JP5566520B1 - Computer, control method thereof, and control program thereof - Google Patents

Computer, control method thereof, and control program thereof Download PDF

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JP5566520B1
JP5566520B1 JP2013264634A JP2013264634A JP5566520B1 JP 5566520 B1 JP5566520 B1 JP 5566520B1 JP 2013264634 A JP2013264634 A JP 2013264634A JP 2013264634 A JP2013264634 A JP 2013264634A JP 5566520 B1 JP5566520 B1 JP 5566520B1
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map
game
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player
players
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JP2015119796A (en
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貴之 福田
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グリー株式会社
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Abstract

The present invention provides a computer, a control method thereof, and a control program for realizing a game in which a plurality of players who are playing simultaneously on a plurality of maps can cooperate with each other with a sense of unity.
A control method for a computer (2, 3) in which a plurality of players divide into a plurality of maps and play a game that is played at the same time. A selection step for selection, a progress step for advancing the game on a map selected by each of the plurality of players in accordance with instructions from the plurality of players, a map on the display of the map selected by each of the plurality of players, Has a reflection step for reflecting the progress of the game by other players who have selected other different maps.
[Selection] Figure 7

Description

  The present invention relates to a computer, a control method thereof, and a control program thereof.

  In recent years, games that install and play a game program on a mobile terminal from a server via a communication network have become widespread. Such games include a game in which a plurality of players can participate (so-called “social game”), and a game in which players can communicate with each other in addition to a battle and cooperation is known.

  Since a mobile terminal such as a smartphone has a communication environment and terminal specifications that are more limited than those of a PC or the like, there is a limit to the amount of data that can be exchanged between terminals of a plurality of players and the number of objects that can be drawn simultaneously on one terminal. . Therefore, unlike an online game called MMO (Massively Multiplayer Online) in which a large number of players connect to a server from a terminal such as a PC, the number of players that can play simultaneously in the same game space in a game for mobile terminals. Squeezing.

  As a countermeasure against such hardware limitations, for example, Patent Document 1 discloses a game device capable of realizing game characteristics similar to a network game even with a relatively small hardware configuration such as a portable game device. Is described. The game of Patent Document 1 is a stand-alone game that progresses independently of other game devices. In this game, the game device and the other game devices can communicate with each other to exchange game progress information. it can. For this reason, in the game of patent document 1, like the network game, the progress of the game of the other game device can be reflected in the progress of the game of the own game device.

  Non-Patent Document 1 describes an online game for a mobile terminal in which an object is arranged in a game space by a player's operation and progresses when the object operates autonomously. The game of Non-Patent Document 1 is a game in which players play one-on-one unlike a MMO that allows a large number of players to play a game simultaneously on one vast field map.

JP 2010-125222 A

"Clash of Clans", [online], November 21, 2013, [Search December 5, 2013], Internet <URL: http://en.wikipedia.org/wiki/Clash_of_Clans>

  In a game in which a plurality of players can communicate with each other, it is preferable that many players can play simultaneously in the same game space. However, as described above, since the communication environment and terminal specifications are limited in the mobile terminal, for example, in order to allow many players to play a game like Non-Patent Document 1, each player can be arranged. You need to limit the number of objects. When such a restriction is imposed, even if the number of players that can be played in the same game space increases, the game is less interesting compared to Non-Patent Document 1.

  In order to allow a large number of players to play in the same game space even if there are restrictions such as terminal specifications, the game space is composed of a combination of small maps, and each group is composed of a plurality of groups each composed of a small number of players. It is possible to play on different maps. There is no need to distribute players on a plurality of maps and capture them at the same time in MMO where restrictions such as terminal specifications do not matter, but in a game for mobile terminals, a plurality of players playing at the same time Must be distributed on the map. However, in this case, since each player captures one limited map, players on different maps cannot advance the game in cooperation with each other and play the same game. There is no sense of unity.

  Therefore, the present invention provides a computer that realizes a game in which a plurality of players who are playing simultaneously on a plurality of maps can cooperate with each other with a sense of unity, a control method therefor, and a control program therefor With the goal.

  A computer control method according to the present invention is a computer control method for advancing a game in which a plurality of players are divided into a plurality of maps and played at the same time, and the computer selects any one of the plurality of maps for each of the plurality of players. A selection step of selecting a map, a progress step of progressing the game on a map selected by each of the plurality of players in accordance with instructions from the plurality of players, and a display of the map selected by each of the plurality of players. And a reflection step for reflecting the progress of the game by another player who has selected another map different from.

  In the reflection step of the control method, the computer preferably reflects the progress of the game on another map adjacent to the map selected by each of the plurality of players on the display.

  In the reflection step of the above control method, the computer preferably changes the image based on whether or not another player has captured another map.

  In the reflection step of the control method described above, the computer preferably changes the display stepwise in accordance with the degree of capture of another map by another player.

  In the reflection step of the above control method, it is preferable that the computer reflects the progress of the game on the other map on the periphery of the map selected by each of the plurality of players.

  In the proceeding step of the above control method, the computer advances the game by placing objects according to instructions from the plurality of players on the maps selected by the plurality of players, and each of the plurality of maps In the reflection step, the computer displays at least a part of the area in which the object cannot be placed on the map selected by each of the plurality of players on the other map. It is preferable to reflect the progress of the game.

  In the selection step of the control method, the computer preferably sets an upper limit on the number of players who can select a map for each of the plurality of maps.

  In the selection step of the control method, it is preferable that the computer restricts a map that can be selected by each of the plurality of players among the plurality of maps in accordance with the progress of the game.

  Preferably, the control method further includes a notifying step in which the computer notifies the one player of the progress of the game on the map selected by the other player in response to an instruction from the one player.

  The computer control program according to the present invention is a computer control program for advancing a game in which a plurality of players are divided into a plurality of maps and played simultaneously, and the computer stores a plurality of maps for each of the plurality of players. A function for selecting one, a function for advancing a game on a map selected by each of a plurality of players in accordance with instructions from a plurality of players, and a display of a map selected by each of a plurality of players And a function of reflecting the progress of the game by another player who has selected another map different from the above.

  The computer according to the present invention is a computer that progresses a game in which a plurality of players are divided into a plurality of maps and play simultaneously, and a selection control unit that allows each of the plurality of players to select one of the plurality of maps. In response to an instruction from a plurality of players, a progress control unit that progresses the game on a map selected by each of the plurality of players, and a display of the map selected by each of the plurality of players is different from the map. A progress state reflecting unit that reflects the progress state of the game by another player who has selected the map.

  According to the computer, the control method thereof, and the control program thereof according to the present invention, it is possible to realize a game in which a plurality of players who are playing simultaneously on a plurality of maps can cooperate with each other with a sense of unity. .

1 is a diagram illustrating an example of a schematic configuration of a game system 1. FIG. 2 is a diagram illustrating an example of a schematic configuration of a mobile terminal 2. FIG. It is a figure which shows an example of the data structure of the various tables memorize | stored in the terminal memory | storage part. It is a figure which shows an example of the whole map. 5 is a diagram illustrating an example of a map selection screen 400. FIG. It is a figure which shows an example of the game progress screen 500, and a figure for demonstrating the structure of an individual map. It is a figure which shows an example of the change of the display in the battle situation display area. It is a figure which shows an example of the change of the display in the battle situation display area. 2 is a diagram illustrating an example of a schematic configuration of a server 3. FIG. 4 is a diagram illustrating an example of a data structure of various tables stored in a server storage unit 32. FIG. FIG. 10 is a sequence diagram illustrating an operation example of the mobile terminal 2 and the server 3.

  Hereinafter, a computer, a control method thereof, and a control program thereof according to the present invention will be described with reference to the drawings. However, it should be noted that the technical scope of the present invention is not limited to these embodiments, but extends to the invention described in the claims and equivalents thereof.

  This computer causes each of a plurality of players to select one of a plurality of maps, distributes the plurality of players to a plurality of maps, and advances the game in accordance with an instruction from each player. By capturing the map selected by each player, a plurality of players cooperate with each other to capture an enemy base in a game space composed of a plurality of maps. Then, the computer reflects the progress of the game by the other player who has selected another map on the display of the map selected by each of the plurality of players. For example, when the first player selects the first map and the second player selects the second map, the second map is displayed on the display of the first map played by the first player. The result of the player's capture of the second map is reflected. Thus, by allowing each player to grasp the progress of the game on another map, this computer enables a plurality of players to play a game in cooperation with a sense of unity.

  Note that the computer is not limited as long as it can execute the above-described processes, and may be a server, a portable terminal, or a stationary terminal.

  In the following, as an example of a game realized by the above-mentioned computer, a real-time strategy game in which a plurality of players capture a enemy position by arranging a large number of objects such as soldiers on their maps will be described. However, the game of the present invention is not limited to a specific game as long as a plurality of players are divided into a plurality of maps and played simultaneously. An object is digital content arranged (drawn) in the game space, not limited to soldiers, other characters in the game, facilities arranged in the game space, cards, figures, avatars, It may be an item or the like.

  Hereinafter, a plurality of maps constituting the game space is referred to as an “individual map”, and an entire game space configured by a combination of the plurality of individual maps is referred to as an “overall map”.

  FIG. 1 is a diagram illustrating an example of a schematic configuration of the game system 1. The game system 1 includes at least one mobile terminal 2 and a server 3.

  The portable terminal 2 receives an operation by the player. Further, the server 3 controls the progress of a game that a plurality of players are playing on their mobile terminals 2. The mobile terminal 2 and the server 3 are connected to each other via a communication network such as a base station 4, a mobile communication network 5, a gateway 6, and the Internet 7. A program (for example, a game program) executed on the portable terminal 2 and a program (for example, a game management program) executed on the server 3 are UDP (User Datagram Protocol), Hypertext Transfer Protocol (HTTP). ) And a communication protocol such as TCP (Transport Control Protocol). In particular, while the game is in progress, the mobile terminal 2 and the server 3 always communicate via the communication network.

  The mobile terminal 2 is assumed to be a multi-function mobile phone (so-called “smart phone”), but the present invention is not limited to this. The mobile terminal 2 only needs to be applicable to the present invention. For example, a mobile phone (so-called “feature phone”), a personal digital assistant (PDA), a mobile game machine, a mobile music player, a tablet PC, a notebook, etc. A PC, a wearable computer, or the like may be used.

  FIG. 2 is a diagram illustrating an example of a schematic configuration of the mobile terminal 2. The mobile terminal 2 includes a terminal communication unit 21, a terminal storage unit 22, an operation unit 23, a display unit 24, and a terminal processing unit 25.

  The terminal communication unit 21 includes a communication interface circuit including an antenna whose sensitivity band is a predetermined frequency band, and connects the mobile terminal 2 to the wireless communication network. The terminal communication unit 21 establishes a communication signal line using the LTE (Long Term Evolution), CDMA (Code Division Multiple Access) method, etc. with the base station 4 via a channel assigned by the base station 4. Communication with 4 is performed. Then, the terminal communication unit 21 transmits the data supplied from the terminal processing unit 25 to the server 3 or the like. Further, the terminal communication unit 21 supplies data received from the server 3 or the like to the terminal processing unit 25.

  The terminal storage unit 22 includes, for example, a semiconductor memory device. The terminal storage unit 22 stores an operating system program, a driver program, an application program, data, and the like used for processing in the terminal processing unit 25. For example, the terminal storage unit 22 stores an input device driver program for controlling the operation unit 23, an output device driver program for controlling the display unit 24, and the like as driver programs. In addition, the terminal storage unit 22 stores a game program or the like for advancing a game and displaying the result as an application program. Further, the terminal storage unit 22 includes, as data, a terminal ID for identifying the portable terminal 2, a player ID for identifying the player, an entire map table (FIG. 3A) for managing the entire map, and an entire map. Individual map table (FIG. 3B) for each individual map for managing each individual map constituting, soldier table (FIG. 3C) for managing friendly soldiers used by the player, enemy characters and friendly soldiers For example, image data, video data, and the like related to the object are stored. Further, the terminal storage unit 22 may store temporary data related to a predetermined process.

  FIG. 3A to FIG. 3C are diagrams illustrating examples of data structures of various tables stored in the terminal storage unit 22.

  FIG. 3A shows an example of the entire map table. In the overall map table, for each individual map constituting the entire map, an individual map ID for identifying the individual map, a file name of the image data, an arrangement position on the entire map, a level indicating a difficulty level of the strategy, a play The player ID of the middle player, whether or not the individual map has been captured, and the like are stored.

  In this game, the entire map is configured in a grid, and each individual map is arranged in one of the grids, and the position is expressed by, for example, the coordinates of the grid with the upper left of the entire map as the origin. And However, the entire map is not limited to the lattice shape, and may be configured in any form.

  FIG. 3B shows an example of the individual map table. The individual map table is prepared for each individual map. One individual map table shows, for each enemy character arranged in the individual map, the enemy character ID for identifying the enemy character, the type, the file name of the corresponding image data, and the strength of the enemy character. The level, the arrangement position on the individual map, and the like are stored. The enemy character is not limited to an enemy soldier or the like, but may be a wall or a building provided on the enemy base.

  In this game, the individual map is also configured in a grid, and each enemy character is arranged in one of the grids, and the position is expressed by the coordinates of the grid with the upper left of the individual map as the origin, for example And However, the individual map is not limited to the lattice shape, and may be configured in any form.

  FIG. 3C shows an example of a soldier table. The soldier table stores a soldier ID for identifying the soldier, a file name of the corresponding image data, a level indicating the strength of the soldier, and the like.

  The operation unit 23 may be any device as long as the operation of the mobile terminal 2 is possible, and is, for example, a touch panel, a key button, or the like. The player can input characters, numbers, symbols, and the like using the operation unit 23. When operated by the player, the operation unit 23 generates a signal corresponding to the operation. And the produced | generated signal is supplied to the terminal process part 25 as a player's instruction | indication.

  The display unit 24 may be any device that can display images, images, and the like, such as a liquid crystal display and an organic EL (Electro-Luminescence) display. The display unit 24 may be integrated with the operation unit 23 by, for example, a liquid crystal touch panel display. The display unit 24 displays an image corresponding to the image data supplied from the terminal processing unit 25, a video corresponding to the video data, and the like.

  The terminal processing unit 25 includes one or a plurality of processors and their peripheral circuits. The terminal processing unit 25 is a CPU (Central Processing Unit), for example, and comprehensively controls the overall operation of the mobile terminal 2. The terminal processing unit 25 includes a terminal communication unit 21, a display unit, and a display unit so that various processes of the mobile terminal 2 are executed in an appropriate procedure based on a program stored in the terminal storage unit 22, an operation of the operation unit 23, and the like. The operation of 24 etc. is controlled. The terminal processing unit 25 executes processing based on programs (operating system program, driver program, application program, etc.) stored in the terminal storage unit 22. Further, the terminal processing unit 25 can execute a plurality of programs (such as application programs) in parallel.

  FIG. 4 to FIG. 8B are diagrams showing an example of a whole game map provided by the game system 1, an individual map, and a display screen of the mobile terminal 2. Here, an outline of the game will be described with reference to FIGS. 4 to 8B.

  FIG. 4 is a diagram illustrating an example of the entire map 100. In the example of FIG. 4, the entire map 100 is configured by 13 individual maps A to M. Each of the individual maps A to M corresponds to an enemy base, and in particular, the individual map G corresponds to an enemy central base 110. Each player selects an individual map in order from the outside of the entire map 100, and battles enemy characters in the individual map to capture each individual map. The player's ultimate goal is to capture the enemy's central base 110.

  In this game, the enemy is an NPC (Non-Player Character), which is operated by a computer (the portable terminal 2 and / or the server 3). For example, if the center base 110 can be captured within the time limit, the player wins. If the center base 110 cannot be captured within the time limit, the player loses. This time limit may be a specific time zone, for example, from what time of day to what time. It is possible to change the difficulty level of the game by increasing or decreasing the number of individual maps constituting the enemy base or changing the combination of individual maps.

  In this game, each player who participates in the game is assigned to one of a plurality of groups. Each group is associated with a different overall map. Then, a plurality of players belonging to the same group share one overall map composed of a plurality of individual maps. Note that a plurality of entire maps may be associated with one group so that the player can select one of the entire maps associated with their group.

  Alternatively, the game provided by the game system 1 may be a game in which players can play against each other. In this case, a plurality of players belonging to the same group may play a match in the entire map of the group, or a plurality of players belonging to one group and a plurality of players belonging to the other group are common. You may play against the entire map.

  In the game provided by the game system 1, each player cannot select an arbitrary individual map from the beginning, and a certain restriction is imposed on the selection order of the individual maps. For example, when all the individual maps adjacent in the vertical and horizontal directions are not captured, it is assumed that the central individual map cannot be selected. Further, the individual maps that can be selected at the start of the game are only those in contact with the outer peripheral portion of the entire map 100. For example, in the example of FIG. 4, the individual maps C, F, G, H, and K cannot be selected from the individual maps A to M at the start of the game. When one outer individual map is captured, the inner individual map adjacent to the individual map can be selected. For example, when the individual map B is captured by a certain player, the individual maps C and F can be newly selected. In order to capture the central base 110, the player needs to capture (destroy) sequentially from the outside individual map.

  FIG. 5 is a diagram illustrating an example of the map selection screen 400. This map selection screen 400 is displayed on the portable terminal 2 of each player at the start of the game or when each player captures one individual map. Each player can select one of the individual maps A to M from the map selection screen 400 within the above limitation.

  An overall map 100 is displayed on the map selection screen 400. Further, on the overall map 100, the number of players in each individual map is displayed by a human-type icon 401. Then, for example, when the player selects (for example, taps) one of the selectable individual maps, the image 402 of the individual map, the image 403 of the player participating in the battle on the individual map, “fight” A button 404 and a “view” button 405 are displayed.

  In this game, a plurality of players can simultaneously participate in a battle on one individual map. However, an upper limit of, for example, four players is set for the number of players who can simultaneously participate in a battle in one individual map. This upper limit may be different for each individual map.

  When an individual map in which the number of players participating in the battle is less than four is selected, the player who has performed the selection operation selects the “fight” button 404 in the map selection screen 400 and selects the individual map. You can participate in the battle in On the other hand, the player cannot select the “fight” button 404 for an individual map in which the number of participants has already reached four. Even if the number of players once reaches 4 in a certain individual map, if any player leaves the individual map and the number of participants becomes less than 4, the other player newly adds the individual map. You will be able to participate in the match.

  Further, when the player selects the “view” button 405, a game progress screen in the target individual map is displayed as in FIG. 6A described later. In this game progress screen, the player who selects the “see” button 405, for example, the number of soldiers and enemy characters on the player's side existing in the individual map, which player or enemy character is dominant in the individual map, etc. The details of the battle situation can be confirmed. By providing a “view” button 405, a player who is thinking about which individual map to participate in a match, or a player who could not participate in a match on a particular map due to the limited number of people confirms the battle status on the target individual map. It becomes possible to do. The game progress screen displayed by the “view” button 405 is an example of a screen for notifying one player of the progress of the game on the individual map selected by another player in response to an instruction from one player.

  FIG. 6A shows an example of the game progress screen 500. FIG. 6B is a diagram for explaining the configuration of the individual map. In the game progress screen 500, a state in which the entire individual map is viewed from an oblique direction is displayed. Each individual map includes a building installation area 510, a soldier placement area 520, and a battle status display area 530.

  The building installation area 510 is an area where an enemy base building is installed and an enemy character exists. In the game progress screen 500 of FIG. 6A, enemy base buildings 502 to 506 are arranged in the building installation area 510. An enemy character (not shown) is also arranged in the building installation area 510.

  The soldier placement area 520 is an area where the player can place a soldier by tapping, for example. Soldiers cannot be placed in the building installation area 510 and the battle status display area 530, but can be placed only in the soldier placement area 520. Each player participating in the battle arranges an object such as a friendly soldier on the soldier arrangement area 520 to defeat the enemy character and destroy the buildings 502 to 506 at the enemy base. For example, if the enemy bases of a predetermined ratio or more such as 50% can be destroyed within the time limit, the player is determined to succeed in capturing the individual map. On the other hand, if the enemy base could not be destroyed more than a predetermined percentage within the time limit, or if all the soldiers on the player side were defeated by the enemy character, the capture of that individual map failed, The player loses. It should be noted that an upper limit is set for the number of soldiers that can be placed on the soldier placement area 520 by each player within the range of drawing restrictions according to the terminal specifications.

  The battle situation display area 530 is an area for displaying a battle result or a battle situation (game progress) of another player on another adjacent individual map. Each player can directly influence the progress of the game by his / her own operation on the individual map he / she selected, but the game progresses depending on his / her operation on other individual maps. Can not directly affect. The display of the battle status display area 530 on the portable terminal 2 of each player changes according to the progress of the game on another individual map that cannot be directly influenced by the player.

  FIG. 7A to FIG. 8B are diagrams showing an example of display changes in the battle status display area 530.

  FIG. 7A shows a game progress screen 500 displayed on the portable terminal 2 of the player who is on the individual map G where the central base 110 is located. In this example, it is assumed that the individual maps C, F, H adjacent in the upward direction and the left-right direction have not been captured by any player, and only the individual map K adjacent in the downward direction has already been captured. Reflecting this, on the game progress screen 500 of the player of the individual map G, a wall 531 is displayed in the upward and lateral battle status display areas 530, and a broken wall 532 is displayed in the downward battle status display area 530. Has been. In this case, for example, the player of the individual map G can arrange soldiers only in the downward area 521 that can invade through the broken wall 532 in the soldier arrangement area 520.

  FIG. 7B shows a game progress screen 500 of the player on the individual map G when the individual map C is captured by another player. When the individual map C is captured by another player while the player of the individual map G is playing, on the game progress screen 500 of the player of the individual map G, the upward battle situation display is reflected. The wall 531 in the area 530 is changed to a broken wall 532. Thereby, for example, the player of the individual map G can newly arrange soldiers in the upward area 522 in the soldier arrangement area 520.

  FIG. 8A shows another example of the game progress screen 500 displayed on the mobile terminal 2 of the player on the individual map G. In this example, the individual maps C and F adjacent in the upward and left directions have not been captured by any player, and the individual maps H and K adjacent in the right and downward directions have already been captured. To do. Reflecting this, on the game progress screen 500 of the player of the individual map G, enemy cannons 533 are displayed in the upward and leftward battle situation display areas 530. In this case, for example, the player of the individual map G can arrange soldiers only in the downward and right areas 521 and 523 that are not attacked by the cannon 533 in the soldier arrangement area 520.

  FIG. 8B shows a game progress screen 500 of the player on the individual map G when the individual map F is captured by another player. When the individual map F is captured by another player while the player of the individual map G is playing, the game progress screen 500 of the player of the individual map G reflects the fact and displays the battle situation in the left direction. The cannon 533 in the area 530 is changed to a broken cannon 534. Accordingly, for example, the player of the individual map G can newly arrange soldiers in the soldier arrangement area 524 in the left direction in the soldier arrangement area 520.

  Such a display change in the battle situation display area 530 is preferably performed in real time, but there may be a certain time difference. By changing the display of the battle situation display area 530, each player can grasp the battle results or battle situation of other players on the other individual maps while playing the game on the individual map selected by the player. For example, when the individual maps C, F, H, and K adjacent to each other in the vertical and horizontal directions are captured, the building installation area 510 where the central base 110 is located can be attacked from the direction of the individual maps. Therefore, the player on the individual map G can more accurately determine where to place the soldiers, so that the central base 110 can be attacked in a more advantageous situation in cooperation with the player of the adjacent individual map. Is possible.

  In addition, not only the individual map G of the central base 110 but also the battle results or the battle situation of adjacent individual maps may be reflected in the battle situation display area 530 in all the individual maps A to M. Alternatively, a battle result or a battle situation of an adjacent individual map may be reflected in the battle situation display area 530 only in a specific individual map.

  In order to realize the above functions, the terminal processing unit 25 includes a game progress unit 251, a screen creation unit 252, a map selection unit 253, an object placement unit 254, and a display control unit 255. Each of these units is a functional module realized by a program executed by a processor provided in the terminal processing unit 25. Or these each part may be mounted in the portable terminal 2 as firmware.

  The game progression unit 251 is an example of a progression control unit that starts a game on a map selected by each player in accordance with instructions from a plurality of players and advances the game.

  The game progression unit 251 transmits a selection screen request including the player ID of the player and / or the terminal ID of the portable terminal 2 to the server 3 by the terminal communication unit 21 according to the operation by the player. In response to this, when the selection screen display data is received from the server 3 via the terminal communication unit 21, the game progress unit 251 instructs the screen creation unit 252 to create the map selection screen 400. The selection screen display data includes the individual map ID and the player ID of the player participating in the battle on the individual map. The game progression unit 251 stores these pieces of information in the entire map table.

  In addition, when the player gives an instruction to select an individual map on the map selection screen 400 via the operation unit 23, the game progress unit 251 instructs the map selection unit 253 to execute the process.

  Further, when the “battle” button 404 is selected for a certain individual map by the player, the game progression unit 251 issues a game start request including the player ID of the player, the terminal ID of the portable terminal 2, and the target individual map ID. And transmitted to the server 3 by the terminal communication unit 21. In response to this, when a game start instruction is received from the server 3 via the terminal communication unit 21, the game progress unit 251 instructs the screen creation unit 252 to create the game progress screen 500.

  Further, when the “view” button 405 is selected for a certain individual map by the player, the game progress unit 251 displays a map including the player ID of the player and / or the terminal ID of the portable terminal 2 and the target individual map ID. The request is transmitted to the server 3 by the terminal communication unit 21. In response to this, when the map display data is received from the server 3 via the terminal communication unit 21, the game progress unit 251 instructs the screen creation unit 252 to create the game progress screen 500. The map display data includes soldier IDs such as soldiers and enemy characters currently arranged on the target individual map, enemy character IDs, and information on their arrangement positions.

  In addition, when an instruction to place a soldier on the game progress screen 500 is given via the operation unit 23 by a player participating in a battle on the individual map, the game progress unit 251 displays the soldier selected by the player. An object arrangement request including the soldier ID and its arrangement position is transmitted to the server 3 by the terminal communication unit 21. In addition, when an object placement instruction is received from the server 3 via the terminal communication unit 21, the game progression unit 251 instructs the object placement unit 254 to place an object.

  When the game progress reflection instruction is received from the server 3 via the terminal communication unit 21 while the game progress screen 500 is displayed, the game progress unit 251 instructs the display control unit 255 to update the game progress screen 500. To do. In addition, when the game progress unit 251 receives a game end notification from the server 3 via the terminal communication unit 21 while the player participates in the battle on the individual map, the game progress unit 251 ends the battle. If a battle situation reflection instruction indicating that another individual map has been captured has been received, or if one's own map has been captured, the game progress unit 251 indicates that the target individual map has been captured. Reflect on the table.

  In addition, the game progression unit 251 periodically transmits and receives a ping to and from the server 3 and measures latency (communication delay) when the mobile terminal 2 communicates with the server 3. Then, the game progression unit 251 transmits the measurement result to the server 3.

  The screen creation unit 252 creates display data of the map selection screen 400 and the game progress screen 500 in accordance with an instruction from the game progress unit 251 and outputs the display data to the display unit 24.

  When the game progression unit 251 receives selection screen display data from the server 3, the screen creation unit 252 extracts an individual map ID included in the selection screen display data and a player ID corresponding to the individual map. Then, the screen creation unit 252 refers to the entire map table using the extracted individual map ID as a key, and determines the position of the target individual map on the entire map. Further, the screen creation unit 252 acquires the image data of the entire map stored in the terminal storage unit 22, and arranges the icons 401 for the number of players extracted at the position of the target individual map on the entire map. Display data of the map selection screen 400 is created.

  When the game progression unit 251 receives a game start instruction from the server 3, the screen creation unit 252 refers to the entire map table using the individual map ID included in the game start instruction as a key, and the image file name of the target individual map To extract. Further, the screen creation unit 252 extracts an enemy character ID, an image file name, and an arrangement position such as each enemy character arranged on the individual map from the individual map table of the target individual map. Then, the screen creation unit 252 acquires image data such as an individual map and enemy characters corresponding to the extracted image file name from the terminal storage unit 22. Then, the screen creation unit 252 arranges image data such as enemy characters on the image data of the individual map according to the extracted arrangement position, and creates display data of the game progress screen 500.

  Further, when the game progression unit 251 receives the map display data from the server 3, the screen creation unit 252 extracts the soldier ID, the enemy character ID, and the arrangement position included in the map display data. Then, the screen creation unit 252 extracts image file names such as soldiers and enemy characters arranged on the individual map from the soldier table and the individual map table of the target individual map. Then, the screen creation unit 252 acquires image data such as individual maps, soldiers, and enemy characters corresponding to the extracted image file names from the terminal storage unit 22. Then, the screen creation unit 252 creates display data of the game progress screen 500 by arranging image data such as soldiers and enemy characters on the image data of the individual map according to the extracted arrangement position.

  The map selection unit 253 is an example of a selection control unit that causes each player to select one of a plurality of maps. When the player gives an instruction to select an individual map on the map selection screen 400 via the operation unit 23, the map selection unit 253 participates in the battle on the individual map image 402 and the individual map. The player image 403, the “fight” button 404 and the “view” button 405 are acquired from the terminal storage unit 22. Then, the map selection unit 253 creates display data in which those images are arranged on the map selection screen 400 and outputs the display data to the display unit 24.

  However, when the number of players participating in the battle on the selected individual map has reached the upper limit, the map selection unit 253 grays out the “battle” button 404, etc. "Button 404 cannot be selected. On the other hand, when the number of players participating in the battle on the selected individual map has not reached the upper limit, the map selection unit 253 accepts a selection operation of the “fight” button 404 by the player.

  The map selection unit 253 limits the individual maps that can be selected by each player according to the progress of the game. For example, when all the individual maps adjacent to the selected individual map in the upper, lower, left, and right directions are not captured, and the selected individual map is not in contact with the outer peripheral portion of the entire map 100, the map selection unit In step 253, the “fight” button 404 is grayed out to prevent the player from selecting the “fight” button 404. On the other hand, if any or all of the individual maps adjacent to the selected individual map in the top, bottom, left, and right are captured, or if the selected individual map is in contact with the outer peripheral portion of the entire map 100, the map The selection unit 253 receives a selection operation of the “fight” button 404 by the player.

  For the “view” button 405, the map selection unit 253 accepts a selection operation by the player for any individual map.

  When the game progression unit 251 receives an object placement instruction including a soldier ID and the placement position of the soldier from the server 3, the object placement unit 254 extracts an image file name corresponding to the soldier ID from the soldier table. Then, the object placement unit 254 acquires the soldier image data corresponding to the extracted image file name from the terminal storage unit 22 and displays the game progress screen 500 in which the soldier image data is placed at the placement position on the target individual map. Configure and output to the display unit 24.

  Further, when the object placement unit 254 receives an instruction from the server 3 to extinguish the object in response to, for example, any soldier or enemy character being defeated by a battle between a friendly soldier and an enemy character, it responds. The object disappears from the game progress screen 500.

  The display control unit 255 is an example of a progress status reflection unit that reflects the progress status of a game by another player who has selected another individual map different from the individual map in the display of the individual map selected by each player. When the game progress unit 251 receives a battle situation reflection instruction from the server 3 while the game progress screen 500 is displayed, the display control unit 255 displays the game progress state on the individual map included in the battle situation reflection instruction. This is reflected on the screen 500. This battle situation reflection instruction is transmitted from the server 3 when, for example, an individual map adjacent to the individual map displayed on the game progress screen 500 is captured by another player.

  The display control unit 255 extracts the individual map ID included in the battle situation reflection instruction received by the game progression unit 251 and refers to the entire map table to thereby display the individual map corresponding to the individual map ID. Determine the positional relationship with the map. And the display control part 255 changes the display about the thing nearest to the individual map notified by the battle condition reflection instruction among the four battle situation display areas 530 displayed at the four corners of the game progress screen 500. Create For example, as illustrated in FIGS. 7A to 8B, the display control unit 255 may cause a broken wall 532 or a broken cannon to break the wall 531 or the cannon 533 displayed in the target battle situation display area 530. Display data changed to 534 is created. Thereby, the display control unit 255 reflects on the display of the game progress screen 500 that the individual map notified by the battle situation reflection instruction has been captured by another player.

  In this manner, the display control unit 255 reflects the progress of the game on the other individual maps in the battle situation display area 530 that is the peripheral portion of the individual map. In other words, the display control unit 255 reflects the progress of the game on the other individual maps in at least a part of the area where an object such as a soldier cannot be placed on the individual map selected by each player.

  When a battle status reflection instruction is notified from the server 3 in response to the capture of another individual map by another player, the display control unit 255 displays the display of the walls of the battle status display area 530 in the corresponding direction, Change the display to a broken wall. Alternatively, when the server 3 is instructed to reflect the battle situation step by step according to the degree of capture of another individual map by another player (for example, the battle situation of 20% destruction, 50% destruction, 80% destruction, etc.) The display control unit 255 may change the display of the battle situation display area 530 step by step according to the degree of capture.

  FIG. 9 is a diagram illustrating an example of a schematic configuration of the server 3. The server 3 includes a server communication unit 31, a server storage unit 32, and a server processing unit 33.

  The server communication unit 31 includes a communication interface circuit for connecting the server 3 to the Internet 7 and performs communication with the Internet 7. And the server communication part 31 supplies the data received from the portable terminal 2 grade | etc., To the server process part 33. FIG. In addition, the server communication unit 31 transmits the data supplied from the server processing unit 33 to the mobile terminal 2 or the like.

  The server storage unit 32 includes, for example, at least one of a magnetic tape device, a magnetic disk device, a flash memory, and an optical disk device. The server storage unit 32 stores an operating system program, a driver program, an application program, data, and the like used for processing in the server processing unit 33. For example, the server storage unit 32 stores, as an application program, a game management program that performs object arrangement control and operation control. In addition, the server storage unit 32 includes, as data, an overall map table (FIG. 10 (a)) for managing the entire map, and an individual map table (FIG. 10 (b)) for each individual map that manages each individual map constituting the entire map. )), A soldier table (FIG. 10 (c)) for managing a friendly soldier used by the player, a player table (FIG. 10 (d)) for managing the player, and a terminal table for managing the portable terminal 2 used by the player. (FIG. 10 (e)), image data, video data, etc. relating to objects such as enemy characters and friendly soldiers are stored. Further, the server storage unit 32 may store temporary data related to a predetermined process.

  FIG. 10A to FIG. 10E are diagrams illustrating examples of data structures of various tables stored in the server storage unit 32.

  FIG. 10A shows an example of the entire map table. As in FIG. 3 (a), the entire map table includes individual map IDs, image file names, arrangement positions, levels, player IDs of players who are playing, and individual items for each individual map constituting the entire map. Whether or not the map has already been captured is stored.

  FIG. 10B shows an example of the individual map table. An individual map table is prepared for each individual map. Similarly to the one in FIG. 3B, one individual map table includes an enemy character ID, type, and image file for each enemy character arranged in the individual map. The name, level, arrangement position, etc. are stored.

  FIG. 10C shows an example of a soldier table. As in FIG. 3C, the soldier table stores the soldier ID, the image file name, the level of the soldier, and the like.

  FIG. 10D shows an example of the player table. The player table stores, for each player registered in the game system 1, the player ID, name, image file name, level of the player, soldier ID and number of soldiers possessed by the player, and the like.

  FIG. 10E shows an example of a terminal table. For each player registered in the game system 1, the terminal table stores the terminal ID of the portable terminal 2 used by the player, the player ID, the latency when the portable terminal 2 and the server 3 communicate, and the like. .

  In the game system 1, as shown in FIGS. 3A to 3C and FIGS. 10A to 10C, the terminal storage unit 22 and the server storage unit 32 have the same overall map table, An individual map table and a soldier table are stored. However, if the terminal processing unit 25 controls the server 3 to inquire about the information of these tables as necessary, only the server storage unit 32 may store these tables.

  The server processing unit 33 includes one or a plurality of processors and their peripheral circuits. The server processing unit 33 is, for example, a CPU, and comprehensively controls the overall operation of the server 3. The server processing unit 33 controls the operation of the server communication unit 31 and the like so that various processes of the server 3 are executed in an appropriate procedure based on a program and the like stored in the server storage unit 32. The server processing unit 33 executes processing based on programs (operating system program, driver program, application program, etc.) stored in the server storage unit 32. Further, the server processing unit 33 can execute a plurality of programs (such as application programs) in parallel.

  The server processing unit 33 includes a game control unit 331, a start control unit 332, an object control unit 333, and a display change instruction unit 334. Each of these units is a functional module realized by a program executed by a processor included in the server processing unit 33. Alternatively, each of these units may be mounted on the server 3 as firmware.

  When the selection screen request is received from the portable terminal 2 via the server communication unit 31, the game control unit 331 refers to the entire map table stored in the server storage unit 32, and for each individual map, the individual map ID and its map The player ID of the player participating in the battle on the individual map is extracted. Then, the game control unit 331 transmits selection screen display data including the extracted individual map ID and the player ID corresponding to the individual map to the mobile terminal 2 that is the transmission source of the selection screen request via the server communication unit 31. .

  When the game start request for the individual map is received from the mobile terminal 2 via the server communication unit 31, the game control unit 331 instructs the start control unit 332 to execute the process.

  When receiving a map display request from the mobile terminal 2 via the server communication unit 31, the game control unit 331 displays a soldier ID, an enemy character ID, The map display data including the information on the arrangement positions thereof is transmitted to the mobile terminal 2 that is the transmission source of the map display request via the server communication unit 31. Note that the game control unit 331 stores the player ID of the player who transmitted the map display request in the target individual map column in the overall map table.

  In addition, when an object placement request is received from the mobile terminal 2 via the server communication unit 31, the game control unit 331 instructs the object control unit 333 to execute processing.

  Further, the game control unit 331 determines, for each individual map, whether or not the players participating in the battle have destroyed more than a predetermined proportion of enemy positions within the time limit. When the enemy positions exceeding a predetermined ratio can be destroyed within the time limit, the game control unit 331 is fighting on the same individual map or viewing the same individual map. In response to this, a game end notification indicating that the player has won is transmitted. At this time, the game control unit 331 instructs the display change instruction unit 334 to execute the process, and reflects that the target individual map has been captured in the entire map table. On the other hand, if the enemy base could not be destroyed within the time limit by a predetermined ratio or if all the soldiers on the player side were defeated by the enemy character, the game control unit 331 lost the player. A game end notification indicating the presence is transmitted to the portable terminal 2 of the target player.

  In addition, the game control unit 331 periodically receives latency information from each mobile terminal 2 and stores the information in the terminal table of the server storage unit 32.

  When the game control unit 331 receives a game start request for the same individual map from the mobile terminals 2 of a plurality of players, the start control unit 332 causes the mobile terminal 2 and the server 3 to start the game at substantially the same timing. adjust. At that time, the start control unit 332 refers to the terminal table using the terminal ID included in the game start request as a key, and determines a time point after a period longer than the latency of each target mobile terminal 2 as the start time of the game. . For example, when a game start request for the same individual map is received from the mobile terminal 2 having a latency of 50 ms and the mobile terminal 2 having a latency of 100 ms, the start control unit 332 determines the game start time after the elapse of 200 ms. . Then, the start control unit 332 transmits a game start instruction including the target player ID, the individual map ID, and the determined start time to each mobile terminal 2 that has transmitted the game start request via the server communication unit 31. The start control unit 332 starts the game after the determined start time, and each mobile terminal 2 that has received the game start instruction starts the game after a time obtained by subtracting its own latency from the notified start time. In addition, the start control unit 332 adds the player ID of the player who participated in the battle for the target individual map in the overall map table.

  When the game control unit 331 receives an object placement request from the mobile terminal 2, the object control unit 333 sends an object (at almost the same timing to the mobile terminal 2 of each player who is fighting on the same individual map or watching the same individual map. Adjust so that the soldier is placed. At that time, the object control unit 333 extracts the player IDs of all players who are fighting on the same individual map as the player who transmitted the object placement request or viewing the individual map by referring to the entire map table. . Then, the object control unit 333 refers to the terminal table and determines a time point after a period longer than the latency of each portable terminal 2 corresponding to each extracted player ID as the requested object arrangement time. For example, when the latency of the mobile terminal 2 of two players who are fighting on the same individual map or watching the same individual map is 50 ms and 100 ms, the object control unit 333 will wait 200 ms after the current time, Decide on the placement time of the requested object.

  Further, the object control unit 333 extracts the soldier ID and the arrangement position included in the object arrangement request. Then, the object control unit 333 fights the object placement instruction including the target soldier ID, the placement position, and the determined placement time on the same individual map as the player who transmitted the object placement request, or looks at the individual map. It transmits to the portable terminal 2 of each player via the server communication unit 31. The object control unit 333 arranges the target soldier after the determined arrangement time, and each portable terminal 2 that has received the object arrangement instruction arranges the target soldier after a time obtained by subtracting its own latency from the notified arrangement time.

  Further, the object control unit 333 controls the operation of the object currently arranged on each individual map. For this purpose, the object control unit 333 calculates the movement destination (new arrangement position) over time for all the objects currently arranged on each individual map at regular time intervals. Then, the object control unit 333 fights the object placement instruction including the soldier ID of each soldier, the enemy character ID of each enemy character, and their new placement positions on the same individual map, or displays the same individual map. It transmits via the server communication part 31 to the portable terminal 2 of all the players who are watching.

  In addition, the object control unit 333 determines, for example, whether one of the soldiers has been defeated by the battle between the ally soldier and the enemy character. Then, if any soldier is defeated, an instruction to extinguish the soldier from the game progress screen 500 is included in the object placement instruction.

  When a certain individual map is captured, the display change instructing unit 334 refers to the entire map table, and the individual map ID of the individual map adjacent to the individual map, and is fighting with the adjacent individual map or the individual map The player ID of the player who is viewing the map is extracted. Then, the display change instruction unit 334 transmits a battle situation reflection instruction indicating that the adjacent individual map has been captured to the mobile terminal 2 of the extracted player ID. Note that the display change instruction unit 334 is not limited to when an individual map is captured, but depending on the capture degree of each individual map, the display change instruction unit 334 is fighting with another individual map adjacent to the individual map or viewing the individual map. The game situation reflection instruction may be transmitted step by step to the portable terminal 2 of the player who is playing.

  The display change instruction unit 334 is not limited to other individual maps adjacent to the captured individual map, but is fighting on another individual map that is not adjacent to the captured individual map (two or more maps away) or The game situation reflection instruction may also be transmitted to the portable terminal 2 of the player who is viewing the individual map. As a result, for example, the result of the player in a separate individual map that is not adjacent to the user placing a bomb may be reflected in the display of the battle situation display area 530 in the target individual map.

  FIG. 11 is a sequence diagram illustrating an operation example of the mobile terminal 2 and the server 3. The operation of the mobile terminal 2 is executed mainly by the terminal processing unit 25 in cooperation with each element of the mobile terminal 2 based on a program stored in the terminal storage unit 22 in advance. The operation of the server 3 is executed mainly by the server processing unit 33 in cooperation with each element of the server 3 based on a program stored in the server storage unit 32 in advance. In FIG. 11, the portable terminals of two players A and B who are fighting on the same individual map or watching the same individual map are represented as portable terminals 2A and 2B, and are fought on other individual maps adjacent to the individual map. A mobile terminal of the player C who is watching or viewing the individual map is represented as a mobile terminal 2C.

  First, the portable terminal 2A transmits a selection screen request to the server 3 in response to an operation by the player A (step S1). In response to this, the server 3 transmits selection screen display data to the mobile terminal 2A (step S2), and the mobile terminal 2A displays the map selection screen 400 on the display unit 24 based on the received selection screen display data (step S2). S3). Similarly, the selection screen request and the selection screen display data are exchanged between the portable terminal 2B and the server 3, and the map selection screen 400 is also displayed on the display unit 24 of the portable terminal 2B (steps S4 to S6).

  When the players A and B select the same individual map on the map selection screen 400 displayed on their mobile terminals 2A and 2B and operate the “fight” button 404, the mobile terminals 2A and 2B A game start request is transmitted to the server 3 (steps S7 and S8). Then, in the server 3, the start control part 332 determines the timing which starts a game based on latency of portable terminal 2A, 2B (step S9). And the server 3 transmits the game start instruction | indication including the information of the game start time to portable terminal 2A, 2B (step S10, S11).

  Thereby, portable terminal 2A, 2B and the server 3 advance the game about the object individual map according to the instruction | indication from player A, B (step S12-S14). Here, when the player A gives an instruction to place a soldier on the game progress screen 500, the portable terminal 2A transmits an object placement request to the server 3 (step S15). Then, in the server 3, the object control unit 333 determines the timing for arranging the object (soldier) based on the latency of the mobile terminals 2A and 2B (step S16). And the server 3 transmits the object arrangement | positioning instruction | indication containing the information of the arrangement | positioning time of an object to portable terminal 2A, 2B (step S17, S18). Thereafter, the portable terminals 2A and 2B and the server 3 advance the game for the target individual map in accordance with instructions from the players A and B (steps S19 to S21).

  When the target individual map is captured by the players A and B, the server 3 transmits a game end notification to the mobile terminals 2A and 2B (steps S22 and S23). On the other hand, in another individual map adjacent to the target individual map, the portable terminal 2C advances the game in accordance with an instruction from the player C (step S24). The server 3 transmits a battle situation reflection instruction indicating that the individual maps of the players A and B have been captured to the portable terminal 2C of the player C of another individual map adjacent to the individual maps of the players A and B (step S25). ). Thereby, the mobile terminal 2C changes the display of the battle status display area 530 in the game progress screen 500, reflecting the progress status of the game that the individual maps of the players A and B have been captured (step S26). Thus, the operation of reflecting the progress of the game by the player who has selected a certain individual map on the display of the individual map of another player is completed.

  As described above, in the game provided by the game system 1, for example, when the first player selects the first map and the second player selects the second map, the first player The result of the second player capturing the second map is reflected in the display of the first map in which the player is playing. Thereby, in the game system 1, each player can grasp the progress of the game on another map, and a plurality of players can play a game in cooperation with each other.

  In the above description, the level indicating the difficulty level of the capture of each individual map has been described as being preliminarily determined in the overall map table. However, whether or not individual maps adjacent in the vertical and horizontal directions are captured is determined. Accordingly, the difficulty level of the capture of the central individual map may be changed. For example, the difficulty level of the capture of the central individual map may be increased as the number of unexploited maps among the four individual maps adjacent in the vertical and horizontal directions increases. In this case, as a method of proceeding with the game, it takes time to capture an individual map around the central base 110 and advantageously advance the battle at the central base 110, or proceed straight from the outside of the entire map and quickly center. Various strategies, such as whether to capture the base 110, can be considered. For this reason, it becomes possible to make a game deeper.

  Further, the difficulty level of the capture of the individual map may be changed according to the level of the player participating in the battle on one individual map. For example, the higher the level of the player, the larger the area of the individual map, and the stronger the enemy characters that appear, the higher the difficulty of capturing the individual map.

  Further, the difficulty level of the capture of each individual map may be displayed on the map selection screen 400 or the game progress screen 500, or the difficulty level may not be displayed. If there is a display of the difficulty level, each player can consider the order of selection of the individual maps, for example, in order from the simple to the difficult. For this reason, it is possible to give different game characteristics depending on whether or not the difficulty level is displayed.

  Or you may enable it for a player to acquire an item if each individual map is captured. In this case, the type and number of items that can be acquired may be changed for each individual map. Further, it may be clearly indicated to the player which item can be acquired with which individual map. Thereby, it is possible to give the player a pleasure of making a strategy as to which route should be used to attack the enemy base, and it is possible to improve the game's preference.

  The computer program for causing the computer to realize the functions of the terminal processing unit 25 and the server processing unit 33 is recorded on a computer-readable recording medium such as a semiconductor recording medium, a magnetic recording medium, or an optical recording medium. It may be provided in the form and installed in the terminal storage unit 22 and the server storage unit 32 from the recording medium using a known setup program or the like.

  It should be understood by those skilled in the art that various changes, substitutions and modifications can be made thereto without departing from the spirit and scope of the present invention.

DESCRIPTION OF SYMBOLS 1 Game system 2 Portable terminal 21 Terminal communication part 22 Terminal memory | storage part 23 Operation part 24 Display part 25 Terminal process part 251 Game progress part 252 Screen creation part 253 Map selection part 254 Object arrangement part 255 Display control part 3 Server 31 Server communication part 32 server storage unit 33 server processing unit 331 game control unit 332 start control unit 333 object control unit 334 display change instruction unit

Claims (12)

  1. Location information in the first game space of a plurality of maps which constitutes one game space, and a storage unit for storing information identifying a player is selected each map, a plurality of players are divided into the plurality of map A computer control method for proceeding with a game to be played simultaneously, the computer comprising:
    A selection step of causing each of the plurality of players to select one of the plurality of maps;
    In accordance with instructions from the plurality of players, a progressing step of progressing the game on a map selected by each of the plurality of players;
    In the display of the map selected by each of the plurality of players, the progress of the game by another player who has selected another map different from the map, and the positional relationship between the map and another map different from the map Reflecting step to reflect based on
    A computer control method comprising:
  2.   The method according to claim 1, wherein in the reflecting step, the computer reflects the progress of the game on another map adjacent to the map selected by each of the plurality of players in the display.
  3.   The method according to claim 2, wherein in the reflecting step, the computer changes an image based on whether or not the other player has captured the other map.
  4.   The method according to claim 3, wherein in the reflecting step, the computer changes the display stepwise in accordance with a degree of capture of the other map by the other player.
  5.   The said reflection step WHEREIN: The said computer reflects the progress of the game on the said other map in the peripheral part of the map which each of these several players selected. The method described.
  6. In the progression step, the computer proceeds the game by arranging objects in accordance with instructions from the plurality of players on the maps selected by the plurality of players,
    Each of the plurality of maps includes an area where the object can be arranged and an area where the object cannot be arranged,
    In the reflecting step, the computer reflects the progress of the game on the other map in at least a part of the area where the object cannot be arranged on the map selected by each of the plurality of players. Item 5. The method according to any one of Items 1 to 4.
  7. In the progressing step, the computer displays the map selected by one player in response to the fact that the progress of the game by the other player who has selected another map different from the map is reflected. The method according to claim 6, wherein the area in which the one player can instruct the placement of the object is enlarged.
  8. Wherein in the selection step, the computer, for each of said plurality of maps, a limit on the number of players to choose the map, the method according to any one of claims 1-7.
  9. Wherein in the selection step, the computer, in accordance with the progress status of the game, among the plurality of maps, each of said plurality of players to limit the selectable map, any one of claims 1-8 The method described in 1.
  10. In response to an instruction from a player, a game the computer the progress of the map other player selects further has a notification step of notifying the player of the one, to one of the claims 1-9 The method described.
  11. Location information in the first game space of a plurality of maps which constitutes one game space, and a storage unit for storing information identifying a player is selected each map, a plurality of players are divided into the plurality of map A computer control program for proceeding with a game to be played simultaneously.
    A function of allowing each of the plurality of players to select one of the plurality of maps;
    A function of advancing the game on a map selected by each of the plurality of players in response to an instruction from the plurality of players;
    In the display of the map selected by each of the plurality of players, the progress of the game by another player who has selected another map different from the map, and the positional relationship between the map and another map different from the map The function to reflect based on
    A computer control program characterized by realizing the above.
  12. A computer in which a plurality of players are divided into a plurality of maps constituting one game space and play a game that is played simultaneously,
    A storage unit for storing position information of the plurality of maps in the one game space, and information for identifying a player selecting each map;
    A selection control unit that causes each of the plurality of players to select one of the plurality of maps;
    In accordance with instructions from the plurality of players, a progress control unit that advances the game on a map selected by each of the plurality of players;
    In the display of the map selected by each of the plurality of players, the progress of the game by another player who has selected another map different from the map, and the positional relationship between the map and another map different from the map A progress reflecting unit to be reflected based on
    A computer comprising:
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US15/274,773 US10039984B2 (en) 2013-12-20 2016-09-23 Method for controlling computer, recording medium and computer
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