unit was determined not to satisfy the predetermined conditions. In this case, an action selected from one or more predetermined actions is used for the specific action. Extract as a composition, The screen generation unit determines that the action that satisfies the predetermined conditions is the specific action In the second region displayed as a selection, when the predetermined conditions are no longer met, the specific From the actions, the selected action will appear from one or more predetermined actions. The display is characterized by switching the display to make the action selectable. An information processing device equipped with the following features.

[0134]

[13] An information processing device for running a game, From among the multiple actions that the player-controlled game character can perform, a specific action can be performed. An extraction unit that extracts actions, In the first area of ​​the game screen, a portion of multiple aforementioned actions is performed by the player. To display as selectable, and to display a specific area different from the first area on the game screen. The extracted specific action is displayed in a selectable location in the second area positioned at that location. Screen generation unit, If the action displayed in the first area is selected by the player The game character is made to perform the action, and the specific action displayed in the second area is shown. If the action is selected by the player, the specific action is performed by the player. It comprises a progress processing unit that performs processing to be executed by a character, The screen generation unit classifies each of the multiple actions into categories, and the classified Display in the first area for each category, The extraction unit extracts the specific action from the category selected by the player. An information processing device characterized by extracting from actions included in the device. [Explanation of Symbols]

[0135] 10 Information Processing Devices 11 Storage section 12. Physical Fitness Parameter Management Department 13 Combat Power Parameter Management Department 14 Action Power Parameter Management Department 15 Chat Management Department 16 Control Unit 17 Progress Processing Unit 18 Screen generation section 19 Extraction part 20 Communications Department 30 Terminal devices 31 Input section 32 Display section 33 Control Unit 34 Communications Department 50 Game Screens 51 First area 52 Second area 53 Field display area 54 Tab display area 55 Parameter display area 56 First View 57 Scroll bar 61 Attack Tab 62 Auxiliary Tabs 63 Recovery tab 64 Chat tab 100 Information Processing Systems

Claims

1. The information processing device that runs the game, A first means for displaying a portion of multiple selectable items for the player in a first area of ​​the game screen, and for displaying a field area where the game medium is placed, wherein the multiple items include items that affect a single game medium and items that affect multiple game mediums. A second means for extracting a first item from among the items that affect a single game medium, and a second item from among the items that affect multiple game mediums, A third means for displaying a portion of the plurality of items, including the first and second items, in a selectable manner in the first area, and for displaying the first and second items in a selectable manner in the second area of ​​the game screen, A program that functions as a fourth means for changing the parameters of the game medium based on an item selected from the items displayed in the first area and the items displayed in the second area.

2. The items that affect the single game medium include at least one of the following: an item that attacks the single game medium, an item that changes the parameters of the single game medium, and an item that restores the single game medium. The program according to claim 1, wherein the item affecting the multiple game media includes at least one of an item that attacks the multiple game media, an item that changes the parameters of the multiple game media, and an item that restores the multiple game media.

3. The item that affects the single game medium includes an item that has a certain effect on the single game medium, The items that affect the aforementioned multiple game media include items that have a certain effect on the aforementioned multiple game media, The program according to claim 1, wherein the number of times the former can be selected is greater than the number of times the latter can be selected.

4. The program according to claim 3, wherein the second means extracts a predetermined item in place of the first item when the number of selectable items for the first item or the second item becomes zero.

5. The program according to claim 4, wherein there is no limit to the number of times the predetermined items can be selected.

6. The item that affects the single game medium includes an item that has a certain effect on the single game medium, The items that affect the aforementioned multiple game media include items that have a certain effect on the aforementioned multiple game media, The program according to claim 1, wherein the action power parameter required to select the former is lower than the action power parameter required to select the latter.

7. The program according to claim 6, wherein the second means extracts a predetermined item in place of the first item if there is insufficient action power parameter to select the first item or the second item.

8. The program according to claim 4 or 7, wherein the aforementioned predetermined items are predetermined by the player's selection.

9. A first means for displaying a portion of multiple selectable items for the player in a first area of ​​the game screen, and for displaying a field area where the game medium is placed, wherein the multiple items include items that affect a single game medium and items that affect multiple game mediums. A second means for extracting a first item from among the items that affect a single game medium, and a second item from among the items that affect multiple game mediums, A third means for displaying a portion of the plurality of items, including the first and second items, in a selectable manner in the first area, and for displaying the first and second items in a selectable manner in the second area of ​​the game screen, An information processing device comprising: a fourth means for changing the parameters of the game medium based on an item selected from the items displayed in the first area and the items displayed in the second area.

10. The first means is a step of displaying a portion of a plurality of items that the player can select in a first area of ​​the game screen, and displaying a field area on which the game medium is placed, wherein the plurality of items include items that affect a single game medium and items that affect multiple game mediums. The second means includes the step of extracting a first item from among the items that affect the single game medium and a second item from among the items that affect the multiple game mediums, The third means includes the step of displaying a portion of the plurality of items, including the first item and the second item, in the first area in a selectable manner, and displaying the first item and the second item in a selectable manner in the second area of ​​the game screen, A fourth means is an information processing method that includes the step of changing the parameters of the game medium based on a selected item from among the items displayed in the first area and the items displayed in the second area.

Citation Information

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