Game program, information processing device, and information processing method

JP7926941B2Active Publication Date: 2026-09-30KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2023041969
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-16
Publication Date
2026-09-30
Estimated Expiration
2043-03-16

AI Technical Summary

Benefits of technology

【0016】 本発明の一態様によれば、複数のユニットを表示するゲームにおいて、視認性を向上する技術を提供することができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a technique that improves visibility in a game in which multiple units are displayed.SOLUTION: A game program that is executed by an information processing device functions the information processing device as a display control unit for displaying information objects to display respective pieces of information for each of a plurality of units moving on a field. The display control unit integrates and displays the information objects of the units whose distances are less than a first interval, among the plurality of units.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] Generally, in a game virtual space, a plurality of units belonging to the ally side or the enemy side are displayed. There exists a game in which a plurality of units belong to the ally side, and each of these units is displayed on a field in the virtual space.

[0003] In the game disclosed in Patent Document 1, a plurality of characters owned by a user appear in the game and fight against enemy characters. In the game of Patent Document 1, during a first player turn, a plurality of ally characters belonging to one ally group are initially arranged at a plurality of bases. Thereafter, the characters move on the field in accordance with a user operation and attack enemy characters. Note that if any of the bases is destroyed or is occupied by an enemy character, ally characters are not initially arranged at that base. In the game of Patent Document 1, when the number of characters to be arranged on the field is greater than the number of bases, a plurality of characters are initially arranged for one base. [Prior Art Literature] [Patent Literature]

[0004] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2020-31705 [Summary of the Invention] [Problem to be Solved by the Invention]

[0005] When displaying information objects that show information about units on the game field, problems can arise such as difficulty for players to see the units participating in the game. For example, when multiple units are close together, a lot of information may be displayed in a small area, reducing visibility.

[0006] In the technology disclosed in Patent Document 1, if the number of player-controllable allied characters is greater than the number of bases, multiple allied characters are initially placed near one base. In the game according to Patent Document 1, combat begins based on the positions of allied and enemy characters, so changing the initial placement of allied characters to prioritize visibility would affect gameplay. On the other hand, displaying multiple allied characters in close proximity would result in overlapping displays, reducing visibility, such as allied characters in the back being hidden by allied characters in the front.

[0007] Therefore, the present invention aims to provide a technology for improving visibility in games that display information objects for each unit. [Means for solving the problem]

[0008] One aspect of the present invention, which solves the above problems, is a game program to be executed by an information processing device, wherein the information processing device functions as a display control unit that displays information objects for each of a plurality of units moving on a field, and the display control unit integrates and displays the information objects of the units among the plurality of units whose distance from each other is less than a first interval.

[0009] In the game program described above, the display control unit may be characterized by displaying unit objects that represent units, and changing the display position of the information objects according to the display position of the unit objects.

[0010] In the game program described above, the display control unit may be characterized by displaying the unit object, which represents each of the plurality of units that integrate information objects, at a predetermined position.

[0011] In the game program described above, the display control unit may be characterized by moving the unit objects of the units, excluding the reference unit, from among the plurality of units that integrate information objects to a position separated by a second interval from the unit object of the reference unit.

[0012] The above game program may be characterized in that the information processing device functions as a combat execution unit that executes combat between one friendly unit or multiple friendly units formed by integrating information objects, and an enemy unit adjacent to the friendly unit.

[0013] The above game program may be characterized in that an upper limit is set for the number of information objects that can be integrated at each position on the field, and the display control unit displays the number of available slots for the integrated information objects based on the upper limit set at any of the multiple units that have integrated the information objects and the total number of units that have integrated the information objects.

[0014] Another aspect of the present invention that solves the above problems is an information processing device comprising a display control unit that displays an information object for each of a plurality of units moving on a field, wherein the display control unit integrates and displays the information objects of the units among the plurality of units whose distance from each other is less than a first interval.

[0015] Another aspect of the present invention that solves the above problems is an information processing method executed by an information processing device, comprising a display control procedure for displaying information objects that display information for each of a plurality of units moving on a field, wherein the display control procedure integrates and displays the information objects of the units among the plurality of units whose distance from each other is less than a first interval. [Effects of the Invention]

[0016] According to one aspect of the present invention, a technology can be provided to improve visibility in a game that displays multiple units. [Brief explanation of the drawing]

[0017] [Figure 1] This is a block diagram showing an example of the functional configuration of an information processing device. [Figure 2] This figure shows an example of the data structure of battle group information. [Figure 3] This information shows an example of a data structure for route information. [Figure 4] This figure shows an example of the hardware configuration of an information processing device. [Figure 5] A flowchart illustrating an example of information object integration processing. [Figure 6] A flowchart illustrating an example of information object partitioning. [Figure 7] Figure 7A shows an example of a field screen (part 1). Figure 7A shows an example of a field screen before the integration of information objects, and Figure 7B shows an example of a field screen after the integration of information objects. [Figure 8] This is a diagram (part 2) showing an example of a field screen. Figure 8A is a diagram illustrating a first example of how to align unit objects, and Figure 8B is a diagram illustrating a second example of how to align unit objects. [Figure 9]It is a diagram (Part 3) showing an example of a field screen. FIG. 9A is a diagram showing an example of a field screen before dividing an information object, and FIG. 9B is a diagram showing an example of a field screen after dividing an information object. Mode for Carrying Out the Invention

[0018] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. To facilitate understanding, the description is given using an example where a game system to which the game program according to the present embodiment is applied is a so-called strategy simulation game. In this game, the player, as a participant in the virtual space of the game, governs a predetermined area set within the field. The player progresses the game to gain an advantage in governance through input operations such as seizing other players' territories to expand their own, increasing the number of subordinate military commanders, assigning lords to their own territories, and implementing various policies.

[0019] Furthermore, in the present game system, non-player characters govern predetermined areas. Among the non-player characters, some have conflicting interests with the player while others are in a cooperative relationship with the player, and parameters related to each non-player character are changed according to the progress of in-game time.

[0020] In the example described below, the player plays the game in a virtual space where non-player characters controlled by the information processing apparatus 10 exist. However, in other examples, a plurality of persons may participate in the game as players using a plurality of information processing apparatuses 10 communicably connected via a network.

[0021] In this game, players gain an advantage by having friendly units, composed of members of their own side, engage in combat with enemy units, composed of members of the enemy side, within a virtual space. Here, a unit is an object that moves on the field, such as a character, monster, or vehicle. There is no limit to the number of members included in friendly and enemy units. In the following example, friendly units are described as friendly battle groups, enemy units as enemy battle groups, and members as soldiers.

[0022] Figure 1 is a block diagram showing an example of the functional configuration of an information processing device 10. The information processing device 10 is a general-purpose computer such as a PC (Personal Computer), smartphone, or tablet computer, or a game console dedicated to games. The information processing device 10 comprises a processing unit 110, a storage unit 120, an input unit 130, an output unit 140, and a communication unit 150.

[0023] The processing unit 110 comprehensively controls the entire information processing device 10. For example, the processing unit 110 detects player operations, controls the game progression according to the detected player operations, and generates game images and game sounds according to the game progression. The processing unit 110 also changes the appearance of the virtual space, and changes the parameters held by the player and the parameters of non-player characters according to the detected player operations and the passage of time.

[0024] The memory unit 120 stores information necessary for the game to progress. The input unit 130 accepts input operations from the player using an input device. The output unit 140 outputs information held by the information processing device 10 via an output device. The communication unit 150 transmits and receives information to and from a server device (not shown) and other information processing devices 10 connected via a network.

[0025] To realize the functions described above, the processing unit 110 includes an operation detection unit 111, a placement unit 112, a battle execution unit 113, and a display control unit 114. The operation detection unit 111 detects player input operations and outputs operation information indicating the detected operation to other functional units. For example, the operation detection unit 111 accepts input operations for battle instructions specifying one or more allied battle groups and enemy battle groups to be fought against. The operation detection unit 111 also accepts input operations for instructions to change the display magnification of the field.

[0026] The deployment unit 112 places friendly battle units on the field according to the progress of the game. For example, the deployment unit 112 moves friendly battle units placed in predetermined positions toward a destination, which is the base of an enemy battle unit specified in the battle order. The deployment unit 112 controls friendly battle units to move along a path set on the field in accordance with the progress of in-game time, which is the time that elapses in the virtual space of the game.

[0027] The combat execution unit 113 executes combat between friendly and enemy battle groups in a predetermined positional relationship. For example, the combat execution unit 113 executes combat between friendly and enemy battle groups adjacent to each other. The combat execution unit 113 executes combat when the positions of the friendly and enemy battle groups are consecutive along a path and the distance between them is less than a third interval. The combat execution unit 113 determines whether the friendly or enemy battle group will win based on the superiority or inferiority of parameters such as the number of soldiers each battle group possesses.

[0028] The display control unit 114 displays an information object for each of the multiple units moving on the field, displaying information for each unit. The display control unit 114 links multiple units whose distance from each other is less than a predetermined first interval, and displays the information objects of those multiple units in a unified manner. The display control unit 114 also integrates the information objects of multiple units that are not hostile to each other in battle, based on the positions of each unit.

[0029] For example, the display control unit 114 displays an information object on the field that displays information about the allied battle groups. The display control unit 114 moves the information object displayed on the field as the allied battle groups move. If the distance between multiple allied battle groups falls below a first interval, the display control unit 114 links each allied battle group to each other and displays their respective information objects in a unified manner. As an example, the display control unit 114 unifies the information objects when the positions of multiple allied battle groups coincide. Information objects will be described later.

[0030] Furthermore, the display control unit 114 displays unit objects, which are objects representing friendly and enemy battle groups, on the field. For example, a unit object is an object that schematically displays friendly and enemy battle groups, but the details will be described later. If the distance between multiple units is less than a first interval, the display control unit 114 displays multiple unit objects, each representing a multiple unit formed by integrating information objects, at predetermined positions.

[0031] The memory unit 120 stores battle group information 121 and route information 122. The battle group information 121 includes information about attribute values ​​such as the number of soldiers possessed by the friendly battle group. The route information 122 is information about the routes that the field has.

[0032] Figure 2 shows an example of the data structure of the battle group information 121. The battle group information 121 is information that associates, for example, a battle group identifier, which is identification information that identifies an allied battle group, a battle group commander identifier, which is identification information that identifies the battle group commander, the number of soldiers the battle group has, and location information, which is coordinate information on the field that indicates the location of the battle group. When the deployment unit 112 moves an allied battle group on the field, the location information of the battle group information 121 is updated.

[0033] Figure 3 shows an example of the data structure of route information 122. Route information 122 is information that associates a route identifier, which is identification information that identifies a route, with a node identifier and a type. The node identifier is the coordinate information of the vertices located at both ends of the route. The type is information that indicates the type of route.

[0034] In this embodiment, an upper limit is set for the number of allied battle groups that can integrate information objects for each type of route. That is, route information 122 can be described as information for which an upper limit is set for the number of information objects that can be integrated for each location on the field. The type of route can be set, for example, according to the width of the road displayed on the field corresponding to the route. As an example, the wider the road, the higher the upper limit can be set so that more allied battle groups' information objects can be integrated in the corresponding route.

[0035] Furthermore, in this embodiment, the path is two-dimensional information and does not have the concept of width. Therefore, when multiple battle groups move along a path and one battle group catches up with another, the positions of both battle groups will temporarily coincide. The apparent width of the road displayed on the field may or may not change depending on the type of path.

[0036] Figure 4 shows an example of the hardware configuration of the information processing device 10. The information processing device 10 includes a processor 11, main memory 12, storage 13, audio processing device 14, media interface device 15, image processor 16, image memory 17, input interface device 18, output interface device 19, and communication interface device 20, and each component is connected by a bus.

[0037] The processor 11 is an arithmetic unit such as a CPU (Central Processing Unit) that executes processing according to a program recorded in the main memory 12 or storage 13. Each element constituting the processing unit 110 realizes its respective function when the processor 11 executes a program. The main memory 12 is a storage device such as RAM (Random Access Memory). The storage 13 is a recording device such as an HDD (Hard Disk Drive), SSD (Solid State Drive), or flash ROM (Read Only Memory).

[0038] The audio processing device 14 is a device that processes input audio data and generates an audio signal. The generated audio signal is output to a speaker (not shown) via the output interface device 19 and output as sound. The media interface device 15 is a device for reading information from the storage 13, but it may also be able to write information to the storage 13. The media interface device 15 is, for example, a disk drive that reads optical discs, or a reader that reads semiconductor memory such as USB (Universal Serial Bus) memory.

[0039] The image processor 16 is a processing unit for generating graphics such as game images, such as a GPU (Graphics Processing Unit). The image memory 17 is a storage device used for rendering graphics such as game images, such as a VRAM (Video RAM). The rendered graphics are output to a display (not shown) via an output interface device 19 and displayed.

[0040] The input interface device 18 is connected to an input device such as a mechanical key, touch panel, or game controller, and receives operation signals from the input device. The output interface device 19 is connected to an output device such as a display or speaker, and outputs to the output device. For example, the output interface device 19 outputs display data such as graphics generated by the image processor 16 to the display. The output interface device 19 also outputs audio signals generated by the audio processing device 14 to the speaker. The communication interface device 20 is a device that transmits and receives information, including a communication device that performs wired communication via a network cable and a communication device that performs wireless communication via an antenna.

[0041] For example, the processor 11 reads at least a portion of the game software (including game programs and game data) stored on the cloud via the communication interface device 20 and loads it into the main memory 12. The processor 11 may also read the game software stored in the storage 13 via the media interface device 15, or it may read the game software stored in the main memory 12. For example, the processor 11 executes the read game software and controls the game progress according to the operation signals from the input device operated by the player.

[0042] For example, processor 11 determines the content of game images according to the game's progress and causes image processor 16 to generate drawing data that constitutes that content. Image processor 16 renders image data onto image memory 17 using the drawing data. The rendered image data (game images) is output to an external display. For example, processor 11 also determines the game audio according to the game's progress and causes audio processing device 14 to generate the audio signal for that audio, which is then output to a speaker.

[0043] The processing unit 110 is implemented by the processor 11 executing the game program. At least some of the functions of the processing unit 110 may be implemented by the image processor 16. In addition, the storage unit 120 (not shown) of the information processing device 10 has its functions implemented by, for example, the main memory 12 or storage 13.

[0044] Figure 5 is a flowchart illustrating an example of information object integration processing. This processing is performed periodically, for example, in the information processing device 10. In the example shown below, each friendly unit moves along a path from a set starting point to a destination. The deployment unit 112 moves or stops the deployment position of each friendly unit along the path according to the progress of the game. The deployment unit 112 may also set different movement speeds for each friendly unit.

[0045] First, the deployment unit 112 extracts the deployment positions of each friendly battle group on the field (step S11). For example, the deployment unit 112 extracts the position information of each record in the battle group information 121 as the deployment positions of the friendly battle groups.

[0046] Next, the deployment unit 112 identifies the deployment position at the next display update timing and the upper limit of the number of battle groups corresponding to that deployment position (step S12). Specifically, based on a predetermined frame rate, the deployment unit 112 identifies the deployment position at the next display update timing for each friendly battle group extracted in step S11.

[0047] Furthermore, the deployment unit 112 identifies the path that each friendly battle group will be located on at the next display update timing, based on the deployment position of each identified friendly battle group. The deployment unit 112 identifies the maximum number of battle groups that can be merged at each friendly battle group's deployment position by referring to the type of path information 122.

[0048] Next, the deployment unit 112 determines whether there are multiple friendly battle units whose deployment positions match at the next display update timing (step S13). If the deployment unit 112 determines that there are no multiple friendly battle units whose deployment positions match at the next display update timing (i.e., "NO" in step S13), the processing unit 110 terminates the processing of this flowchart.

[0049] If the deployment unit 112 determines that there are multiple friendly battle groups whose deployment positions match at the next display update timing (if the answer is "YES" in step S13), the deployment unit 112 determines whether the number of battle groups after integration is less than or equal to the upper limit (step S14). Specifically, the deployment unit 112 performs the following processing for each combination of multiple friendly battle groups whose deployment positions match. The deployment unit 112 determines whether the number of friendly battle groups included in the combination is less than or equal to the upper limit of the number of battle groups corresponding to the deployment positions of the combination, which was identified in step S12.

[0050] If the deployment unit 112 determines that the number of units after integration exceeds the upper limit (i.e., "NO" in step S14), the processing unit 110 terminates the processing of this flowchart. In other words, if the total number of battle groups with matching deployment locations exceeds the upper limit corresponding to the deployment location, the information objects related to friendly battle groups are not integrated.

[0051] If the deployment unit 112 determines that the number of integrated battle groups is less than or equal to the upper limit (if the answer is "YES" in step S14), the display control unit 114 displays the integrated information object at the position corresponding to the deployment location (step S15). Specifically, the display control unit 114 links multiple friendly battle groups with matching deployment locations and displays the integrated information object at the position on the field corresponding to the deployment location of the battle group combination. The position where the information object is displayed is, for example, a position shifted a predetermined distance upward from the deployment location of the friendly battle group. The integration of information objects will be described in detail later.

[0052] Next, the display control unit 114 identifies an offset value and a value indicating the display size according to the display magnification (step S16). Specifically, the display control unit 114 identifies the display magnification of the field currently being displayed. The display control unit 114 identifies a preset offset value and a value indicating the display size according to the display magnification. The offset value is used to determine the display position of the unit object, as described later, and the value indicating the display size is used to determine the size of the unit object when it is displayed on the field.

[0053] Next, the display control unit 114 displays the unit object at the display position determined using the offset value (step S17). In this embodiment, the placement position of the allied battle group and the relative display position of one or more unit objects are pre-associated at a predetermined display magnification. The display control unit 114 determines the relative display position of each unit object with respect to the placement position of the allied battle group identified in step S12. The display control unit 114 determines the display position of each unit object at a distance corresponding to the offset value identified in step S16 from each identified display position. The display control unit determines the size of the unit object using the value identified in step S16 and displays it at the determined display position. After that, the processing unit 110 terminates the processing of this flowchart.

[0054] Figure 7 is a diagram (part 1) showing an example of the field screen 160. Figure 7A shows an example of the field screen 160 before the integration of information objects, and Figure 7B shows an example of the field screen 160 after the integration of information objects.

[0055] The field screen 160 includes an information object 161, a unit object 162, and a road 163. The information object 161 is an object that displays information about friendly battle groups. The field screen 160 shown in Figure 7A includes information objects 161A and 161B. As mentioned above, multiple friendly battle groups with the same deployment location are displayed as a single integrated information object 161. Therefore, the information object 161 contains information about one friendly battle group or multiple friendly battle groups with the same deployment location.

[0056] Information object 161 includes character icon 1611 and unit information 1612. Character icon 1611 is an icon image representing the commander of an allied battle group. If there are multiple allied battle groups, character icon 1611 is, for example, the icon image representing the commander of the allied battle group with the highest attribute value. Attribute values ​​include, for example, the number of soldiers each battle group has or a value indicating the rank of the battle group commander.

[0057] Unit information 1612 is information that shows the details of the friendly battle group corresponding to information object 161, and includes the number of soldiers X and the number of battle groups Y. The number of soldiers X is a value that shows the total number of soldiers included in the corresponding friendly battle group. The number of battle groups Y is information that shows the total number of corresponding friendly battle groups and the number of available friendly battle groups. The number of available groups is the value obtained by subtracting the total number of friendly battle groups that have already been merged from the upper limit of the number of friendly battle groups that can be merged, which is determined by the deployment position of the friendly battle group. In other words, the display control unit 114 displays the number of available groups on information object 161 based on the upper limit of the number of friendly battle groups corresponding to the deployment position of the friendly battle group and the total number of friendly battle groups that have been linked as friendly battle groups with matching deployment positions, i.e., the total number of friendly battle groups that have been merged with information object 161.

[0058] Unit object 162 is an object representing an allied battle group, and includes, for example, a cavalryman 1621 and a flag 1622. Unit object 162 may also include objects representing soldiers. The field screen 160 shown in Figure 7A includes unit objects 162A and 162B. Unit object 162 is displayed at a predetermined distance from the deployment position of the allied battle group, for example. In addition, one of the unit objects 162 (for example, one cavalryman 1621) may be displayed at the deployment position of the allied battle group. Road 163 is an image representing a route on the field. The field screen 160 shown in Figures 7A and 7B includes roads 163A, 163B, and 163C.

[0059] In the example shown in Figure 7A, the number of battle groups Y for information object 161A located on road 163B is shown with one symbol in black and one in white. This indicates that the maximum number of integrable information objects 161 set on road 163B is "2", the total number of friendly battle groups corresponding to information object 161A is "1", and there is "1" available. The friendly battle group corresponding to information object 161A will be described as friendly battle group Z1. According to the number of soldiers X, the number of soldiers in friendly battle group Z1 is "1500". Friendly battle group Z1 moves along road 163B in the direction of arrow S1. As friendly battle group Z1 moves, the information object 161A and unit object 162 of friendly battle group Z1 also move in the direction of arrow S1.

[0060] In other words, the display control unit 114 changes the display position of the information object 161 according to the display position of the unit object 162. If a cavalry unit 1621, which is one of the unit objects 162, is displayed at the deployment position of the friendly battle group, the display control unit 114 moves the cavalry unit 1621 according to the movement of the friendly battle group in the direction of arrow S1. The display control unit 114 changes the display position of the information object 161 according to the display position of the cavalry unit 1621.

[0061] Similarly, according to information object 161B shown in Figure 7A, the upper limit set for road 163C is "4", the total number of friendly battle groups corresponding to information object 161B is "1", and the number of available slots is "3". The friendly battle group corresponding to information object 161B will be described as friendly battle group Z2. According to the number of soldiers X of information object 161B, the number of soldiers that friendly battle group Z2 has is "3450".

[0062] If, as a result of the movement of allied battle group Z1, the positions of allied battle group Z1 and allied battle group Z2 coincide at the next display update timing, the display control unit 114 merges information object 161A and information object 161B. The display control unit 114 treats one of the multiple units whose positions coincide as the reference unit. For example, the display control unit 114 determines the allied battle group with the higher attribute value as the reference unit and displays information object 161 which integrates the information of the allied battle group with the lower attribute value.

[0063] Figure 7B shows information object 161C when information object 161A and information object 161B in Figure 7A are merged. For example, the display control unit 114 determines friendly battle group Z2, which has a larger number of soldiers X, as the reference unit and merges information object 161B of friendly battle group Z2 with information object 161A of friendly battle group Z1. As a result, the character icon 1611 of information object 161C is the same as the character icon 1611 of information object 161B. The display control unit 114 displays the combined number of soldiers, "4950," in the number of soldiers X of information object 161C.

[0064] Since allied battle groups Z1 and Z2 are located on road 163C, the maximum number of allied battle groups that can be merged is "4". Also, since the number of allied battle groups corresponding to information object 161A and information object 161B is both "1", the total number of allied battle groups corresponding to information object 161C after merging is "2". The display control unit 114 displays symbols indicating "2", which is the total number of allied battle groups corresponding to information object 161C, and "2", which is the number of available allied battle groups, in the battle group number Y of unit information 1612.

[0065] Figure 8 is a diagram (part 2) showing an example of the field screen 160. Figure 8A is a diagram illustrating a first example of how to align unit objects 162, and Figure 8B is a diagram illustrating a second example of how to align unit objects 162. Figures 8A and 8B show a situation in which an allied battle group having cavalry 1621Aa as unit object 162 approaches an allied battle group having cavalry 1621B. Similar to the example shown in Figure 7, the allied battle group located in front will be described as allied battle group Z2, and the allied battle group located behind will be described as allied battle group Z1.

[0066] In the first example shown in Figure 8A, the attribute value of the rear friendly battle group Z1 is lower than the attribute value of the front friendly battle group Z2. Therefore, the display control unit 114 determines friendly battle group Z2 to be the reference unit. The rear cavalry 1621Aa moves in a direction that approaches the front cavalry 1621B as friendly battle group Z1 moves. When friendly battle group Z1 moves and its position matches that of friendly battle group Z2, the cavalry 1621Aa moves to a predetermined correction position. That is, when the position of each friendly battle group matches, the display control unit 114 moves the unit object 162 of the unit that is not the reference unit from the position just before the position of each friendly battle group matches to the correction position. For example, the correction position is a position with a second interval from the position of the reference unit's unit object 162.

[0067] In the second example shown in Figure 8B, when the positions of allied battle groups Z1 and Z2 coincide, the cavalry 1621Aa corresponding to allied battle group Z1 and the cavalry 1621B corresponding to allied battle group Z2 move. Immediately before the allied battle groups coincide, the display control unit 114 determines two points at a predetermined interval from the position where the unit object 162 corresponding to the forward allied battle group Z2 was displayed as the correction positions for each unit object 162. That is, the display control unit 114 moves the cavalry 1621Aa from the position immediately before the positions of the allied battle groups coincide to the position of 1621Ab, which corresponds to the correction position, and also moves the cavalry 1621B to the correction position. In addition, in the second example, the display control unit 114 aligns the unit objects of multiple allied battle groups whose positions coincide so that they are spaced approximately equally apart.

[0068] In the examples shown in Figures 8A and 8B, the display control unit 114 displays multiple unit objects 162, which are integrated information objects 161, in an aligned manner. However, the display control unit 114 may also display multiple unit objects 162, which are integrated information objects 161, randomly within a predetermined range. In this case, in step S17 of Figure 5, the display control unit 114 determines the range in which to display the unit objects 162 using an offset value corresponding to the display magnification. In step S17, the display control unit 114 randomly displays the unit objects 162 within the determined range.

[0069] It should be added that, for convenience, the display method of the unit object 162 is explained using the mounted horse 1621 in the examples shown in Figures 8A and 8B. The display control unit 114 can also move other objects included in the unit object 162, such as the flag 1622, in the same way as the mounted horse 1621.

[0070] Furthermore, as mentioned above, the display control unit 114 determines the display position and size of the unit object 162 using an offset value corresponding to the display magnification of the field screen 160 and a value indicating the display size. Therefore, since the display position and size of the unit object 162 can be controlled according to the display magnification of the field, the visibility of the unit object 162 can be improved even when the player changes the display magnification of the field.

[0071] In the example shown in the flowchart of Figure 5, the display control unit 114 integrates the information objects 161 when the positions of multiple allied battle groups coincide. However, the display control unit 114 may also integrate the information objects 161 when the distance between the positions of multiple allied battle groups falls below a predetermined first interval. In other words, according to this embodiment, since the information objects 161 of nearby allied battle groups are integrated, the display on the field is organized, and the player can more reliably recognize the displayed content.

[0072] Furthermore, the placement unit 112 may identify the placement position of each friendly battle group at the next display update timing, and may also identify the placement position of each friendly battle group after a predetermined time has elapsed from the next display update timing. In this case, the display control unit 114 integrates the information object 161 if multiple friendly battle groups whose placement positions coincide at the next display update timing still have the same placement positions after a predetermined period has elapsed from that timing. That is, the display control unit 114 integrates the information object 161 of multiple friendly battle groups whose placement positions continue to coincide for a certain period of time. As a result of this process, the information object 161 is not integrated for friendly battle groups whose placement positions coincide for only a very short period of time, so the display of the integrated information object 161 is stable and visibility is improved.

[0073] Furthermore, the display control unit 114 can also integrate the information objects 161 for enemy battle groups according to the distance between their deployment locations.

[0074] Figure 6 is a flowchart illustrating an example of information object partitioning processing. This process is executed periodically, for example, in the information processing device 10.

[0075] The processes performed in steps S21 and S22 are the same as those performed in steps S11 and S12 in Figure 5, so their explanation is omitted.

[0076] Next, the deployment unit 112 determines whether or not there is an allied battle group that has integrated the information object 161 (step S23). If the deployment unit 112 determines that there is no allied battle group that has integrated the information object 161 (i.e., "NO" in step S23), the processing unit 110 terminates the processing of this flowchart.

[0077] If the deployment unit 112 determines that there is an allied battle group that has integrated the information object 161 (if the answer is "YES" in step S23), the deployment unit 112 determines, at the next display update timing, whether there is a battle group whose number exceeds the upper limit of deployment positions (step S24). Specifically, for each combination of multiple allied battle groups that have integrated the information object 161, the deployment unit 112 determines whether the number of battle groups included in that combination exceeds the upper limit specified in step S22.

[0078] If the placement unit 112 determines at the next display update timing that there are no battle groups whose number exceeds the upper limit of placement positions (i.e., "NO" in step S24), the processing unit 110 terminates the processing of this flowchart.

[0079] If the placement unit 112 determines at the next display update timing that there are battle groups whose number exceeds the upper limit of placement positions (if the answer is "YES" in step S24), the display control unit 114 divides and displays the information object 161 (step S25). Specifically, the placement unit 112 changes the combination so that the number of battle groups included does not exceed the upper limit. The display control unit 114 divides the information object 161 according to the changed combination and displays it on the field. After that, the processing unit 110 terminates the processing of this flowchart.

[0080] Figure 9 is a diagram (part 3) showing an example of the field screen 160. Figure 9A shows an example of the field screen 160 before the information object 161 is divided, and Figure 9B shows an example of the field screen 160 after the information object 161 is divided.

[0081] The information object 161D shown in Figure 9A is a merged version of the information objects 161 of three friendly battle groups. The three friendly battle groups are positioned on road 163D, and the maximum number of friendly battle groups set for the route corresponding to road 163D is "4". The positions of the three friendly battle groups on the route are the same, and they all move along road 163D in the direction of arrow S2. In the example shown in this figure, the maximum number set for the route corresponding to road 163E, which is located in the direction of travel of road 163D, is "2".

[0082] If, as a result of the movement of an allied battle group, its deployment location is on road 163E, the deployment unit 112 determines in step S19 of Figure 5 that the number of battle groups exceeds the upper limit of deployment locations. The display control unit 114 divides and displays the information object 161. In the example shown in Figure 9B, the display control unit 114 divides the information object 161D into information objects 161E and 161F.

[0083] The division method is not limited, but for example, the display control unit 114 divides the information object 161 so that the number of friendly battle groups corresponding to the information object 161 located in front is equal to the upper limit specified by the route. The display control unit 114 also divides the information object 161 so that friendly battle groups with higher attribute values ​​are located in front. The placement unit 112 changes the placement position of the corresponding friendly battle groups in accordance with the division of the information object 161.

[0084] In the example shown in Figure 9B, the display control unit 114 divides the three allied battle groups into two, corresponding to the upper limit set for the route associated with road 163E. As a result, the number of allied battle groups corresponding to the information object 161F located in front is "2", and the number of allied battle groups corresponding to the information object 161E located behind is "1". In addition, the display control unit 114 changes the display of the unit object 162 in accordance with the division of the information object 161.

[0085] The deployment unit 112 moves the two friendly battle groups corresponding to information object 161F forward of the deployment position of the one friendly battle group corresponding to information object 161E. Note that the method of changing the deployment positions of friendly battle groups when information object 161 is divided is not limited to this example. For example, the deployment unit 112 may change the deployment positions so that some friendly battle groups move behind other friendly battle groups.

[0086] In addition to the example shown in Figure 9, the display control unit 114 can also divide the information object 161 when certain conditions are met. For example, when a path branches, the display control unit 114 divides the information object 161 if multiple allied battle groups that have integrated the information object 161 are proceeding along different paths. Alternatively, the display control unit 114 may also divide the information object 161 if the movement speeds of the multiple allied battle groups that have integrated the information object 161 are different.

[0087] As described above, according to this embodiment, information about a unit is integrated or divided depending on the distance between multiple units moving on the field. Therefore, when the distance between units is short, the situation in which the displayed information becomes cluttered is avoided, and visibility is improved.

[0088] Furthermore, the combat execution unit 113 executes combat between one friendly battle group or multiple friendly battle groups that have integrated an information object 161, and an enemy battle group adjacent to that friendly battle group. On the field, a situation in which multiple battle groups are adjacent includes a situation in which the placement positions of each battle group along their paths are consecutive and the distance between them is less than a predetermined third interval. In this embodiment, multiple friendly battle groups that are linked to each other and have integrated an information object 161 have the same placement positions. Similarly, multiple enemy battle groups that are linked to each other have the same placement positions. The combat execution unit 113 executes combat when one or more friendly battle groups with integrated information objects and one or more enemy battle groups with integrated information objects are in a positional relationship that is consecutive to each other along their paths and the distance between them is less than the third interval.

[0089] Furthermore, if no paths are set on the field, the combat execution unit 113 can execute combat by assuming that the positions of multiple adversarial battle groups are adjacent to each other, provided that the distance between multiple battle groups is less than the third interval.

[0090] In this embodiment, the combat execution unit 113 simultaneously initiates combat with an enemy unit for multiple friendly unit groups whose deployment positions coincide. In the example shown in Figure 7B, three friendly unit groups corresponding to information object 161C simultaneously initiate combat with an enemy unit. In the example shown in Figure 9B, two friendly unit groups corresponding to information object 161F are positioned ahead of one friendly unit corresponding to information object 161E in the direction of advance. Therefore, if an enemy unit is positioned ahead, the two friendly unit groups corresponding to information object 161F will engage in combat with the enemy unit before the one friendly unit behind them.

[0091] According to this embodiment, the number of battle groups that can participate in combat simultaneously is determined based on the maximum number of routes. Therefore, by adjusting the maximum number of routes based on the location of friendly or enemy bases on the field, the excitement of combat can be improved. In addition, players can recognize the battle groups participating in combat by referring to the information object 161.

[0092] The configuration of the information processing device 10 shown in Figure 1 is classified based on its main processing content to facilitate understanding of the configuration of the information processing device 10 and the game program. The present invention is not limited by the way the components are classified or the names of the components. The configuration of the information processing device 10 and the game program can be further classified into many more components based on their processing content. Alternatively, a single component can be classified to perform even more processing. Furthermore, the processing of each component may be executed on one piece of hardware or on multiple pieces of hardware. Also, the division of processing or functions among the components is not limited to what is shown, as long as it achieves the objectives and effects of the present invention. Furthermore, the hardware configuration of the information processing device 10 shown in Figure 4 is not limited to what is shown, as long as it achieves the objectives and effects of the present invention.

[0093] Furthermore, the processing units in the flowchart shown in Figure 5 are divided based on the main processing content to facilitate understanding of the processing of the information processing device 10 and the game program. The present invention is not limited by the way the processing units are divided or their names. The processing of the information processing device 10 and the game program can be further divided into many more processing units based on the processing content. It is also possible to divide them so that one processing unit contains even more processing. Furthermore, the processing order in the flowchart above is not limited to the illustrated example, as long as the objectives and effects of the present invention can be achieved. Also, the game images shown in Figures 7 to 9 are not limited to the illustrated configurations, as long as the objectives and effects of the present invention can be achieved.

[0094] Furthermore, the present invention is applicable not only when a game program is executed by a single information processing device 10, but also when a game program is executed by multiple information processing devices 10 or by an information processing device 10 and a server. The present invention is also applicable when an information processing device 10 executing a game program causes another information processing device 10 to display game images.

[0095] Furthermore, the present invention is not limited to the games described above, but can be applied to various games that display multiple units on a screen.

[0096] Furthermore, the present invention can be provided in various forms, including not only a game program, but also a computer-readable storage medium on which the game program is recorded, a game device or computer that executes the game program, and a game progress control method. [Explanation of Symbols]

[0097] 10: Information processing unit, 11: Processor, 12: Main memory, 13: Storage, 14: Audio processing unit, 15: Media interface unit, 16: Image processor, 17: Image memory, 18: Input interface unit, 19: Output interface unit, 20: Communication interface unit, 110: Processing unit, 111: Operation detection unit, 112: Layout unit, 113: Combat execution unit, 114: Display control unit, 120: Memory unit, 121: Battle group information, 122: Route information, 130: Input unit, 140: Output unit 150: Communications Unit, 160: Field Screen, 161·161A·161B·161C·161D·161E·161F: Information Objects, 162·162A·162B·162C·162D·162E·162F: Unit Objects, 163·163A·163B·163C·163D·163E: Roads, 1611: Character Icons, 1612: Unit Information, 1621·1621Aa·1621Ab·1621B: Cavalry, 1622: Flags, S1·S2: Arrows, X: Number of Soldiers, Y: Number of Battle Groups

Claims

1. A game program to be executed by an information processing device, The information processing device functions as a display control unit that displays an information object for each of the multiple units moving on the field, each displaying its own information. The display control unit integrates and displays the information objects of the units among the plurality of units whose distance from each other is less than the first interval. For each position on the field, an upper limit is set on the number of information objects that can be integrated. A game program characterized in that the display control unit causes the integrated information object to display the number of available slots based on the upper limit set at any of the multiple units that integrate the information object and the total number of units that integrate the information object.

2. A game program according to claim 1, The display control unit displays a unit object that represents the unit, A game program characterized by changing the display position of the information object according to the display position of the unit object.

3. A game program according to claim 2, The display control unit is characterized by causing the unit object, which represents each of the plurality of units that integrate the information objects, to be displayed at a predetermined position.

4. A game program according to claim 3, The display control unit is characterized by moving the unit objects of the units, excluding the reference unit, from among the plurality of units that integrate the information objects, to a position separated by a second interval from the unit object of the reference unit.

5. A game program according to claim 2, A game program characterized in that the information processing device functions as a combat execution unit that executes combat between one friendly unit or multiple friendly units formed by integrating the information objects, and enemy units adjacent to the one friendly unit or the multiple friendly units.

6. It includes a display control unit that displays an information object for each of the multiple units moving on the field, which displays information for each unit. The display control unit integrates and displays the information objects of the units among the plurality of units whose distance from each other is less than the first interval. For each position on the field, an upper limit is set on the number of information objects that can be integrated. The display control unit is characterized by causing the integrated information object to display the number of available slots based on the upper limit set at any of the multiple units that integrate the information object and the total number of units that integrate the information object.

7. An information processing method performed by an information processing device, It includes a display control procedure that displays an information object for each of the multiple units moving on the field, which displays their respective information. In the display control procedure, the information objects of the units whose distance from each other is less than the first interval are integrated and displayed. For each position on the field, an upper limit is set on the number of information objects that can be integrated. The display control procedure is characterized by causing the number of available slots to be displayed on the integrated information object based on the upper limit set at any of the multiple units that integrate the information object and the total number of units that integrate the information object.

Citation Information

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