WO2014155414A1 - ビデオゲーム処理装置、及びビデオゲーム処理プログラム - Google Patents
ビデオゲーム処理装置、及びビデオゲーム処理プログラム Download PDFInfo
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- WO2014155414A1 WO2014155414A1 PCT/JP2013/002018 JP2013002018W WO2014155414A1 WO 2014155414 A1 WO2014155414 A1 WO 2014155414A1 JP 2013002018 W JP2013002018 W JP 2013002018W WO 2014155414 A1 WO2014155414 A1 WO 2014155414A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/305—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
Definitions
- the present invention relates to a technique for controlling the progress of a video game by displaying an object on a display screen of a display device.
- An object of the present invention is to display an object in a display mode that is easy for the user to operate and reduces the number of erroneous operations by the user.
- the video game processing apparatus of the present invention is a video game processing apparatus that controls the progress of a video game by displaying an object on the display screen of the display device, and displays the object on the display screen of the display device to progress the video game.
- a video game processing apparatus for controlling a display wherein a plurality of panels are displayed in a predetermined arrangement within a predetermined area of the display screen, and a plurality of panels displayed by the panel display means
- a selection operation receiving means for receiving any selection operation from the user, a continuous selection panel specifying means for specifying a panel that can be continuously selected according to the panel indicated by the selection operation received by the selection operation receiving means, and the continuous selection
- the panel that can be continuously selected specified by the panel specifying means is displayed in a display mode different from the display mode of other panels. Characterized in that it comprises a display mode changing means for changing the display mode of Le.
- the object can be displayed in a display mode that is easy for the user to operate and reduces the number of erroneous operations by the user.
- the continuous selection panel specifying unit may be configured to specify a panel adjacent to the panel selected by the user by the selection operation receiving unit as a panel that can be continuously selected.
- Panel information storage means for storing panel information including attribute information indicating panel attributes, wherein the continuous selection panel specifying means is based on a panel attribute selected by the user by the selection operation accepting means and a predetermined rule.
- the continuous selection panel specifying means is based on a panel attribute selected by the user by the selection operation accepting means and a predetermined rule.
- the display mode changing means may be configured to increase the size of the panel that can be continuously selected specified by the continuous selection panel specifying means as compared with other panels.
- the display mode changing unit may be configured to change a display mode of a panel other than the continuously selectable panel specified by the continuous selection panel specifying unit.
- the display device may have a touch panel function, and the selection operation reception unit may be configured to receive a drag operation from a user.
- the video game processing program of the present invention is a video game processing program for realizing a function of controlling a video game processing device that displays an object on a display screen of a display device and controls the progress of the video game,
- a panel display function for displaying a plurality of panels in a predetermined arrangement in a predetermined area of the display screen on the video game processing device, and a selection operation of any of the plurality of panels displayed by the panel display function
- Selection operation reception function for receiving a user
- continuous selection panel specification function for specifying a panel that can be continuously selected according to the panel indicated by the selection operation received by the selection operation reception function
- the continuous selection panel specification function Display the panel so that the continuously selectable panel has a display mode different from the display mode of other panels. It is intended for realizing a display mode changing function of changing a mode.
- an object can be displayed in a display mode that is easy for the user to operate and reduces the number of erroneous operations by the user.
- FIG. 1 is a block diagram showing an example of the configuration of a video game processing system 100 according to an embodiment of the present invention.
- a video game processing system 100 includes user terminals 11 to 1N (N is an arbitrary integer) used by a plurality of users (players), and a video game processing server 30.
- N is an arbitrary integer
- the configuration of the video game processing system 100 is not limited thereto, and a single user terminal may be used by a plurality of users, or a configuration including a plurality of servers.
- Each of the plurality of user terminals 11 to 1N is managed by a user (player) who performs a video game.
- a user For example, a mobile phone terminal or a PDA (Personal) (Digital Assistants) and a portable communication terminal capable of playing a network distribution game such as a portable game device.
- Each of the plurality of user terminals 11 to 1N is connected to the communication network 40 and communicates with the video game processing server 30 to execute a video game (for example, a display device or a display device that displays a game screen). Audio output device etc.) and software.
- the plurality of user terminals 11 to 1N may be configured to be able to perform direct communication without using the video game processing server 30.
- each of the display devices of the plurality of user terminals 11 to 1N has a touch panel function because the touch panel unit is laminated on the surface of a display unit such as an LCD.
- various structures such as an optical type, a resistive film type, and a pressure-sensitive type, are employable as a touch panel part.
- the user terminals 11 to 1N in this example are configured to have a touch panel function, but may be configured not to have a touch panel function.
- FIG. 2 is a block diagram illustrating an example of the configuration of the user terminal 11.
- the user terminal 11 includes a control unit 20, a communication unit 21, and a video game information storage unit 22.
- the user terminal 11 is described as an example, but the other user terminals 12 to 1N have the same configuration as the configuration provided in the user terminal 11.
- the control unit 20 includes a CPU, a ROM, and the like, and has a function for controlling the entire user terminal 11 according to a control program stored in the video game information storage unit 22.
- the communication unit 21 has a function for communicating with a plurality of user terminals 11 to 1N via a communication network 40 such as the Internet.
- the video game information storage unit 22 is configured by, for example, a database device, and stores various information related to the video game that the video game processing system 100 controls its progress, and various data such as a video game control program. It is. However, a configuration may be adopted in which a part of information relating to the video game is managed by each of the plurality of user terminals 11 to 1N.
- the video game information storage unit 22 includes a game program storage unit 22a, a character information storage unit 22b, and a panel information storage unit 22c (see FIG. 2).
- the character information storage unit 22b is a storage medium that stores character information relating to various characters for performing battle processing.
- FIG. 3 is an explanatory diagram illustrating an example of a storage state of character information.
- the character information includes a character type indicating a player character or an enemy character, a character ID that uniquely identifies the character, a character name, a character appearance, a character job, a character job, Including status.
- the job is attribute information indicating the attribute of the player character.
- player characters are assigned to jobs such as fighters, warriors, wizards, and monks. Note that the job may be configured to set only the player character, or may be configured to include the enemy character.
- the panel information storage unit 22c is a storage medium that stores panel information related to display objects that are selected by the user to execute battle processing.
- FIG. 4 is an explanatory diagram illustrating an example of a storage state of panel information. As shown in FIG. 4, the panel information includes a pattern, a job, and an action.
- the pattern is information indicating the display mode of the panel.
- the pattern in this example is stored as “fist”, “sword”, “cane”, and “cross”. Note that the pattern in this example corresponds to a job indicating an attribute.
- the action content is information indicating the content of the action to be performed by the player character in the battle process.
- the action contents in this example are stored as “attacking an enemy alone with a fist”, “attacking an enemy alone with a sword”, and “attacking an enemy alone with a magic”.
- the action content is associated with the number of panels selected by the user through the battle process, and the control unit 20 identifies the number of panels selected by the user and corresponds to the number of panels by referring to the panel information.
- the action content to be determined may be determined as the action content of the character.
- the video game processing server 30 and the plurality of user terminals 11 to 1N are each connected to a communication network 40 such as the Internet. Although not shown, the plurality of user terminals 11 to 1N are connected to the communication network 40 by performing data communication with a base station managed by a communication provider through a wireless communication line.
- the video game processing system 100 controls the progress of a video game (for example, a so-called online game or a social game (a game provided by SNS (Social Networking Service)) in which a plurality of players play in a virtual space or a virtual area.
- a video game for example, a so-called online game or a social game (a game provided by SNS (Social Networking Service))
- SNS Social Networking Service
- the video game processing server 30 is managed by an administrator of the video game processing system 100, and has various functions for providing information regarding the video game to the user terminals 11 to 1N.
- the video game processing server 30 is configured by an information processing apparatus such as a WWW server, and includes a storage medium for storing various types of information.
- FIG. 5 is a flowchart showing an example of battle processing executed by the user terminal 11 in the video game processing system 100.
- the control unit 20 of the user terminal 11 starts the battle process in response to receiving a battle start operation from the user during the game progress.
- the video game processing system 100 of this example executes a turn-based battle system.
- the player character starts to turn, the user is caused to execute a puzzle game, and the result of the executed puzzle game is displayed. Accordingly, the player's attack process is executed.
- a part of the processing shown in FIG. 5 may be executed by the video game processing server 30, or may be executed by the user terminals 12 to 1N.
- FIG. 6 is a screen diagram illustrating an example of a battle screen.
- the battle screen 300 includes a plurality of objects. That is, the battle screen 300 includes player characters PC1 to PC4, enemy characters EC1 to EC2, and a plurality of panels P.
- the player characters PC1 to PC4 in this example are displayed as cards.
- the battle screen 300 includes a character placement area for placing each character and a panel placement area for placing each panel. Each panel arranged in the panel arrangement area is arranged to be selectable in a predetermined arrangement.
- the user terminal 11 displays a plurality of panels in a predetermined arrangement in a predetermined area of the display screen so as to be selectable.
- a total of 42 panels are arranged in 7 rows ⁇ 6 panels.
- the control unit 20 determines whether or not it is an attack turn of the player character (step S102). When it is determined that it is not an attack turn of the player character (N in Step S102), the control unit 20 determines whether or not the victory condition is satisfied (Step S103).
- step S200 when it is determined that it is an attack turn of the player character (Y in step S102), a player character turn process is executed (step S200).
- FIG. 7 is a flowchart showing an example of the player character turn process.
- the control unit 20 displays a drag operation locus on the panel arrangement area received from the user in a superimposed manner on the battle screen.
- FIG. 8 is a screen diagram illustrating an example of a battle screen that displays a user's operation trajectory. As shown in FIG. 8, the trajectory T of the drag operation within the panel arrangement area received from the user is displayed so as to be superimposed on the battle screen.
- the control unit 20 receives a selection operation from any of a plurality of displayed panels from the user (step S201). That is, the control unit 20 receives a touch operation of the touch panel on the panel arranged in the panel arrangement area from the user. In this example, the drag operation by the touch operation on the touch panel is accepted from the user, but the drag operation by the mouse may be accepted.
- the control unit 20 Upon receiving a panel selection operation from the user, the control unit 20 specifies the selected panel as a starting panel, and also specifies a panel that can be continuously selected corresponding to the starting panel (that is, the next selectable panel). (Step S202). That is, the control unit 20 specifies panels that can be continuously selected according to the panel indicated by the user's selection operation.
- the control unit 20 refers to the panel information storage unit 22c that stores panel information including attribute information indicating panel attributes, and the panel attributes selected by the user by the selection operation accepting unit and predetermined rules. Based on the above, panels that can be continuously selected are specified.
- the control unit 20 of the present example is configured to specify the same attribute as that of the panel selected by the user and adjacent panels as panels that can be continuously selected. That is, in this example, the control unit 20 stores “the same attribute as that of the panel selected by the user and adjacent” as a predetermined rule.
- the control unit 20 may specify a panel having the same attribute as that of the panel selected by the user as a panel that can be continuously selected.
- the control part 20 may specify the panel of the attribute different from the attribute of the panel selected from the user as a panel which can be selected continuously. Further, a panel adjacent to the panel selected by the user may be specified as a selectable panel.
- FIG. 9 is a screen diagram showing an example of a battle screen displaying the starting point panel.
- the start panel 301 is determined by the user's selection operation among the plurality of panels displayed on the battle screen 300.
- the user terminal 11 in this example is configured to execute the process of changing the display mode in order to distinguish the starting panel from other panels, the user terminal 11 may be configured not to execute the process of changing the display mode.
- control unit 20 determines whether there is a next selectable panel (step S203). If it is determined that there is no next selectable panel, it is determined whether or not the drag operation as the selection operation for the panel received from the user is continued (step S205).
- control unit 20 displays (enlarges and displays) the next selectable panel larger than other panels (step S204).
- FIG. 10 is a screen diagram showing an example of a battle screen displaying an enlarged panel.
- a panel 302 whose “picture” is adjacent to the starting panel 301 of “sword” and has the same attribute (that is, “picture” of “sword”) is enlarged and displayed.
- control unit 20 determines whether or not the drag operation as the selection operation of the panel received from the user is continued (step S205).
- step S205 it is determined whether the drag operation for the next selectable panel is received.
- step S206 When it is determined that the drag operation for the next selectable panel is not accepted (N in step S206), the process proceeds to step S205, and the drag operation as the panel select operation received from the user is continued. It is determined whether or not.
- step S206 when it is determined that a drag operation for the next selectable panel has been received (Y in step S206), the control unit 20 updates and displays the starting point panel (step S207). That is, the control unit 20 updates and displays the panel to be dragged (that is, the panel selected by the user) as the next starting panel.
- the control unit 20 updates and displays the starting point panel (step S208). That is, the control unit 20 refers to the panel information and enlarges and displays the panel corresponding to the updated starting panel.
- FIG. 11 is a screen diagram showing an example of a battle screen displaying the updated enlarged panel.
- an adjacent panel 305 having an attribute corresponding to the updated start panel 304 that is, having “sword” “picture”
- the panel 306 that has already been selected by the user is excluded from the panel that is the target of large display, and thus is an adjacent panel that has an attribute corresponding to the start panel 304 but is not enlarged.
- step S205 it is determined whether or not the drag operation as the panel selection operation received from the user is continued (step S205).
- the control unit 20 determines whether there are three or more selected panels (Step S209).
- the video game processing apparatus 100 of this example is configured to shift to the attack determination process in response to the number of selected panels being three or more, but is limited to being three or more. I can't.
- the video game processing device may be configured to shift to the attack determination process in response to being less than three, or to the attack determination process in response to being three. Also good.
- control unit 20 executes an operation cancellation process (step S210). That is, the control unit 20 cancels the process that has been executed in the player character turn process so far, and displays the battle screen when the player character turn process is started.
- step S211 the control unit 20 executes an attack determination process (step S211).
- the control unit 20 deletes the panel selected by the user, calculates the attack character and the amount of damage according to the number of selected panels with reference to the character information, and calculates the calculated attack character Then, an attack effect is executed on the enemy character based on the damage amount, and a process of subtracting the character's HP with reference to the character information is executed.
- the control unit 20 executes a panel supplement process (step S212).
- the control unit 20 executes a panel replenishment lotter for replenishing the erased panel, determines a panel to be replenished by the replenishment lottery, and arranges the determined panel in the column of erased panels. . Further, when arranging, the control unit 20 displays the panel so as to appear from the upper frame of the panel arrangement area, and is adjacent to the panel remaining (arranged) in the column supplemented with the displayed panel. A drop display effect is displayed to display a drop. When the number of deleted panels is replenished, the control unit 20 ends the panel replenishment process.
- control unit 20 ends the player character turn process and proceeds to the battle process.
- control unit 20 determines whether or not the victory condition is satisfied (step S103).
- step S103 When it is determined that the victory condition is satisfied (Y in step S103), the control unit 20 displays the battle result (step S107).
- control unit 20 determines whether or not it is an attack turn of the enemy character (Step S104).
- Step S106 the control unit 20 determines whether or not the defeat condition is satisfied.
- the control unit 20 executes an enemy character turn process (step S105).
- the control unit 20 specifies an enemy character that performs an attack, refers to character information, calculates an attack target and a damage amount, and based on the calculated attack target and damage amount, the player character A process of subtracting the HP of the player character with reference to the character information is executed.
- control unit 20 determines whether or not the defeat condition is satisfied (step S106).
- Step S106 When it is determined that the defeat condition is not satisfied (N in Step S106), the control unit 20 proceeds to Step S102 and determines whether or not it is an attack turn of the player character.
- step S106 when it is determined that the defeat condition is satisfied (Y in step S106), the control unit 20 displays the battle result (step S107). When the battle result is displayed, the battle process is terminated.
- the video game processing device (the user terminals 11 to 1N or the video game processing server 30) that controls the progress of the video game by displaying the object on the display screen of the display device.
- a plurality of panels are displayed in a predetermined arrangement in a predetermined area of the display screen (for example, step S101), and a selection operation of any of the plurality of panels to be displayed is received from the user (for example, step S201).
- a panel that can be continuously selected is specified according to the panel indicated by the selection operation (for example, step S202), and the display mode of the panel is set so that the specified continuously selectable panel has a display mode different from the display mode of other panels.
- the configuration is changed (for example, step S204). Therefore, the object can be displayed in a display mode that is easy for the user to operate and reduces the number of erroneous operations by the user.
- the video game processing device specifies a panel that can be continuously selected according to the panel selected by the user, and the specified panel has a display mode different from the display mode of other panels. Since the display mode of the panel is changed, an object can be displayed in a display mode that is easy for the user to view, and a video game processing device that can execute a game progress by an intuitive operation can be provided. It becomes like this.
- the video game processing apparatus is configured to specify a panel adjacent to the panel selected by the user as a panel that can be continuously selected. According to such a configuration, it becomes easy to continuously select the panels displayed on the display device, so that it is possible to provide a video game processing device that is easy for the user to operate, and intuitive operation. It is possible to provide a video game processing apparatus for executing the game progress according to the above.
- the video game processing device is configured to increase the size of the specified continuously selectable panel as compared with other panels. According to such a configuration, it becomes possible to easily grasp which panel can be selected next, so that the object can be displayed in a display mode in which erroneous operations by the user are reduced.
- the video game processing apparatus may be configured to change the display mode of the panel other than the specified continuously selectable panel. According to such a configuration, a continuously selectable panel is emphasized, and it is possible to provide a video game processing apparatus that executes a game progress by an intuitive operation.
- the video game processing apparatus may be configured to darkly display a display mode of a panel other than the specified continuously selectable panel. According to such a configuration, a continuously selectable panel is emphasized, and it is possible to provide a video game processing apparatus that executes a game progress by an intuitive operation.
- the display device has a touch panel function and accepts a drag operation from the user. According to such a configuration, it is possible to provide a video game processing apparatus that executes a game progress by a more intuitive operation.
- the video game processing device has received all of the panels that can be continuously selected in response to receiving an initial selection operation for a plurality of displayed panels from the user. It is good also as a structure which changes and displays a display mode.
- FIG. 12 is a screen diagram illustrating an example of a battle screen in which the display mode of all panels that can be continuously selected is changed. That is, the video game processing device identifies all the panels that can be continuously selected by predicting the next selectable panel when the next selectable panel is the starting panel, and It is good also as a structure which changes the display mode of a panel so that a display mode differs from the display mode of another panel. According to such a configuration, since the number and positions of panels that can be continuously selected can be grasped at a glance, a video game processing device that executes a game progress by an intuitive operation is provided. Will be able to provide.
- the configuration of the video game processing system 100 is not limited to the configuration described above.
- the server 30 may execute a part or all of the processing described as processing executed by the user terminals 11 to 1N.
- the user terminals 11 to 1N may have a part or all of the storage unit included in the server 30. In other words, the other one of the functions provided in either the user terminal 11 or the video game processing server 30 in the video game processing system 100 may be provided.
- the present invention is useful for a puzzle game that allows a user to select an object.
- Control unit 21 Communication unit 22 Video game information storage unit 22a Game program storage unit 22b Character information storage unit 22c Panel information storage unit 30 Video game processing server 40 Communication network 100 Video game processing system
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Abstract
Description
Digital Assistants)、携帯型ゲーム装置などのネットワーク配信型のゲームを行うことが可能な携帯通信端末によって構成される。複数のユーザ端末11~1Nは、それぞれ、通信ネットワーク40に接続し、ビデオゲーム処理サーバ30との通信を行うことによりビデオゲームを実行するためのハードウェア(例えば、ゲーム画面を表示する表示装置や音声出力装置など)およびソフトウェアを備える。なお、複数のユーザ端末11~1Nは、ビデオゲーム処理サーバ30を介さずに直接通信を行うこともできる構成とされていてもよい。
20 制御部
21 通信部
22 ビデオゲーム情報記憶部
22a ゲームプログラム記憶部
22b キャラクタ情報記憶部
22c パネル情報記憶部
30 ビデオゲーム処理サーバ
40 通信ネットワーク
100 ビデオゲーム処理システム
Claims (7)
- 表示装置の表示画面にオブジェクトを表示してビデオゲームの進行を制御するビデオゲーム処理装置であって、
前記表示画面の所定領域内に複数のパネルを所定の配列で選択可能に表示するパネル表示手段と、
該パネル表示手段により表示される複数のパネルのうちいずれかの選択操作をユーザから受け付ける選択操作受付手段と、
該選択操作受付手段により受け付けられた選択操作が示すパネルに応じて連続選択可能なパネルを特定する連続選択パネル特定手段と、
該連続選択パネル特定手段により特定された連続選択可能なパネルが他のパネルの表示態様と異なる表示態様となるようにパネルの表示態様を変更する表示態様変更手段とを含む
ことを特徴とするビデオゲーム処理装置。 - 前記連続選択パネル特定手段は、前記選択操作受付手段によりユーザから選択されたパネルと隣接するパネルを連続選択可能なパネルとして特定する
請求項1に記載のビデオゲーム処理装置。 - パネルの属性を示す属性情報を含むパネル情報を記憶するパネル情報記憶手段を含み、
前記連続選択パネル特定手段は、前記選択操作受付手段によりユーザから選択されたパネルの属性と所定の規則とに基づいて、連続選択可能なパネルを特定する
請求項1または請求項2記載のビデオゲーム処置装置。 - 前記表示態様変更手段は、前記連続選択パネル特定手段により特定された連続選択可能なパネルのサイズを他のパネルと比べて大きくする
請求項1から請求項3のうちいずれかに記載のビデオゲーム処理装置。 - 前記表示態様変更手段は、前記連続選択パネル特定手段により特定された連続選択可能なパネル以外のパネルの表示態様を変更する
請求項1から請求項4のうちいずれかに記載のビデオゲーム処理装置。 - 前記表示装置は、タッチパネル機能を有しており、
前記選択操作受付手段は、ユーザからのドラッグ操作を受け付ける
請求項1から請求項5のうちいずれかに記載のビデオゲーム処理装置。 - 表示装置の表示画面にオブジェクトを表示してビデオゲームの進行を制御するビデオゲーム処理装置を制御する機能を実現させるためのビデオゲーム処理プログラムであって、
前記ビデオゲーム処理装置に、
前記表示画面の所定領域内に複数のパネルを所定の配列で選択可能に表示するパネル表示機能と、
該パネル表示機能により表示する複数のパネルのうちいずれかの選択操作をユーザから受け付ける選択操作受付機能と、
該選択操作受付機能により受け付けた選択操作が示すパネルに応じて連続選択可能なパネルを特定するパネルに応じて連続選択可能なパネルを特定する連続選択パネル特定機能と、
該連続選択パネル特定機能により特定した連続選択可能なパネルが他のパネルの表示態様と異なる表示態様となるようにパネルの表示態様を変更する表示態様変更機能とを
実現させるためのビデオゲーム処理プログラム。
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PCT/JP2013/002018 WO2014155414A1 (ja) | 2013-03-25 | 2013-03-25 | ビデオゲーム処理装置、及びビデオゲーム処理プログラム |
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