WO2024004999A1 - Program, and information processing system - Google Patents

Program, and information processing system Download PDF

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Publication number
WO2024004999A1
WO2024004999A1 PCT/JP2023/023752 JP2023023752W WO2024004999A1 WO 2024004999 A1 WO2024004999 A1 WO 2024004999A1 JP 2023023752 W JP2023023752 W JP 2023023752W WO 2024004999 A1 WO2024004999 A1 WO 2024004999A1
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WIPO (PCT)
Prior art keywords
game
shot
user
unit
progress
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PCT/JP2023/023752
Other languages
French (fr)
Japanese (ja)
Inventor
秀太 中前
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株式会社コロプラ
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Publication of WO2024004999A1 publication Critical patent/WO2024004999A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing 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
    • A63F13/422Processing 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 automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball

Definitions

  • the present invention relates to a program and an information processing system.
  • the present invention has been made in view of the above circumstances, and an object of the present invention is to improve the interest of the game.
  • a computer is configured to: a first progression means that advances the game in a first progression mode that advances the game based on a user's operation; a second progression means for advancing the game in a second progression mode that allows the game to progress without requiring at least a part of the user's operations that affect the progression of the game in the first progression mode;
  • a program that functions as success/failure determining means for determining the success or failure of a predetermined event during the progress of the game in the second progress mode based on the environment in the game space and the attributes of the character operated by the user. is provided.
  • FIG. 1 is a diagram showing a schematic configuration of a game system.
  • FIG. 2 is a block diagram showing the functional configuration of the game system. It is a figure which shows an example of a display screen in a 1st state.
  • FIG. 3 is a diagram showing how a moving object moves.
  • FIG. 3 is a diagram illustrating a state in which a moving object reaches an index object.
  • 3 is a flowchart illustrating an example of a process executed in a first state. It is a figure which shows an example of a display screen in a 2nd state.
  • 7 is a flowchart illustrating an example of a process executed in a second state.
  • FIG. 7 is a diagram for explaining an example of the progress of the game in the second state.
  • the game system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
  • the terminal device 10 and the server 20 are connected via a network 2.
  • the network 2 is, for example, the Internet, a mobile communication system (for example, 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof. It may be configured by any of the following.
  • the connection between the terminal device 10 and the server 20 does not matter whether it is a wired connection or a wireless connection.
  • the server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer.
  • the server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input/output IF 25. These components included in the server 20 are connected to each other by a communication bus.
  • the processor 21 controls the overall operation of the server 20.
  • the processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), and the like.
  • the processor 21 reads the program from the storage 23 and expands it into the memory 22.
  • the processor 21 executes the developed program.
  • Memory 22 is a main storage device.
  • the memory 22 is configured of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory).
  • the memory 22 provides a work area for the processor 21 by temporarily storing programs and various data that the processor 21 reads from the storage 23 .
  • the memory 22 also temporarily stores various data generated while the processor 21 is operating according to a program.
  • the program may be a program for realizing a game on the terminal device 10. Further, the program may be a program that realizes the game through cooperation between the terminal device 10 and the server 20. Note that the game realized through cooperation between the terminal device 10 and the server 20 may be, for example, a game executed on a browser started on the terminal device 10. Further, the program may be a program that realizes the game through cooperation of a plurality of terminal devices 10. Further, the various data include, for example, data related to games such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
  • the storage 23 is an auxiliary storage device.
  • the storage 23 is configured of a storage device such as a flash memory or a hard disk drive (HDD), for example.
  • the storage 23 stores various data related to the game.
  • the communication IF 24 controls transmission and reception of various data via the network between the server 20 and the terminal device 10 and the like.
  • the input/output IF 25 is an interface through which the server 20 receives data input, and an interface through which the server 20 outputs data.
  • the input/output IF 25 may include, for example, an input section that is an information input device such as a mouse and a keyboard, and a display section that is a device that displays and outputs images.
  • the terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, a game device, or the like.
  • the terminal device 10 may be a mobile terminal.
  • the terminal device 10 may be a portable terminal when a user executes a game.
  • the terminal device 10 includes a processor 11 , a memory 12 , a storage 13 , a communication IF 14 , an input/output IF 15 , an input section 17 , and a display section 18 . These components included in the terminal device 10 are connected to each other by a communication bus.
  • the processor 11 controls the overall operation of the terminal device 10 .
  • Processor 11 may include a CPU, MPU, GPU, and the like.
  • the processor 11 reads the program from the storage 13 and expands it into the memory 12.
  • the processor 11 executes the expanded program.
  • Memory 12 is a main storage device.
  • the memory 12 is comprised of storage devices such as ROM and RAM, for example.
  • the memory 12 provides a work area for the processor 11 by temporarily storing programs and various data that the processor 11 reads from the storage 13 .
  • the memory 12 also temporarily stores various data generated while the processor 11 is operating according to a program.
  • the storage 13 is an auxiliary storage device.
  • the storage 13 is configured by a storage device such as a flash memory or an HDD, for example.
  • the storage 13 stores various data related to the game.
  • the communication IF 14 controls transmission and reception of various data via the network between the terminal device 10 and the server 20 and the like.
  • the input/output IF 15 is an interface for the terminal device 10 to receive data input, and is an interface for the terminal device 10 to output data.
  • the input/output IF 15 may input/output data via, for example, a USB (Universal Serial Bus).
  • the input/output IF 15 may include an input section 17, a display section 18, and the like.
  • the input unit 17 receives input from the user.
  • the input unit 17 may be, for example, a pointing device such as a touch pad.
  • the display unit 18 displays images.
  • the display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display.
  • the terminal device 10 includes, for example, a touch screen 16 that is an electronic component that combines an input section 17 and a display section 18.
  • the input unit 17 detects a position input on the input screen by a user's operation (for example, touch operation, tap operation, slide operation, swipe operation, flick operation, etc.), and inputs information indicating the detected position. It has the function of transmitting as a signal.
  • the touch panel as the input unit 17 can employ a capacitive type, a resistive film type, or the like, but other types may be used.
  • the input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor or an angular velocity sensor), an operation stick, a camera, a microphone, or the like.
  • the display unit 18 may be, for example, a projector.
  • FIG. 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10.
  • the server 20 in this embodiment has, for example, a function of providing each terminal device 10 with various data and programs necessary to realize a game, a function of collecting and managing data related to the game from each terminal device 10, and a function of It has a function to perform synchronization processing between terminal devices 10, etc.
  • the server 20 identifies each user and the terminal device 10 using user accounts registered in advance for each game.
  • the method of registering an account is not particularly limited.
  • the terminal device 10 or another device such as a personal computer transmits information necessary for user account registration to the server 20 based on the user's operation, and the server 20 sends information necessary for each user's account registration based on the received information. You may also create and save an account.
  • the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input/output IF 25, and the like.
  • the storage unit 220 stores various data used by the control unit 210. Various data include, for example, game program 221, game information 222, and user information 223.
  • the game program 221 is a program for realizing a game.
  • the game information 222 and the user information 223 are data that the control unit 210 refers to when executing the game program 221.
  • the game program 221 may include a program (game program 121 described later) that is transmitted to the terminal device 10 and executed on the terminal device 10 side.
  • the storage unit 220 may store the game program 221 executed on the server 20 side and the program executed on the terminal device 10 side.
  • Game information 222 is information common between accounts.
  • the game information 222 includes, for example, information for defining various game spaces.
  • the game space is a space in which objects of characters (hereinafter also referred to as "operable characters” or “player characters”) that can be operated by the user are arranged.
  • the game information 222 includes, for example, the placement position, size, color, shape, etc. of background objects such as buildings, trees, and stones, and non-player character (NPC) objects arranged in the game space.
  • NPC non-player character
  • the game information 222 includes, for example, setting values of various parameters of the non-player character.
  • a character object placed in the game space may be simply referred to as a "character.”
  • the user information 223 is information managed for each game account.
  • the user information 223 includes, for example, information regarding the playable character, information regarding owned assets, information indicating the degree of progress of the game, and the like. Examples of held assets include in-game currency, items, and character equipment.
  • the control unit 210 controls various processes related to the game by executing the game program 221 stored in the storage unit 220.
  • the control unit 210 includes, for example, a transmitting/receiving unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.
  • the transmitter/receiver 211 transmits or receives various data.
  • the transmitting/receiving unit 211 receives, for example, requests for transmission of various data and programs, requests for synchronization processing to support a multiplayer function, data to be subjected to synchronization processing, etc. from each terminal device 10, and sends them to the server processing unit 212. give it to Further, the transmitting/receiving unit 211 transmits various data and programs including instructions for synchronization to each terminal device 10 under the control of the server processing unit 212 .
  • the multiplay function is a function that allows game processing by multiple accounts to proceed in a synchronized manner.
  • the server 20 and the terminal device 10 of the game system 1 execute various processes to support the multiplay function when multiple accounts logged into the game system 1 participate in the same game.
  • the server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program 221 in response to a request or the like from the terminal device 10 .
  • the server processing unit 212 receives a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission/reception unit 211
  • the server processing unit 212 performs synchronization processing to support the multiplay function. Execute processing.
  • the server processing unit 212 instructs the transmitting/receiving unit 211 to transmit the game information 222 or the user information 223.
  • the server processing unit 212 instructs the data management unit 213 to instruct the data management unit 213 to add, update, or delete records of the game information 222 or the user information 223.
  • the data management unit 213 manages various data stored in the storage unit 220 according to instructions from the server processing unit 212.
  • the data management unit 213 reads out the game information 222 or the user information 223 according to a command from the server processing unit 212, and transmits it to the terminal device 10 via the transmission/reception unit 211, for example. Further, the data management unit 213 adds, updates, or deletes records of the game information 222 or the user information 223 according to instructions from the server processing unit 212.
  • the synchronization processing unit 214 executes synchronization processing to support the multiplay function of the game according to instructions from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing between the terminal devices 10 by simultaneously transmitting information to each terminal device 10. I take the. Specifically, the synchronization processing unit 214 simultaneously transmits the operation information received within a predetermined period (for example, one frame) from the terminal device 10 corresponding to each account to each terminal device 10 every predetermined period. The operation information is information related to operations input to the terminal device 10. The synchronization timing and information to be synchronized may be received from the server processing unit 212 at any time. By executing the synchronization process, it becomes possible to simultaneously reflect an event in the game caused by an operation input on one terminal device 10 on other terminal devices 10.
  • a predetermined period for example, one frame
  • the terminal device 10 in this embodiment has, for example, a function as an input device that receives input operations from a user, a function as an output device that outputs images and sounds of a game, and the like.
  • the terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input/output IF 15, and the like.
  • the storage unit 120 stores various data used by the control unit 110.
  • Various data include, for example, game program 121, game information 122, and user information 123.
  • the game program 121 is a program for realizing a game on the terminal device 10 side.
  • Game information 122 and user information 123 are data referenced by control unit 110 when executing game program 121.
  • the game information 122 includes the same information as the game information 222 of the server 20 described above. Therefore, a description of the game information 122 will be omitted here.
  • the user information 123 is data related to the account of the user who uses the terminal device 10, and includes the same information as the user information 223 of the server 20 described above. Therefore, a description of the user information 123 will be omitted here.
  • the control unit 110 controls various processes related to the game executed on the terminal device 10 by executing the game program 121 stored in the storage unit 120.
  • the control unit 110 includes, for example, an operation reception unit 111, a transmission/reception unit 112, a game progression unit 113, and a display control unit 114.
  • the operation accepting unit 111 accepts an operation input by a user via the input unit 17 (hereinafter also referred to as an “input operation”). Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations using fingers or the like, such as touch operation, tap operation, slide operation, swipe operation, flick operation, pinch-in operation, and pinch-out operation.
  • the input operation is not limited to an operation that physically contacts the input unit 17 (for example, the touch screen 16), but may also include a non-contact operation. Note that an operation that ends a previously performed input operation, such as a touch-off operation that ends contact with the touch screen 16, can also be considered as one type of input operation.
  • the operation reception unit 111 can also accept an input operation performed using an operation device connected via the input/output IF 15 in the same way as an input operation to the input unit 17.
  • the transmitter/receiver 112 transmits and receives various data. A specific example will be described below.
  • the transmitter/receiver 112 transmits game information 122 or user information 123, and a synchronization request for supporting the multiplayer function to the server 20.
  • the transmitting/receiving unit 112 receives various data, programs, data for synchronization to support the multiplay function, etc. from the server 20.
  • the data for synchronization includes, for example, synchronization instruction data for instructing the terminal devices 10 participating in the multiplayer to synchronize.
  • the synchronization instruction data includes, for example, data to be synchronized, the type of the data, data for specifying the timing of synchronization, and the like.
  • the transmitter/receiver 112 transmits operation information regarding the input operation accepted by the operation receiver 111 to the server 20 .
  • the transmitting/receiving unit 112 receives operation information related to operations input by other users on other terminal devices 10 from the server 20 .
  • the game progress unit 113 executes various processes related to the progress of the game. A specific example will be described below.
  • the game progression unit 113 defines a game space based on information included in the game information 122 for defining the game space.
  • the game progression unit 113 arranges objects in the game space based on the object setting information included in the game information 122.
  • the game progress unit 113 controls objects placed in the game space. Specifically, the game progression unit 113 controls the object to change the position, orientation, shape, color, etc. of the object in the game space, and to cause the object to perform a predetermined action.
  • the game progression unit 113 defines a virtual camera for specifying an area to be presented to the user in the game space.
  • the game progression unit 113 arranges the virtual camera within the game space by defining the position and orientation of the virtual camera within the game space.
  • the game progression unit 113 instructs the display control unit 114 to generate an image depicting a viewing area defined by the virtual camera and an object placed in this viewing area.
  • the position and orientation of the virtual camera can be determined as appropriate for each game space.
  • the game progression unit 113 uses the position and orientation of a specific object as a reference, and arranges the virtual camera so that the specific object is located in the center of the viewing area in a specific orientation. At this time, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle with respect to the specific object.
  • the specific object may be a dynamic object such as a manipulated character or a non-player character, or a static object such as a building, tree, or stone.
  • the dynamic objects include operated characters that operate based on each user's operation, and characters that operate based on the game programs 121 and 221 (eg, non-player characters, enemy characters, etc.).
  • the game progression unit 113 interprets the content of the user's instruction based on the coordinates of the input position detected by the operation reception unit 111, the type of input operation, and the like.
  • the game progress unit 113 executes various determination processes related to the progress of the game based on the interpreted instruction contents and the like.
  • the game progression unit 113 advances the game while controlling objects, virtual cameras, etc. based on the results of the determination process and the like.
  • the game progress unit 113 updates, adds, or deletes the game information 122 and the user information 123 according to the progress of the game.
  • the display control unit 114 causes the display unit 18 to display an image. A specific example will be described below.
  • the display control unit 114 generates an image depicting the field of view of the virtual camera defined by the game progression unit 113 and objects existing in the area in the game space, and causes the display unit 18 to display the image.
  • the display control unit 114 superimposes and draws objects related to the UI (User Interface) necessary for various operations of the game, such as icons, buttons, menus indicating various parameters, etc., on the image to be displayed on the display unit 18. can do.
  • UI User Interface
  • each of the terminal device 10 and the server 20 may have at least some of the functions of other devices. Further, each device such as the terminal device 10 and the server 20 does not need to be realized by an integrated device, and may be realized by, for example, a plurality of devices connected via a network or the like. Moreover, the game system 1 may be configured only by the terminal device 10 or the server 20, for example. In other words, the game system 1 does not need to be realized by a plurality of devices connected via a network.
  • the processor 11 of the terminal device 10 will be described as performing each process described below by executing a game program stored in the game system 1. However, at least a portion of each process described below may be executed by a processor other than the processor 11.
  • the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.
  • FIGS. 3 to 5 are examples of display screens showing a space including a golf course as the game space 30.
  • FIG. The game space 30 and various objects superimposed on the game space 30 will be described with reference to FIGS. 3 to 5.
  • the display control unit 114 causes the display unit 18 to display an image of the game space 30 in response to instructions from the game progress unit 113. Specifically, the display control unit 114 generates an image depicting the field of view of the virtual camera defined by the control unit 110 and objects existing in the area in the game space 30, and displays the image on the display unit 18. Display. Specifically, the display control unit 114 controls a ball 31 as an object to be operated that moves based on a user's operation, which is an object existing in the game space 30, and a cup 32 as an object serving as a target point to guide the ball 31. , the player character 33, etc. are displayed on the display unit 18.
  • the display control unit 114 also superimposes and draws objects related to a UI (User Interface) necessary for various operations of the game, such as icons, buttons, and menus indicating various parameters, on the image, for example, and 18. Specifically, the display control unit 114 displays a cup indicator 36 indicating the position of the cup, a moving object 40, a power indicator 41, an indicator object 50, a second shot selection button 60 (see FIG. 7), etc., which will be described later. The object is displayed on the display unit 18.
  • UI User Interface
  • the cup indicator 36 is, for example, an indicator displayed such that light of a predetermined color extends from the cup 32.
  • the game progress unit 113 sets the cup indicator 36 to a color that is distinguishable from the color of the grass on the course.
  • the game progression unit 113 executes a game state control process to shift the game state between a first state and a second state during a game in which the goal is to achieve a predetermined goal.
  • the first state is a game state in which the game can be advanced based on a user's operation that gives a predetermined effect to the operation target object.
  • the second state the game progresses in a manner that can reduce the influence that the user's skill has on achieving the predetermined goal, compared to the case where the game progresses in the same manner as in the first state.
  • the game is in a state where it is possible. Note that game states other than the first state and the second state may be prepared as the game state.
  • the game progression unit 113 performs a specific operation by the user (for example, a specific operation (for example, a The game state is transitioned between a first state in which the ball 31 is moved based on a user's first operation) and a second state in which the ball 31 can be moved without the user's specific operation.
  • a specific operation for example, a The game state is transitioned between a first state in which the ball 31 is moved based on a user's first operation
  • a second state in which the ball 31 can be moved without the user's specific operation.
  • the game progress unit 113 sets the game state to the second state when the relationship between the ball 31 and the cup 32 (or the green) becomes a predetermined relationship.
  • the correspondence between the relationship between the cup 31 and the cup 32 (or the green) and the game state may be realized by the game progress unit 113 directly determining whether or not the relationship exists. , may be realized by different processing. For example, the game progress unit 113 may determine whether or not the ball 31 is located within a predetermined range from the cup 32 to switch the game state, or determine where the ball 31 is located within the game space 30.
  • the game state may be switched by determining whether or not the putter is positioned (for example, whether the putter is located in a corresponding area on the green), or the game state may be switched by determining whether a shot with the putter is to be made. It may also be a thing.
  • the game state is automatically switched (in other words, without any user operation) depending on whether or not the ball 31 is located within a predetermined range from the cup 32. In other words, when the ball 31 moves within a predetermined range from the cup 32, the game progress unit 113 automatically switches the game state from the first state to the second state.
  • the user may be able to preset (in other words, select) whether or not to perform such automatic game state switching on a predetermined setting screen or the like.
  • the game state is automatically switched when the ball 31 moves within a predetermined range from the cup 32, and if the setting is not made, the game state is automatically switched.
  • the game state may not be changed even if the player moves within a predetermined range from the cup 32.
  • the game progression unit 113 instructs the display control unit 114 to display the ball 31 and the player character 33 in an address posture on the display unit 18, as shown in FIG. Furthermore, the game progress unit 113 instructs the display control unit 114 to display the moving object 40 on the display unit 18.
  • the moving object 40 has, for example, a circular shape, and is a linear indicator extending in a predetermined direction from the moving object 40 (in FIG. 3, an indicator in which a dot-shaped figure and a V-shaped figure are lined up in a straight line).
  • the power index 41 may be attached with a numerical value indicating the power of the shot.
  • the numerical value indicating the power of the shot may be, for example, a percentage indicating the power ratio, or may be a yardage or a meter indicating the flight distance.
  • the operation reception unit 111 receives an operation by the user to select a predetermined position on the touch screen 16.
  • the game progression unit 113 moves the moving object 40 in response to the user's swipe operation from the selected predetermined position (see FIG. 4). Specifically, when the game progression unit 113 determines that the position of the touch screen 16 by the user overlaps the moving object 40, the game progressing unit 113 moves the moving object 40 in response to the user's swipe operation. Further, if the game progress unit 113 determines that the user's touch position on the touch screen 16 is within a predetermined range centered on the moving object 40, the game progressing unit 113 moves the moving object 40 in response to the user's swipe operation. It's okay. This allows the user to get an idea of the take-back action of the player character, thereby improving the interest of the game.
  • the moving object 40 can be moved along the power index, but "along the power index” does not mean that the moving object 40 moves directly above the power index; Any object may be used as long as the moving object 40 moves in the extending direction. Further, the swipe operation for moving the moving object 40 does not have to pass directly above the power indicator. In other words, for example, an operation in a predetermined range or direction using the power indicator 41 as a landmark can be used as an operation to move the moving object 40.
  • the game progression unit 113 may change the shape of the moving object 40 when moving the moving object 40 (see FIGS. 3 to 5).
  • the game progression unit 113 causes the indicator object 50 to be moved and displayed on the display unit 18 when the user swipes the moving object 40 along the power indicator 41 (in other words, when the user swipes the moving object 40 in a direction away from the indicator object 50). Instructs the display control unit 114.
  • the details of the index object 50 will be explained below.
  • the index object 50 is, for example, an object that has a shape obtained by cutting out the peripheral edge of a fan shape along the outer edge, and has a plurality of divided regions (hereinafter referred to as "index regions 51"). It is.
  • the index area 51 is, for example, an area indicating the quality of the shot.
  • the quality of the shot may be, for example, the degree of curvature of the shot ball 31, the degree of success of the shot (for example, the degree of deviation from the aimed direction, the degree of contact with the ball 31), etc.
  • the center area of the plurality of indicator areas 51 is set as the indicator area 51 where the shot ball 31 travels straight (in other words, it heads in the targeted direction), and the areas further away from the center to one side are , an index area 51 in which the shot ball 31 curves to one side (in other words, it deviates to one side from the aimed direction), and the farther the area is from the center to the other side, the more the shot ball 31 curves to the other side (
  • the indicator area 51 may be used as the indicator area 51 (deviating from the aimed direction to the other side), and an area located outside a predetermined range from the center may be used as the indicator area 51 that results in a missed shot.
  • the indicator area 51 may be provided with a symbol indicating the trajectory of the shot ball 31.
  • the symbol may be, for example, an arrow indicating the curve of the trajectory of the shot ball 31.
  • the game progression unit 113 sets the index area 51 based on the environment around the ball 31 in the game space 30. Specifically, when the ball 31 is located off the fairway, such as in the rough, on an inclined surface, or in a bunker, the game progress unit 113 moves the ball 31 more slowly than when the ball 31 is located on the fairway.
  • the index area 51 is defined so that it is difficult to guide the target to the target location. More specifically, for example, when the ball 31 is located at a position off the fairway, the ball 31 travels straight (in other words, in the desired direction) compared to when the ball 31 is located on the fairway.
  • the size of the index area 51 where the ball 31 curves (in other words, deviates from the aimed direction) against the ball 31 and the size of the index area 51 where a missed shot occurs is increased (in other words, the index area where the ball curves in the index object 50).
  • 51, or the index area 51 may be set such that the ratio of the index area 51 that causes a missed shot is large.
  • the width of the entire indicator object 50 may be narrower (or wider) than when the ball 31 is located on the fairway.
  • the game progression unit 113 moves the index object 50 back and forth in a direction intersecting the traveling direction of the ball 31 shot by the player character (in other words, the fly ball direction) (see FIGS. 3 to 5).
  • the traveling direction is the direction in which the ball 31 travels when the user makes a shot with the ball 31.
  • the game progression unit 113 moves the index object 50 back and forth in a direction intersecting the direction in which the power index 41 extends.
  • the game progression unit 113 reciprocates the index object 50 along a predetermined curve at a predetermined angular velocity while bringing the index object 50 into contact with, for example, one end of the power index 41 . This makes it possible to increase the level of difficulty in executing accurate shots, thereby improving the interest of the game.
  • the game progression unit 113 may control the index object 50 such that as the moving object 40 moves away from the index object 50, the speed of reciprocating movement of the index object 50 becomes faster. As a result, the more the user sets the power of the shot, the more difficult it becomes to achieve a shot on the trajectory that the user intends, thereby improving the interest of the game.
  • the game progression unit 113 may change the movement speed of the reciprocating movement of the index object 50 based on the environment around the ball 31. For example, the game progression unit 113 determines that when the ball 31 is located off the fairway, such as in the rough, on a slope, or in a bunker, the moving speed of the indicator object 50 is faster than when the ball 31 is located on the fairway. You can make it faster. As a result, the more difficult the shot environment is, the more difficult it is to execute an appropriate shot, and the more interesting the game is.
  • the game progression unit 113 may keep the reciprocating speed of the index object 50 constant until the moving object 40 reaches a predetermined position (for example, 50%) of the power index 41. Further, the game progression unit 113 controls the index object 50 so that as the moving object 40 moves away from the index object 50 beyond the predetermined position of the power index 41, the reciprocating speed of the index object 50 becomes faster. Good too. As a result, the greater the shot power is set, the more difficult it becomes to achieve a shot on the trajectory intended by the user, and thus the game becomes more interesting.
  • a predetermined position for example, 50%
  • the game progressing unit 113 may change the width of the indicator area 51 so that as the moving object 40 moves away from the indicator object 50, it becomes more difficult to guide the ball 31 to the desired location. Specifically, for example, the further the moving object 40 moves away from the index object 50, the more the ball 31 moves straight (in other words, heads toward the aimed direction), the more the ball 31 curves relative to the index region 51 (in other words, it deviates from the aimed direction). ) The size of the indicator area 51 and the size of the indicator area 51 that causes a miss shot are increased (in other words, the proportion of the indicator area 51 where the ball curves and the indicator area 51 that causes a miss shot in the indicator object 50 is increased.
  • the index area 51 may be set so that the index area 51 becomes larger. Furthermore, for example, the farther the moving object 40 is from the index object 50, the narrower (or wider) the width of the entire index object 50 may be.
  • the game progression unit 113 does not vibrate the moving object 40 until it reaches a predetermined position (for example, 100%) on the power index 41, and when the moving object 40 exceeds the predetermined position on the power index 41, The object 40 may also be vibrated. In other words, the game progression unit 113 may cause the moving object 40 to move more unintentionally as the moving object 40 moves away from the index object 50. In other words, the game progress unit 113 determines that the moving object 40 is closer to the predetermined position than when the moving object 40 is at a predetermined position close to the index object 50 (for example, a position below "100%" of the power index 41).
  • the ability of the moving object 40 to follow a user's operation may be lowered when the moving object 40 is located at another predetermined position farther from the index object 50.
  • a user's operation for example, a swipe operation
  • the more the user sets the power of the shot the more difficult it becomes to achieve a shot on the trajectory that the user intends, thereby improving the interest of the game.
  • the game progress unit 113 determines the position of the moving object 40 based on the user's input operation, moves the moving object 40 toward the index object 50 when the input operation is canceled, and moves the moving object 40 toward the index object 50 when the input operation is canceled.
  • a first shot execution process that executes a shot (hereinafter also referred to as "first shot") according to the position and the index of the index area 51 determined by the positional relationship between the index object 50 and the moving object 40 after movement. I do.
  • the first shot execution process determines the arrival position of the ball based on the release position of a specific input operation and the index in the index area 51 determined by the positional relationship between the index object 50 and the moving object 40 after movement. This is a judgment process.
  • the first shot execution process may include a power determination process and a trajectory determination process.
  • the power determination process is, for example, a process of determining the power of a shot based on the release position when the user's input operation is released. Specifically, as shown in FIG. 4, the game progression unit 113 moves the moving object 40 along the power indicator 41 from a predetermined position selected by the user in accordance with the user's swipe operation.
  • the swipe operation here is, for example, an operation in a direction away from the index object 50.
  • the game progression unit 113 increases the power of the shot as the distance from the index object 50 of the moving object 40 determined by the end point of the swipe operation increases. Specifically, the game progression unit 113 determines the power according to the power index 41 corresponding to the release position, for example. The greater the power determined according to the power index 41, the farther the shot ball 31 will fly.
  • the power index 41 is set, for example, so that the value indicating the power increases as the distance from the index object 50 increases. In FIG. 4, since the power indicator 41 is released at the position indicating "90%", the power of the shot is "90%" of the maximum power.
  • the trajectory determination process is, for example, a process of determining the trajectory of the shot (in other words, the direction in which the ball 31 is headed) based on the positional relationship between the moving object 40 and the index object 50 after movement.
  • a specific input operation related to power determination for example, a swipe operation in a direction away from the index object 50
  • the game progression unit 113 moves the moving object 40 to the index object 50. along the power indicator 41 (see FIGS. 4 and 5). That is, as soon as the power of the shot is determined, the process automatically proceeds to a procedure for determining the trajectory of the ball. This makes it possible to provide the user with seamless shot operations, thereby improving the interest of the game.
  • the game progression unit 113 may move the moving object 40 in a direction instructed by the user's operation. That is, the game progression unit 113 moves the moving object 40 toward the index object 50 when a specific input operation related to power determination is canceled, but at this time, for example, when the user The moving object 40 may be moved in a direction instructed by a flick operation.
  • FIG. 5 is an example of a display screen in this case. This makes it possible to provide the user with a shot operation with a high degree of freedom, thereby improving the interest of the game.
  • the user when canceling the cancellation, the user performs a swipe operation in a direction different from the swipe operation related to determining the power (for example, a swipe operation in the direction in which the moving object 40 approaches the index object 50), and
  • the moving object 40 may be moved in a direction specified by the user by a swipe operation in a different direction.
  • the swipe operation may be performed in the different direction until the moving object 40 contacts the index object 50
  • the swipe operation may be performed until the moving object 40 contacts the index object 50.
  • a flick operation may be performed after performing a swipe operation in a different direction.
  • a specific input operation related to determining the power of a shot when an operation is performed to end contact with the touch screen 16 (for example, a touch-off operation in which the finger is released), the moving object 40 changes to the power index. 41 toward a predetermined position such as the end on the index object 50 side (in other words, toward the index object 50).
  • the predetermined position may vary depending on an input operation related to determining the power. That is, in the present embodiment, "cancellation of a specific input operation related to power determination" is not limited to, for example, the cancellation of a finger's contact with the touch screen 16, but also the cancellation of a specific input operation related to power determination.
  • the direction of movement of the finger may be changed (for example, by a predetermined angle or more or in a direction closer to the index object 50).
  • “cancellation of a specific input operation” means that the operation that was being performed up to that point (for example, swipe operation in a predetermined direction) is replaced by another operation (for example, touch-off operation, flick operation, swipe operation in another direction) operation).
  • the “release position” of the input operation can be the position of the finger or the position of the moving object 40 when the input operation is canceled. Note that after performing a specific input operation related to determining the power and once releasing contact with the touch screen 16 related to the input operation, it is possible to perform a flick operation, swipe operation, etc. to instruct the moving direction of the moving object. Even if it is.
  • the game progression unit 113 may move the moving object 40 at a constant speed, and the longer the distance from the index object 50 of the release position is, the greater the moving speed of the moving object 40 may be. good. Furthermore, the moving speed of the moving object 40 may be increased as the moving object 40 approaches the index object 50 from the release position. This makes it difficult for the user to execute a shot on the trajectory intended by the user, thereby improving the interest of the game.
  • the game progression unit 113 determines the index area 51 of the index object 50 (hereinafter referred to as "reach index 51") that the moving object 40 has reached after moving, as shown in FIG.
  • the game progression unit 113 determines the trajectory of the ball 31 based on the reaching index 51. For example, when the indicator area 51 set so that the ball curves to the right becomes the reaching indicator 51, the game progress unit 113 sets the shot ball 31 to slice or fade.
  • the trajectory of the ball can be intentionally bent by the user's operation, and the user can also be provided with a situation where the trajectory of the ball is unintentionally bent, which improves the interest of the game. .
  • the game progression unit 113 determines, for example, the power of the shot determined in the power determination process and the trajectory of the shot determined in the trajectory determination process (in other words, the direction in which the ball 31 is headed). The arrival position of the ball is determined based on this.
  • FIG. 6 is a flowchart showing the flow of processing executed by the terminal device 10.
  • step S100 the game progression unit 113 instructs the display control unit 114 to display objects such as the moving object 40 on the display unit 18. Specifically, as shown in FIG. 3, the game progression unit 113 performs display control so that the display unit 18 displays a player character 33 taking an address posture, a moving object 40, a power indicator 41, an indicator object 50, etc. 114.
  • step S101 the game system 1 receives a user's input operation on the touch screen 16. For example, if the game progression unit 113 determines that a predetermined area around the moving object 40 has been touched, the process proceeds to step S102.
  • step S102 the game progression unit 113 moves the moving object 40 along the power indicator 41 in accordance with the user's swipe operation.
  • step S103 the game progression unit 113 moves the index object 50 (for example, moves it back and forth).
  • step S104 the game proceeding unit 113 receives a user operation (for example, a touch-off operation, a flick operation, a swipe operation in another direction) to cancel the swipe operation for moving the moving object 40.
  • a user operation for example, a touch-off operation, a flick operation, a swipe operation in another direction
  • step S105 the game progression unit 113 determines the release position and the power of the shot corresponding to the release position.
  • step S106 the game progression unit 113 moves the moving object 40 toward the index object 50.
  • step S107 the game progression unit 113 determines the arrival index 51 of the index object 50 that the moving object 40 has reached after the movement.
  • the game progression unit 113 determines the trajectory of the ball 31 corresponding to the reaching indicator 51.
  • step S108 the arrival position of the ball 31 is specified based on the power of the shot and the arrival index 51.
  • step S109 the game progression unit 113 causes the display unit 18 to display an image in which the player character performs a shot action. Furthermore, the game progress unit 113 moves the position of the ball 31 within the game space 30 according to the determined shot power and the trajectory of the ball 31.
  • the game system repeatedly executes steps S100 to S109 for each shot.
  • the game progression unit 113 instructs the display control unit 114 to display the ball 31 and the player character 33 in an address posture on the display unit 18. Furthermore, the game progression unit 113 instructs the display control unit 114 to display the second shot selection button 60 on the display unit 18.
  • the operation reception unit 111 receives an operation (for example, a touch operation) on the second shot selection button 60 by the user.
  • the game progress unit 113 determines success or failure (in other words, the arrival position of the ball 31) based on environmental factors within the game space 30 and the attributes of the player character. (hereinafter also referred to as "second shot”). Specifically, it is determined whether the ball 31 will enter the cup 32 based on environmental parameters and character attributes. More specifically, it is determined whether the ball 31 enters the cup 32, approaches the cup 32, or does not enter the cup 32 and approaches the cup 32.
  • do not approach the cup 32 here means, for example, that the arrival position of the ball 31 is determined to be within a predetermined range from the cup 32 (for example, it is determined that the ball 31 has "approached the cup 32" or "has entered the cup 32"). This means cases where the reached position is closer to the cup 32 than the point where the shot was made, or when the shot ball 31 passes near the cup 32 (within the specified range) and is outside the specified range. It may also include reaching .
  • the environmental parameters are parameters that depend on the environment in which the shot is played within the game space 30. Furthermore, the environmental parameters can also be said to be parameters that depend on the environmental factors of the stage.
  • Environmental parameters are character-independent parameters.
  • the environmental parameters include a distance parameter, a height difference parameter, and a bending parameter.
  • the distance parameter is a parameter indicating the distance between the ball 31 and the cup 32.
  • the height difference parameter is a parameter indicating the height difference between the ball 31 and the cup 32.
  • the curve parameter is a parameter that indicates how the ball 31 that is shot toward the cup 32 curves (in other words, how the line curves).
  • Character attributes are parameters set for each character, and can be said to be parameters unique to each character.
  • the character attributes include a distance attribute, a height difference attribute, and a curve attribute.
  • the distance attribute is a parameter related to distance parameter correction.
  • the height difference attribute is a parameter related to correction of the height difference parameter.
  • the bend attribute is a parameter related to correction of the bend parameter.
  • the game progression unit 113 executes a success rate determination process that determines parameters related to success or failure of a shot based on environmental parameters and character attributes. Specifically, the game progression unit 113 determines, for example, the success rate of the shot (for example, the probability that the ball 31 enters the cup 32 and the probability that the ball 31 leaves the cup 32) as a parameter related to the success or failure of the shot.
  • the success rate of the shot for example, the probability that the ball 31 enters the cup 32 and the probability that the ball 31 leaves the cup 32
  • the probability that the ball 31 comes off the cup 32 includes a probability that the ball 31 approaches the cup 32 and a probability that the ball 31 does not approach the cup 32.
  • the shot success rate is determined, for example, by correcting a probability reference value determined based on environmental parameters based on character attributes.
  • the game progressing unit 113 assigns a predetermined weight to a distance parameter, a value obtained by predetermined weighting to an elevation difference parameter, and a curve parameter to a predetermined weight.
  • the probability reference value is calculated based on the value obtained by .
  • the game progression unit 113 calculates the probability reference value such that the longer the distance indicated by the distance parameter, the lower the probability reference value.
  • the game progression unit 113 calculates the probability reference value such that, for example, the greater the height difference indicated by the height difference parameter, the lower the probability reference value.
  • the game progression unit 113 calculates the probability reference value such that, for example, the probability reference value becomes lower as the bending direction indicated by the bending parameter is larger or more complicated. At this time, the game progression unit 113 starts calculation with a 100% probability of entering the cup 32, and calculates a value obtained by multiplying the distance parameter by a predetermined coefficient, a value obtained by multiplying the height difference parameter by a predetermined coefficient, and a curve parameter.
  • the probability reference value may be calculated by decreasing the probability of entering the cup 32 based on a value multiplied by a predetermined coefficient.
  • the game progression unit 113 corrects the probability reference value based on the character attribute and determines the shot success rate. For example, when the distance indicated by the distance parameter is a long distance, and the distance attribute of the player character indicates that the player character is "strong at long distances", the game progress unit 113 increases the probability of entering the cup 32. Correct the probability standard value as follows. Further, for example, in a case where the height difference indicated by the height difference parameter indicates that the cup 32 is located higher than the ball 31 (that is, an uphill slope), the player character's height difference attribute is "uphill". If it indicates that the game is resistant to slopes, the game progress unit 113 corrects the probability reference value so that the probability of entering the cup 32 increases.
  • the player character's curve attribute may be "strong in curved lines (for example, has the ability to read lines)".
  • the game progress unit 113 corrects the probability reference value so that the probability of entering the cup 32 increases.
  • correctioning the probability standard value based on the character attribute does not necessarily mean correcting the probability standard value after determining it; for example, the value obtained by multiplying the distance parameter by a predetermined coefficient, the height
  • each coefficient or each environmental parameter is corrected based on the character attribute. It may also be possible to determine the shot success rate.
  • "correcting the probability reference value based on the character attribute” may mean that the character attribute is reflected in determining the shot success rate.
  • the probability reference value in other words, the shot success rate before correction
  • the shot success rate in other words, the shot success rate after correction
  • the environmental parameter may be a predetermined numerical value (for example, "distance parameter: XX meters”, etc.), or may not be a numerical value (for example, "height difference parameter: uphill slope", etc.).
  • the character attribute may be a predetermined numerical value or may not be a numerical value.
  • the shot success rate may be determined, for example, by a predetermined lottery performed based on environmental parameters and character attributes.
  • the environmental parameters may include, for example, parameters indicating set weather, climate, season, or wind strength.
  • the weather when the weather is rainy, the ball 31 is less likely to roll on the grass than when the weather is sunny, and the shot success rate changes depending on the weather (in other words, the shot success rate is adjusted). It may be as follows. Furthermore, for example, when the season is winter, the green is frozen, making it easier for the ball 31 to roll on the grass compared to when the season is spring, and the shot success rate changes depending on the season (in other words, Then, the shot success rate may be adjusted.
  • the character attributes include, for example, parameters based on the content of the game up to that point (in other words, the progress of the game) related to the character (for example, parameters related to the score situation during the game. For example, “It is a PAR putt", " It may also include temporary attributes during the game such as "I'm likely to lose to my opponent.”). For example, in a PAR putt or in a situation where the player is likely to lose, the probability that the ball 31 will land in the cup 32 may be higher than in other predetermined score situations.
  • the game progress unit 113 performs a second shot execution process of executing a shot (second shot) according to the shot success rate determined in the success rate determination process.
  • the second shot execution process is a process of executing a shot according to environmental parameters and character attributes.
  • the second shot execution process is a process of determining the arrival position of the ball 31 based on environmental parameters and character attributes.
  • the second shot execution process is a process that determines the success or failure of the shot based on environmental parameters and character attributes.
  • the shot is successful (in other words, the ball 31 enters the cup 32) with a probability corresponding to the shot success rate determined in the success rate determination process.
  • a lottery is performed to determine whether or not the shot will be successful based on the shot success rate determined in the success rate determination process (in other words, a lottery to determine the arrival position of the ball 31). I do.
  • the lottery may be performed before the input operation on the second shot selection button 60 is performed. In other words, whether or not the shot is successful may be determined in advance before the input operation to the second shot selection button 60 is performed.
  • the second shot execution process is a process in which the degree of contribution of the user's skill in determining the arrival position of the ball is lower than that in the first shot execution process.
  • the game progression unit 113 instructs the display control unit 114 to simultaneously display the second shot selection button 60 and the success/failure information object 61 on the display unit 18, as shown in FIG.
  • the game progression unit 113 controls the success/failure information object 61 to be displayed in a state where the input operation to the second shot selection button 60 is possible.
  • the success/failure information object 61 is an object indicating information regarding the success/failure of a shot when the second shot selection button 60 is selected.
  • the game progress unit 113 displays, for example, the probability that the ball 31 will enter the cup 32, the probability that the ball 31 will approach the cup 32, and the probability that the ball 31 will not approach the cup 32 as the shot success rate.
  • the user can execute the second shot after checking the success rate of the shot, thereby improving the interest of the game.
  • the game progress unit 113 displays the probability standard value (in other words, the shot success rate before correction) as the success/failure information object 61, and then displays the shot success rate (in other words, the shot success rate after correction). You may let them. This makes it easier to understand the degree of influence of each character attribute, thereby improving the interest of the game.
  • the game progression unit 113 is also able to execute the first shot execution process. Specifically, the game progress unit 113 instructs the display control unit 114 to simultaneously display the second shot selection button 60 and the moving object 40 (and the index object 50) on the display unit 18, as shown in FIG. do. Then, when an input operation (for example, a touch operation) is performed on the second shot selection button 60, the game progress unit 113 executes a second shot execution process, and when an input operation (for example, a touch operation, a swipe operation) on the moving object 40 is performed. operation and release operation), the first shot execution process is executed.
  • an input operation for example, a touch operation
  • a swipe operation for example, a swipe operation
  • the game progression unit 113 determines whether to advance the game through the first shot execution process (in other words, manual play described below) or through the second shot execution process (in other words, auto play described below). , are presented to the user in a selectable manner via the display unit 18. Furthermore, in this embodiment, the operation for advancing the game (specifically, the operation on the moving object 40 or the operation on the second shot selection button 60) is either to advance the game in manual play or to advance the game in automatic play. It also serves as an operation for selecting whether to proceed. This allows the user to select whether to perform the first shot or the second shot in the second state, thereby improving the interest of the game. Furthermore, since the selection can be made and the game can be played without switching screens, the game becomes even more interesting.
  • the success/failure information object 61 it can be used as a reference when selecting whether to perform the first shot or the second shot, thereby improving the interest of the game.
  • the index object 50 it can be used as a reference for selecting whether to perform the first shot or the second shot, thereby improving the interest of the game.
  • a derived value derived based on an input operation by the player for example, a value related to power derived by the power determining process, and a value related to the power derived by the trajectory determining process.
  • the success or failure of the shot is determined depending on whether the derived value regarding the trajectory of the ball, etc. is within a reference threshold derived based on environmental parameters. You may decide.
  • the game progression unit 113 may display an object (hereinafter referred to as "environmental information object 62") indicating information regarding environmental parameters, as shown in FIG.
  • FIG. 7 shows an example in which an environment information object 62 indicating information regarding a distance parameter, a height difference parameter, and a bending parameter is displayed.
  • FIG. 8 is a flowchart showing the flow of processing executed by the terminal device 10.
  • step S200 the game progression unit 113 determines the shot success rate based on the environmental parameters and character attributes.
  • step S201 the display control unit 114 is instructed to display an object such as the second shot selection button 60 on the display unit 18.
  • the game progression unit 113 controls the display control unit to display the player character 33 taking the address posture, the second shot selection button 60, and the success/failure information object 61 on the display unit 18. 114.
  • step S202 the game system 1 receives the user's input operation on the touch screen 16. For example, when the game progression unit 113 determines that a predetermined range around the second shot selection button 60 has been touched, the process proceeds to step S203.
  • step S203 the arrival position of the ball 31 is specified based on the environmental parameters and character attributes. Specifically, the game progression unit 113 determines whether the shot is successful or not based on the shot success rate determined in step 200 (in other words, based on the environmental parameters and character attributes).
  • step S204 the game progression unit 113 causes the display unit 18 to display an image in which the player character performs a shot action. Furthermore, the game progression unit 113 moves the ball 31 toward the specified arrival position of the ball 31.
  • the game system repeatedly executes steps S200 to S204 for each shot.
  • the game in the first state, can be progressed in the first progress mode in which the game is progressed by the first shot execution process.
  • the game in the first state, it is possible to proceed with the game through manual play in which the game proceeds based on the user's operations.
  • the game in the first state, can proceed in a first proceeding manner in which the ball 31 as an object to be operated is moved based on the first operation.
  • the first operation includes an operation to select a predetermined position (specifically, a touch operation to select the moving object 40), and an operation to move the finger by a predetermined amount from the predetermined position (specifically, to move the moving object 40).
  • the arrival position of the ball 31 is determined according to the amount of movement of the finger (in other words, the moving object 40) in the swipe operation and the timing of the release operation.
  • the first operation includes an operation that determines the power of the shot (in other words, the amount of movement of the ball 31) and an operation that determines the trajectory of the ball 31 (in other words, the direction of movement).
  • the game can proceed in a second proceeding mode in which the game proceeds by the second shot execution process.
  • the second state it is possible to proceed with the game in automatic play, which allows the game to proceed without requiring at least part of the user's operations that would affect the progress of the game in manual play. ing.
  • it is possible to advance the game only by an operation to select a predetermined position specifically, a touch operation to select the second shot selection button 60
  • the arrival position of the ball 31 is determined regardless of the amount of movement of the finger or the aimed timing. Note that in the second shot execution process, if the arrival position is determined based on the result of an internally executed lottery, the arrival position of the ball 31 may change depending on the timing of the operation; The arrival position is determined randomly, and it is impossible for the user to aim at the timing to lead the ball 31 to a predetermined arrival position. It can be said that it is determined.
  • the second progression mode is a game progression mode in which the influence of the player's skill on determining the arrival position of the ball 31 can be reduced compared to the first progression mode.
  • autoplay can be said to be a play mode that can reduce the influence of the user's skill on achieving the goal in the game, compared to manual play.
  • the term “reduced impact on goal achievement” refers to the types of user operations that affect the operation target object (touch operation, tap operation, slide operation, swipe operation, and flick operation) This includes a case where the number decreases and a case where a predetermined correction is made to the user's operation.
  • auto play does not need to eliminate all operations in manual play, and may eliminate at least some operations, or may provide assistance for at least some operations. Note that the autoplay may be such that the game progresses using AI (Artificial Intelligence).
  • the game state becomes the second state, and the game progresses in autoplay. It becomes possible. That is, while off the green, the ball 31 only needs to be carried with enough precision to stay within the fairway, on the green, the ball 31 must be placed in the cup 32, and on the green the ball 31 has a higher accuracy than off the green.
  • the difficulty level of manual play increases. For this reason, when the user decides to put the ball 31 into the cup 32 by manual play, the user may feel stressed if it takes time and effort.
  • the game can be played automatically for shots on the green (in other words, putter), so it is possible to reduce the possibility that the user will feel stressed.
  • character attributes influence the success or failure of a shot. Therefore, the strategic nature of character selection is improved, and the game becomes more interesting.
  • the game may progress in the second progress mode without any user operation. Specifically, for example, when the ball 31 is located on the green, the second shot execution process is automatically executed without requiring an operation to select the second shot selection button 60. Good too.
  • the game progresses in the second progression mode based on the same user operations (for example, the first operation) as when the game progresses in the first progression mode, but it depends on the user's skill.
  • the influence of the game on the achievement of a predetermined goal (for example, the influence on the determination of the arrival position of the ball 31) may be reduced compared to when the game progresses in the first progress mode.
  • the power of the shot determined by the power determination process or the power determined by the trajectory determination process is The influence of the trajectory of the shot on the determination of the arrival position of the ball 31 may be reduced.
  • the ball 31 enters the cup 32 unless the arrival position of the ball 31 determined by the power determination process and the trajectory determination process is significantly deviated from the cup 32.
  • the game progression unit 113 may perform correction processing for the arrival position of the ball 31 as shown in FIG. Further, for example, the game progresses in the second progress mode based on the same number of operations as when the game progresses in the first progress mode (here, the types of operations may be different). However, the effect that the user's skill has on achieving a predetermined goal (for example, the effect on determining the arrival position of the ball 31) may be reduced compared to when the game progresses in the first progress mode. .
  • the moving object 40 may not be displayed on the display unit 18 and the first shot execution process may not be executed.
  • the first state it may be impossible to proceed with the game in the second proceeding mode.
  • the second shot selection button 60 may not be displayed on the display unit 18, and the second shot execution process may not be executed.
  • Modification 1 a modification related to the progress of the game in the second state will be described.
  • the game in the second state, the game can be progressed in a second progress mode in which the game is progressed by a second shot execution process that executes a shot according to the shot success rate determined in the success rate determination process. It is possible.
  • the second shot execution process includes a success rate variation process that varies the shot success rate determined in the success rate determination process. Note that hereinafter, a game in which the shot success rate is varied by the success rate variation process will also be referred to as a "mini game.”
  • the success rate variation process is a process of varying the shot success rate determined in the success rate determination process, for example, according to the timing of the user's input operation.
  • the success rate variation process will be specifically explained.
  • the game progress unit 113 When the shot success rate is determined by the success rate determination process, the game progress unit 113 generates a success/failure information object indicating the determined shot success rate (for example, the probability that the ball 31 enters the cup 32), as shown in FIG. 61, a roulette object 65, a stop indicator 66, and a stop button 67.
  • a success/failure information object indicating the determined shot success rate (for example, the probability that the ball 31 enters the cup 32), as shown in FIG. 61, a roulette object 65, a stop indicator 66, and a stop button 67.
  • the roulette object 65 is, for example, an object that has a rod shape extending in the left-right direction and has a plurality of divided areas (hereinafter referred to as "success rate variation areas 68").
  • the success rate variation area 68 is, for example, an area indicating the amount of variation in the shot success rate.
  • the success rate variation region 68 may include a region where the shot success rate increases, a region where the shot success rate decreases, a region where the shot success rate does not change, and the like.
  • the shot success rate fluctuates by the probability described in each success rate fluctuation area 68, and the success rate fluctuation area 68 in which no probability is written (in FIG. The black area) is an area where the shot success rate does not change.
  • the stop indicator 66 is a line-shaped object that moves back and forth on the roulette object 65 from side to side.
  • the game progression unit 113 changes the shot success rate by the amount of change indicated by the success rate change area 68 at the point where the stop indicator 66 stops. Specifically, first, the game progression unit 113 moves the stop indicator 66 back and forth to the left and right on the roulette object 65 while the roulette object 65 and the stop button 67 are displayed. Next, when an input operation (for example, a touch operation) is performed on the stop button 67, the game proceeding unit 113 stops the stop indicator 66.
  • an input operation for example, a touch operation
  • the game progression unit 113 determines the success rate fluctuation area 68 (hereinafter referred to as "stop area 68") in which the stop indicator 66 has stopped, and determines the stop area 6.
  • the amount of variation in shot success rate is determined according to 8.
  • the game progression unit 113 changes the shot success rate determined by the success rate determination process by the determined amount of change. For example, when the stop indicator 66 stops in the success rate variation area 68 labeled "+25" in FIG. 9, the shot success rate increases by 25%. Specifically, the shot success rate increases from 40% to 65%.
  • the user may be able to select whether or not to perform the success rate variation process in the second shot execution process.
  • the game progression unit 113 may display the skip button 69 at the same time as the success/failure information object 61, the roulette object 65, the stop button 67, and the like. Then, when an input operation is performed on the skip button 69, the success rate variation process may not be performed. In other words, when a predetermined input operation is performed, a shot may be executed without changing the shot success rate determined by the success rate determination process.
  • the success rate variation process may not be executed depending on the result of the success rate determination process.
  • the game progression unit 113 performs the success rate variation process when the shot success rate (for example, the probability of the ball hitting the cup) is a predetermined probability (for example, 11% to 89%) as a result of the success rate determination process.
  • the predetermined probability for example, 11% to 896%
  • the success rate variation process may not be executed.
  • a time limit may be set for the time when an input operation on the stop button 67 is accepted.
  • the game progression unit 113 may display an object indicating the time limit.
  • the stop button 67 may also serve as an object indicating the time limit. More specifically, for example, as time passes, the area of a specific color on the circular stop button 67 decreases, and when the area of the specific color disappears, input operations on the stop button 67 become impossible. You can do it like this.
  • the shot success rate may not be changed, and the shot success rate may be changed depending on the position of the stop indicator 66 (in other words, the stop area 68) at the time the time limit has elapsed.
  • the amount of variation in shot success rate may also be determined.
  • Modification 2 In a golf game, for example, a player character is operated by a user using the user's terminal device 10, and an opponent character is operated by another user using the terminal device 10 of the other user, or an opponent character is operated by a computer. It is also possible to have a competition between the two teams. Note that, in the following, between the player character and the opponent character, the character that makes the shot first is called the first character, and the character that makes the shot later is called the second character. In a golf game in which such a competition is performed, when the game state is the second state, the computer of the game system 1 (for example, the game progress unit 113) performs a success rate correction process to correct the shot success rate. Good too. Then, the computer may execute the shot (second shot) with the shot success rate corrected by the success rate correction process.
  • the computer may execute the shot (second shot) with the shot success rate corrected by the success rate correction process.
  • the computer calculates the results of success rate determination processing and success rate variation processing for the putter of the second character and the same number of strokes of the first character. Based on the results of the success rate determination process and the success rate variation process for the putter, specific conditions (for example, whether the difference in the shot success rates (for example, the probability of the ball 31 hitting the cup 32) between the two is greater than or equal to a certain level, etc.) ) is satisfied. At this time, the computer also determines which character has a higher shot success rate, the character who plays first or the character who plays second.
  • the computer determines whether the first character's putter was successful or unsuccessful (for example, whether the ball 31 entered the cup 32 or not).
  • the computer makes a correction to reduce the shot success rate of the character who plays next.
  • the computer does not correct the shot success rate of the second character.
  • the computer does not correct the shot success rate of the character who plays next.
  • the computer makes a correction to increase the shot success rate of the second character.
  • the configuration according to this embodiment can also be applied to games other than golf games.
  • the configuration according to this embodiment can be applied to a game in which the player aims to achieve a predetermined goal by moving an object to be operated, such as a ball or a player character.
  • the configuration according to this embodiment can also be applied to other games. A specific example will be given and explained below.
  • the configuration according to the present embodiment can also be applied to an RPG (role playing game) in which a player character as an object to be operated is moved to defeat enemy characters (for example, a boss character and a boss character).
  • RPG sports playing game
  • the configuration according to the present embodiment is applied to a game in which the player character progresses through a predetermined stage (for example, a dungeon, etc.) while defeating the boss character, and when the player character reaches a location where the boss character is located, a battle with the boss character begins. can also be applied.
  • the game may progress in the second progression mode until the location where the boss character is located, and once the location where the boss character is located, the game may proceed in the first progression mode.
  • the first progress mode is, for example, a game progress mode in which the user manually performs actions such as movement of the player character and attacks and recovery from enemy characters.
  • the second progress mode can be, for example, a game progress mode in which at least some of the operations manually performed by the user in the first progress mode are automatically performed. Specifically, a movement in which the player character approaches an enemy character, a movement in which the player character evades an attack by an enemy character, a movement in which the player character attacks an enemy character, a movement in which the player character recovers a predetermined parameter such as the physical strength value of the player character.
  • a movement that is performed through a user's operation in the first progress mode may be performed without a user's operation in the second progress mode. That is, the second progress mode can also be called a progress mode in which the game progress unit 113 performs a process that assists the user's operation and is not executed in the first progress mode.
  • the game progress unit 113 sets the game state to a second state in which the game can progress in the second progress mode until the player character reaches the location where the boss character is located, and when the player character reaches the location where the boss character is located,
  • the game state is set to a first state in which the game can proceed in a first progress mode. That is, the game state is automatically switched (in other words, without any user operation) depending on whether or not the location where the boss character is located is reached.
  • the game state becomes the second state, and when the relationship is such that the game state is located within a predetermined range, the game state becomes the first state.
  • the game progress unit 113 directly determining whether or not the relationship exists. It may also be realized by different processing. For example, the game progress unit 113 may determine whether or not the player character is located within a predetermined range from the boss character, and then switch the game state. ) may be determined to switch the game state, and whether or not a flag set to a specific state when the battle with the boss character is started is in the specific state. The game state may be switched based on the determination.
  • a predetermined-shaped object for example, a bar-shaped object, a round-shaped object, etc.
  • the configuration according to the present embodiment can also be applied to a music game in which the input unit 17 is operated by the user.
  • the configuration according to the present embodiment can be applied to a game in which a player performs a predetermined operation in accordance with a predetermined song and aims to complete the song or obtain a predetermined score.
  • the operation on the input unit 17 can be said to be an operation that causes an object of a predetermined shape to glow and disappear.
  • the game may progress in the first progress mode until a difficult scene is reached during the game, and once the difficult scene is reached, the game may progress in the second progress mode.
  • the first proceeding mode is, for example, a proceeding mode in which the input unit 17 is operated on all the predetermined-shaped objects moving on the screen in accordance with the timing when each predetermined-shaped object is located at a predetermined position.
  • the second progress mode can be, for example, a game progress mode in which at least some of the operations manually performed by the user in the first progress mode are automatically performed. Specifically, it is assumed that the operation on the input unit 17 is performed on at least part of the predetermined shaped objects moving on the screen at the timing when the predetermined shaped objects are positioned at a predetermined position (in other words, the user's operation It is also possible to proceed with the game without going through the .
  • the second progress mode can also be called a progress mode in which the game progress unit 113 performs a process that assists the user's operation and is not executed in the first progress mode.
  • the success rate of operations automatically performed in the second progression mode may be determined based on the success rate calculated based on the user's operations in the first progression mode (in other words, the play results up to that point). good.
  • the success rate is a parameter that indicates, for example, whether each operation was performed at accurate timing, slightly deviated timing, or greatly deviated timing.
  • the game progress unit 113 sets the game state to a first state in which the game can be progressed in the first progress mode until a difficult scene in the song is reached, and when the difficult scene is reached, the game state is set to the second state.
  • the second state is set in which the game can proceed in this manner. That is, the game state is automatically switched (in other words, without any user operation) depending on whether or not a difficult scene is being played.
  • the game state is changed when transitioning to a high-difficulty scene, but "when transitioning to a high-difficulty scene” or “when transitioning to a high-difficulty scene” '' may be something that changes its state after it has moved, or may be something that changes its state after it has changed. In other words, it is sufficient as long as there is a correspondence between the difficulty level and the state (in other words, the progress mode of the game).
  • the game progress unit 113 directly determines whether or not the relationship between a specific object to be operated and another object to be operated and the game state corresponds to the relationship. This may be realized by making a determination, or may be realized by different processing. For example, the game progress unit 113 may determine the number of operation target objects located within a predetermined range and switch the game state, or determine whether the performance of the song has reached a predetermined position. It is also possible to switch the game state by
  • the configuration according to the present embodiment can also be applied to a mahjong game in which a player selects a tile to be discarded from among the tiles in his hand as an object to be operated, and aims to win (in other words, win).
  • the game may progress in the first progress mode until a difficult scene is reached during the game, and once the difficult scene is reached, the game may progress in the second progress mode.
  • the first progress mode is, for example, a progress mode in which the user selects the tiles to be discarded by himself and proceeds with the game.
  • the second proceeding mode may be, for example, a proceeding mode in which the tiles to be discarded are automatically selected without the user's operation and the game proceeds.
  • the tiles to be discarded in the second progress mode may be determined by the game progress unit 113 based on the tile efficiency, the height of points in the case of winning, or the like.
  • the game progress unit 113 sets the game state to the first state in which the game can be progressed in the first progress mode until a difficult scene in the game is reached, and when the difficult scene is reached, the game state is set to the first state in which the game can progress in the first progress mode.
  • the second state is set in which the game can proceed in this manner. That is, the game state is automatically switched (in other words, without any user operation) depending on whether or not a difficult scene is being played.
  • a specific tile among the tiles in hand for example, 14 tiles
  • tiles other than the specific tile for example, the other 13 tiles
  • the game state becomes the second state when the number of tiles of the same type (for example, Manko, Tsutsuko, Sukoko, etc.) exceeds a predetermined number, and when the number of tiles does not exceed the predetermined number, the game state becomes the second state. It may also be in the first state. Note that in the second state, a button that instructs to automatically select discarded tiles is displayed on the screen of the display unit 18, and by the user operating the button, the game in the second progress mode is started.
  • the game may proceed in a second proceeding mode in which a discarded tile is automatically selected when a predetermined period of time has elapsed without any operation from the user.
  • the game progress unit 113 directly determines whether or not the relationship between a specific object to be operated and another object to be operated and the game state corresponds to the relationship. This may be realized by making a determination, or may be realized by different processing.
  • the configuration according to the present embodiment can be applied to a shooting game in which the player aims to clear a stage by moving a player character (in other words, the player's own machine) as an object to be operated.
  • the game may progress in the first progress mode until a difficult scene is reached during the game, and once the difficult scene is reached, the game may progress in the second progress mode.
  • the first progress mode is, for example, a game progress mode in which the user manually moves the player character and attacks the enemy character.
  • the second progress mode may be, for example, a game progress mode in which at least some of the operations manually performed by the user in the first progress mode are automatically performed.
  • the first progress mode is performed through the user's operation, such as a movement in which the player character dodges bullets from an enemy character, a movement in which the player character attacks an enemy character, or a movement in which the player character aims at the enemy character.
  • the movement may be performed without any user operation in the second progress mode. That is, the second progress mode can also be called a progress mode in which the game progress unit 113 performs a process that assists the user's operation and is not executed in the first progress mode.
  • the game progress unit 113 sets the game state to a first state in which the game can progress in the first progress mode until a difficult scene in the stage is reached, and when the difficult scene is reached, the game state is set to the first state in which the game can progress in the second progress mode.
  • the second state is set in which the game can proceed in this manner. That is, the game state is automatically switched (in other words, without any user operation) depending on whether or not a difficult scene is being played.
  • the game state when the relationship between the player character as the object to be operated and the boss character as the predetermined object is such that the player character is not located within a predetermined range from the boss character.
  • the game state When the relationship is such that the game state becomes the first state and the game state is located within a predetermined range, the game state may become the second state.
  • the relationship between the player character as the object to be operated and enemy bullets as the predetermined object is such that the proportion of enemy bullets within a predetermined range from the player character is greater than or equal to the predetermined proportion.
  • the game state may be the first state. Note that the game progress unit 113 directly determines whether or not the relationship between the player character and the boss character or the enemy's bullets corresponds to the game state. It may be realized by different processing.
  • the configuration according to the present embodiment can be applied to a Go game in which the player aims to win by placing stones as objects to be operated on the board.
  • the first progress mode is, for example, a progress mode in which the user selects where to place a stone and advances the game.
  • the second progress mode may be, for example, a progress mode in which a place to place a stone is automatically selected without user's operation and the game progresses.
  • the game progress unit 113 sets the game state to a first state in which the game can be progressed in the first progress mode until the game reaches the final stage, and when the game reaches the final stage, the game state is set to the first state in which the game can progress in the second progress mode.
  • the second state is set in which the game can proceed. That is, the game state is automatically switched (in other words, without any user operation) depending on whether the game is in the final stage or not. That is, the game state switching does not have to be performed when a difficult scene is reached, but may be performed, for example, at the end of the game.
  • the game state will change. It may also be in the second state. Specifically, when the number of places where a stone can be placed (for example, a valid place) as an object to be manipulated is less than a predetermined number in relation to the stones already placed on the board (for example, when the number of possible choices is The game state may be set to the second state if the number is equal to or less than a predetermined number. Note that the correspondence between the relationship between the placed stone and the stone on the board and the game state is determined by the game progress unit 113 directly determining whether or not the relationship exists. It may be realized or may be realized by different processing.
  • a first progression means (game progression unit 113) that advances the game in a first progression mode that advances the game based on the user's operation;
  • a second progress means (game progress means) for progressing the game in a second progress mode that allows the game to progress without requiring at least a part of the user's operations that affect the progress of the game in the first progress mode.
  • Section 113) and success/failure determining means (game progress unit 113) for determining the success or failure of a predetermined event during the progress of the game in the second progress mode based on the environment in the game space and the attributes of the character operated by the user; and a program that functions as.
  • the attributes of the character will influence the success or failure of a predetermined event during the progress of the game in the second progress mode. Therefore, the strategic nature of character selection is improved, and the game becomes more interesting.
  • the success/failure determining means is The program according to supplementary note 1, wherein the probability reference value determined based on the environment in the game space is corrected based on the attribute of the character to obtain the probability of success or failure of the predetermined event. According to such a configuration, the success rate of a predetermined event changes depending on the attribute of the character, so it is possible to improve the interest of the game.
  • the computer further comprises: When a predetermined condition is satisfied for a predetermined object in the game space, the user is presented with a choice of whether to proceed with the game in the first proceeding mode or in the second proceeding mode.
  • a first progression means (game progression unit 113) that advances the game in a first progression mode that advances the game based on the user's operation;
  • a second progress means (game progress means) for progressing the game in a second progress mode that allows the game to progress without requiring at least a part of the user's operations that affect the progress of the game in the first progress mode.
  • Section 113) and success/failure determining means (game progress unit 113) for determining the success or failure of a predetermined event during the progress of the game in the second progress mode based on the environment in the game space and the attributes of the character operated by the user;
  • An information processing system comprising: According to such a configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved.

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Abstract

This program causes a computer to function as: a first progressing means for causing a game to progress in a first progression mode for causing the game to process on the basis of user operations; a second progressing means for causing the game to progress in a second progression mode capable of causing the game to progress without the need for at least some of the user operations that affect the progress of the game in the first progression mode; and a success or failure determining means for determining success or failure of a prescribed event during the progression of the game in the second progression mode, on the basis of an environment in a game space and an attribute of a character operated by the user.

Description

プログラムおよび情報処理システムPrograms and information processing systems
本発明は、プログラムおよび情報処理システムに関する。 The present invention relates to a program and an information processing system.
従来より、オートでの進行が可能なゲームが知られている(例えば、特許文献1参照)。 BACKGROUND ART Conventionally, games in which automatic progress is possible have been known (for example, see Patent Document 1).
特開2020-168381号公報JP2020-168381A
しかしながら、ゲームにおいては、興趣性の更なる向上が求められていた。 However, there has been a demand for further improvement in the level of interest in games.
本発明は、前記事情に鑑みてなされたものであり、ゲームの興趣性を向上させることを目的とする。 The present invention has been made in view of the above circumstances, and an object of the present invention is to improve the interest of the game.
本開示に示す一実施形態によれば、コンピュータを、
ユーザの操作に基づいてゲームを進行させる第1進行態様でゲームを進行させる第1進行手段と、
前記第1進行態様においてゲームの進行に影響を与える前記ユーザの操作の少なくとも一部を要さずにゲームを進行させることが可能な第2進行態様でゲームを進行させる第2進行手段と、
前記第2進行態様でのゲームの進行時における所定の事象の成否を、ゲーム空間内の環境と、前記ユーザが操作するキャラクタの属性と、に基づいて決定する成否決定手段と、として機能させる
プログラムが提供される。
According to one embodiment presented in the present disclosure, a computer is configured to:
a first progression means that advances the game in a first progression mode that advances the game based on a user's operation;
a second progression means for advancing the game in a second progression mode that allows the game to progress without requiring at least a part of the user's operations that affect the progression of the game in the first progression mode;
A program that functions as success/failure determining means for determining the success or failure of a predetermined event during the progress of the game in the second progress mode based on the environment in the game space and the attributes of the character operated by the user. is provided.
本発明によれば、ゲームの興趣性を向上させることができる。 According to the present invention, it is possible to improve the interest of the game.
ゲームシステムの概略構成を示す図である。1 is a diagram showing a schematic configuration of a game system. ゲームシステムの機能的構成を示すブロック図である。FIG. 2 is a block diagram showing the functional configuration of the game system. 第1状態における表示画面の一例を示す図である。It is a figure which shows an example of a display screen in a 1st state. 移動オブジェクトが移動する様子を示す図である。FIG. 3 is a diagram showing how a moving object moves. 移動オブジェクトが指標オブジェクトに到達した様子を示す図である。FIG. 3 is a diagram illustrating a state in which a moving object reaches an index object. 第1状態において実行される処理の一例を示すフローチャートである。3 is a flowchart illustrating an example of a process executed in a first state. 第2状態における表示画面の一例を示す図である。It is a figure which shows an example of a display screen in a 2nd state. 第2状態において実行される処理の一例を示すフローチャートである。7 is a flowchart illustrating an example of a process executed in a second state. 第2状態におけるゲームの進行の一例について説明するための図である。FIG. 7 is a diagram for explaining an example of the progress of the game in the second state.
以下、図面を参照しながら本発明の実施形態について説明する。 Embodiments of the present invention will be described below with reference to the drawings.
<ゲームシステムのハードウェア構成>
図1に示すように、本実施形態のゲームシステム1は、複数の端末装置10と、サーバ20とを備えている。
<Hardware configuration of game system>
As shown in FIG. 1, the game system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
端末装置10とサーバ20とは、ネットワーク2を介して接続される。ネットワーク2は、例えば、インターネット、移動通信システム(例えば、3G、4G、5G、LTE(Long Term Evolution)等)、WiFi(Wireless Fidelity)、ブルートゥース(登録商標)、その他の通信回線、またはこれらの組み合わせ等のいずれによって構成されていてもよい。また、端末装置10とサーバ20との接続は、有線接続であるか無線接続であるかを問わない。 The terminal device 10 and the server 20 are connected via a network 2. The network 2 is, for example, the Internet, a mobile communication system (for example, 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof. It may be configured by any of the following. Furthermore, the connection between the terminal device 10 and the server 20 does not matter whether it is a wired connection or a wireless connection.
サーバ20(換言すると、コンピュータ、情報処理装置)は、例えば、ワークステーションまたはパーソナルコンピュータ等の汎用コンピュータであってもよい。サーバ20は、プロセッサ21と、メモリ22と、ストレージ23と、通信IF(インターフェース)24と、入出力IF25と、を備える。サーバ20が備えるこれらの構成は、通信バスによって互いに接続される。 The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input/output IF 25. These components included in the server 20 are connected to each other by a communication bus.
プロセッサ21は、サーバ20全体の動作を制御する。プロセッサ21は、CPU(Central  Processing  Unit)、MPU(Micro  Processing  Unit)およびGPU(Graphics  Processing  Unit)等を含み得る。プロセッサ21は、ストレージ23からプログラムを読み出し、メモリ22に展開する。プロセッサ21は、展開したプログラムを実行する。 The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), and the like. The processor 21 reads the program from the storage 23 and expands it into the memory 22. The processor 21 executes the developed program.
メモリ22は、主記憶装置である。メモリ22は、例えば、ROM(Read Only Memory)およびRAM(Random Access Memory)等の記憶装置により構成される。メモリ22は、プロセッサ21がストレージ23から読み出したプログラムおよび各種データを一時的に記憶することにより、プロセッサ21に作業領域を提供する。メモリ22は、プロセッサ21がプログラムに従って動作している間に生成した各種データも一時的に記憶する。 Memory 22 is a main storage device. The memory 22 is configured of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). The memory 22 provides a work area for the processor 21 by temporarily storing programs and various data that the processor 21 reads from the storage 23 . The memory 22 also temporarily stores various data generated while the processor 21 is operating according to a program.
なお、本実施形態においてプログラムとは、ゲームを端末装置10により実現するプログラムであってもよい。また、当該プログラムは、当該ゲームを端末装置10とサーバ20との協働により実現するプログラムであってもよい。なお、端末装置10とサーバ20との協働により実現されるゲームは、一例として、端末装置10において起動されたブラウザ上で実行されるゲームであってもよい。また、当該プログラムは、当該ゲームを複数の端末装置10の協働により実現するプログラムであってもよい。また、各種データには、例えば、ユーザ情報およびゲーム情報などのゲームに関するデータ、および端末装置10とサーバ20との間で送受信される指示や通知が含まれる。 Note that in this embodiment, the program may be a program for realizing a game on the terminal device 10. Further, the program may be a program that realizes the game through cooperation between the terminal device 10 and the server 20. Note that the game realized through cooperation between the terminal device 10 and the server 20 may be, for example, a game executed on a browser started on the terminal device 10. Further, the program may be a program that realizes the game through cooperation of a plurality of terminal devices 10. Further, the various data include, for example, data related to games such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
ストレージ23は、補助記憶装置である。ストレージ23は、例えば、フラッシュメモリまたはHDD(Hard Disk Drive)等の記憶装置により構成される。ストレージ23には、ゲームに関する各種データが格納される。 The storage 23 is an auxiliary storage device. The storage 23 is configured of a storage device such as a flash memory or a hard disk drive (HDD), for example. The storage 23 stores various data related to the game.
通信IF24は、サーバ20と端末装置10等との間におけるネットワークを介した各種データの送受信を制御する。 The communication IF 24 controls transmission and reception of various data via the network between the server 20 and the terminal device 10 and the like.
入出力IF25は、サーバ20がデータの入力を受け付けるためのインターフェースであるとともに、サーバ20がデータを出力するためのインターフェースである。入出力IF25は、例えば、マウス、キーボード等の情報入力機器である入力部と、画像を表示出力する機器である表示部とを含み得る。 The input/output IF 25 is an interface through which the server 20 receives data input, and an interface through which the server 20 outputs data. The input/output IF 25 may include, for example, an input section that is an information input device such as a mouse and a keyboard, and a display section that is a device that displays and outputs images.
端末装置10(換言すると、コンピュータ、情報処理装置)は、例えば、スマートフォン、フィーチャーフォン、PDA(Personal Digital Assistant)、タブレット型コンピュータ、パーソナルコンピュータ、ウェアラブル端末、またはゲーム装置等であってもよい。端末装置10は、携帯端末であってもよい。端末装置10は、ユーザがゲームを実行する際に可搬型の端末であってもよい。 The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, a game device, or the like. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal when a user executes a game.
端末装置10は、プロセッサ11と、メモリ12と、ストレージ13と、通信IF14と、入出力IF15と、入力部17と、表示部18と、を備える。端末装置10が備えるこれらの構成は、通信バスによって互いに接続される。 The terminal device 10 includes a processor 11 , a memory 12 , a storage 13 , a communication IF 14 , an input/output IF 15 , an input section 17 , and a display section 18 . These components included in the terminal device 10 are connected to each other by a communication bus.
プロセッサ11は、端末装置10全体の動作を制御する。プロセッサ11は、CPU、MPUおよびGPU等を含み得る。プロセッサ11は、ストレージ13からプログラムを読み出し、メモリ12に展開する。プロセッサ11は、展開したプログラムを実行する。 The processor 11 controls the overall operation of the terminal device 10 . Processor 11 may include a CPU, MPU, GPU, and the like. The processor 11 reads the program from the storage 13 and expands it into the memory 12. The processor 11 executes the expanded program.
メモリ12は、主記憶装置である。メモリ12は、例えば、ROMおよびRAM等の記憶装置により構成される。メモリ12は、プロセッサ11がストレージ13から読み出したプログラムおよび各種データを一時的に記憶することにより、プロセッサ11に作業領域を提供する。メモリ12は、プロセッサ11がプログラムに従って動作している間に生成した各種データも一時的に記憶する。 Memory 12 is a main storage device. The memory 12 is comprised of storage devices such as ROM and RAM, for example. The memory 12 provides a work area for the processor 11 by temporarily storing programs and various data that the processor 11 reads from the storage 13 . The memory 12 also temporarily stores various data generated while the processor 11 is operating according to a program.
ストレージ13は、補助記憶装置である。ストレージ13は、例えば、フラッシュメモリまたはHDD等の記憶装置により構成される。ストレージ13には、ゲームに関する各種データが格納される。 The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or an HDD, for example. The storage 13 stores various data related to the game.
通信IF14は、端末装置10とサーバ20等との間におけるネットワークを介した各種データの送受信を制御する。 The communication IF 14 controls transmission and reception of various data via the network between the terminal device 10 and the server 20 and the like.
入出力IF15は、端末装置10がデータの入力を受け付けるためのインターフェースであるとともに、端末装置10がデータを出力するためのインターフェースである。入出力IF15は、例えばUSB(Universal Serial Bus)等を介してデータの入出力を行うこととしてもよい。入出力IF15は、入力部17または表示部18等を含み得る。 The input/output IF 15 is an interface for the terminal device 10 to receive data input, and is an interface for the terminal device 10 to output data. The input/output IF 15 may input/output data via, for example, a USB (Universal Serial Bus). The input/output IF 15 may include an input section 17, a display section 18, and the like.
入力部17は、ユーザによる入力を受け付ける。入力部17は、例えば、タッチパッド等のポインティングデバイスであってもよい。表示部18は、画像を表示する。表示部18は、例えば、液晶ディスプレイまたは有機EL(Electro-Luminescence)ディスプレイ等であってもよい。端末装置10は、例えば、入力部17と表示部18とを組み合わせた電子部品であるタッチスクリーン16を備える。 The input unit 17 receives input from the user. The input unit 17 may be, for example, a pointing device such as a touch pad. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 that is an electronic component that combines an input section 17 and a display section 18.
入力部17は、ユーザの操作(例えば、タッチ操作、タップ操作、スライド操作、スワイプ操作、およびフリック操作等)により入力面に対して入力された位置を検知し、検知した位置を示す情報を入力信号として送信する機能を有する。入力部17としてのタッチパネルは、静電容量方式または抵抗膜方式等を採用することができるが、他の方式であってもよい。 The input unit 17 detects a position input on the input screen by a user's operation (for example, touch operation, tap operation, slide operation, swipe operation, flick operation, etc.), and inputs information indicating the detected position. It has the function of transmitting as a signal. The touch panel as the input unit 17 can employ a capacitive type, a resistive film type, or the like, but other types may be used.
なお、入力部17は、例えば、キーボード、各種物理ボタン、各種センサ(例えば、加速度センサまたは角速度センサ等)、操作スティック、カメラ、またはマイク等であってもよい。また、表示部18は、例えば、プロジェクタ等であってもよい。 Note that the input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor or an angular velocity sensor), an operation stick, a camera, a microphone, or the like. Further, the display unit 18 may be, for example, a projector.
<ゲームシステムの機能的構成>
図2は、サーバ20および端末装置10の機能的構成を示すブロック図である。本実施形態におけるサーバ20は、例えば、ゲームを実現するために必要な各種データおよびプログラムを各端末装置10に提供する機能、各端末装置10からゲームに関するデータを収集して管理する機能、ならびに複数の端末装置10間の同期処理を行う機能等を有する。
<Functional configuration of game system>
FIG. 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function of providing each terminal device 10 with various data and programs necessary to realize a game, a function of collecting and managing data related to the game from each terminal device 10, and a function of It has a function to perform synchronization processing between terminal devices 10, etc.
なお、本実施形態において、サーバ20は、ゲームごとに事前に登録されるユーザのアカウントを用い、各ユーザおよび端末装置10を識別する。アカウントの登録方法は特に限定されない。例えば、端末装置10またはパーソナルコンピュータ等の他の装置が、ユーザの操作に基づいて、ユーザのアカウント登録に必要な情報をサーバ20に送信し、サーバ20が、受信した情報に基づいて各ユーザのアカウントを作成および保存することとしてもよい。 Note that in this embodiment, the server 20 identifies each user and the terminal device 10 using user accounts registered in advance for each game. The method of registering an account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer transmits information necessary for user account registration to the server 20 based on the user's operation, and the server 20 sends information necessary for each user's account registration based on the received information. You may also create and save an account.
図2に示すように、サーバ20は、プロセッサ21、メモリ22、ストレージ23、通信IF(インターフェース)24、および入出力IF25等の協働によって、制御部210および記憶部220として機能する。記憶部220は、制御部210が使用する各種データを格納する。各種データとして、例えば、ゲームプログラム221、ゲーム情報222およびユーザ情報223がある。 As shown in FIG. 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input/output IF 25, and the like. The storage unit 220 stores various data used by the control unit 210. Various data include, for example, game program 221, game information 222, and user information 223.
ゲームプログラム221は、ゲームを実現するためのプログラムである。ゲーム情報222およびユーザ情報223は、制御部210がゲームプログラム221を実行するときに参照するデータである。 The game program 221 is a program for realizing a game. The game information 222 and the user information 223 are data that the control unit 210 refers to when executing the game program 221.
なお、ゲームプログラム221は、サーバ20側で実行するゲームプログラムに加え、端末装置10に送信して端末装置10側で実行するプログラム(後述するゲームプログラム121)を含むこととしてもよい。あるいは、記憶部220が、サーバ20側で実行するゲームプログラム221と、端末装置10側で実行するプログラムとを格納することとしてもよい。 In addition to the game program executed on the server 20 side, the game program 221 may include a program (game program 121 described later) that is transmitted to the terminal device 10 and executed on the terminal device 10 side. Alternatively, the storage unit 220 may store the game program 221 executed on the server 20 side and the program executed on the terminal device 10 side.
ゲーム情報222は、アカウント間で共通の情報である。ゲーム情報222は、例えば、各種ゲーム空間を規定するための情報を含む。ゲーム空間とは、ユーザが操作可能なキャラクタ(以下、「操作キャラクタ」あるいは「プレイヤキャラクタ」ともいう。)のオブジェクトが配置される空間である。また、ゲーム情報222は、例えば、ゲーム空間内に配置される建物や木、石等の背景オブジェクトやノンプレイヤキャラクタ(non player character:NPC)のオブジェクトの配置位置や大きさ、色、形状等、アカウント間で共通のオブジェクトに関する各種設定情報を含む。また、ゲーム情報222は、例えば、ノンプレイヤキャラクタの各種パラメータの設定値等を含む。以下においては、ゲーム空間に配置されたキャラクタのオブジェクトを指して、単に「キャラクタ」ということもある。 Game information 222 is information common between accounts. The game information 222 includes, for example, information for defining various game spaces. The game space is a space in which objects of characters (hereinafter also referred to as "operable characters" or "player characters") that can be operated by the user are arranged. In addition, the game information 222 includes, for example, the placement position, size, color, shape, etc. of background objects such as buildings, trees, and stones, and non-player character (NPC) objects arranged in the game space. Contains various setting information regarding objects common between accounts. Further, the game information 222 includes, for example, setting values of various parameters of the non-player character. In the following, a character object placed in the game space may be simply referred to as a "character."
ユーザ情報223は、ゲームのアカウントごとに管理される情報である。ユーザ情報223は、例えば、操作キャラクタに関する情報、保有資産に関する情報、およびゲームの進行度合いを示す情報等を含む。保有資産として、例えば、ゲーム内通貨、アイテム、キャラクタの装備品等が挙げられる。 The user information 223 is information managed for each game account. The user information 223 includes, for example, information regarding the playable character, information regarding owned assets, information indicating the degree of progress of the game, and the like. Examples of held assets include in-game currency, items, and character equipment.
制御部210は、記憶部220に格納されたゲームプログラム221を実行することにより、ゲームに関する各種処理を制御する。制御部210は、例えば、送受信部211、サーバ処理部212、データ管理部213および同期処理部214を有する。 The control unit 210 controls various processes related to the game by executing the game program 221 stored in the storage unit 220. The control unit 210 includes, for example, a transmitting/receiving unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.
送受信部211は、各種データを送信または受信する。送受信部211は、例えば、各種データおよびプログラムの送信要求や、マルチプレイ機能に対応するための同期処理の要求、同期処理の対象となるデータ等を、各端末装置10から受信し、サーバ処理部212に渡す。また、送受信部211は、サーバ処理部212による制御に従って、同期を取るための指示等を含む各種データやプログラムを、各端末装置10に送信する。 The transmitter/receiver 211 transmits or receives various data. The transmitting/receiving unit 211 receives, for example, requests for transmission of various data and programs, requests for synchronization processing to support a multiplayer function, data to be subjected to synchronization processing, etc. from each terminal device 10, and sends them to the server processing unit 212. give it to Further, the transmitting/receiving unit 211 transmits various data and programs including instructions for synchronization to each terminal device 10 under the control of the server processing unit 212 .
本実施形態において、マルチプレイ機能とは、複数のアカウントによるゲーム処理を同期させた状態で進行させる機能である。ゲームシステム1のサーバ20および端末装置10は、ゲームシステム1にログインしているアカウントが同じゲームに複数参加する場合に、マルチプレイ機能に対応するための各種処理を実行する。 In this embodiment, the multiplay function is a function that allows game processing by multiple accounts to proceed in a synchronized manner. The server 20 and the terminal device 10 of the game system 1 execute various processes to support the multiplay function when multiple accounts logged into the game system 1 participate in the same game.
サーバ処理部212は、端末装置10からの要求等に応じ、ゲームプログラム221に記述された演算処理を実行することで、端末装置10にゲームを提供する。サーバ処理部212は、例えば、マルチプレイ機能に対応するための同期処理の要求や同期処理の対象となるデータを、送受信部211を介して端末装置10から受け取ると、マルチプレイ機能に対応するための同期処理を実行する。また、サーバ処理部212は、ゲーム情報222またはユーザ情報223の送信指示を送受信部211に指令する。さらに、サーバ処理部212は、ゲーム情報222またはユーザ情報223のレコードの追加、更新または削除に関する指示をデータ管理部213に指令する。 The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program 221 in response to a request or the like from the terminal device 10 . For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission/reception unit 211, the server processing unit 212 performs synchronization processing to support the multiplay function. Execute processing. Further, the server processing unit 212 instructs the transmitting/receiving unit 211 to transmit the game information 222 or the user information 223. Furthermore, the server processing unit 212 instructs the data management unit 213 to instruct the data management unit 213 to add, update, or delete records of the game information 222 or the user information 223.
データ管理部213は、記憶部220に格納されている各種データをサーバ処理部212の指示に従って管理する。データ管理部213は、例えば、サーバ処理部212からの指令に従って、ゲーム情報222またはユーザ情報223を読み出し、送受信部211を介して端末装置10に送信する。また、データ管理部213は、サーバ処理部212からの指令に従って、ゲーム情報222またはユーザ情報223のレコードを、追加、更新または削除する。 The data management unit 213 manages various data stored in the storage unit 220 according to instructions from the server processing unit 212. The data management unit 213 reads out the game information 222 or the user information 223 according to a command from the server processing unit 212, and transmits it to the terminal device 10 via the transmission/reception unit 211, for example. Further, the data management unit 213 adds, updates, or deletes records of the game information 222 or the user information 223 according to instructions from the server processing unit 212.
同期処理部214は、サーバ処理部212からの指令に従って、ゲームのマルチプレイ機能に対応するための同期処理を実行する。同期処理部214は、例えば、サーバ20が複数の端末装置10に対して情報を送信するときに、各端末装置10に同時に情報を送信することで、各端末装置10間で進行するゲームの同期を取る。具体的に、同期処理部214は、各アカウントに対応する端末装置10から所定期間(例えば、一フレーム)内に受信した操作情報を、所定期間ごとに各端末装置10に同時に送信する。操作情報は、端末装置10に入力される操作に関する情報である。同期のタイミングや同期すべき情報は、サーバ処理部212から随時受信することとしてもよい。同期処理を実行することで、一つの端末装置10で入力された操作に起因するゲーム内の事象を、他の端末装置10に同時に反映させることが可能となる。 The synchronization processing unit 214 executes synchronization processing to support the multiplay function of the game according to instructions from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing between the terminal devices 10 by simultaneously transmitting information to each terminal device 10. I take the. Specifically, the synchronization processing unit 214 simultaneously transmits the operation information received within a predetermined period (for example, one frame) from the terminal device 10 corresponding to each account to each terminal device 10 every predetermined period. The operation information is information related to operations input to the terminal device 10. The synchronization timing and information to be synchronized may be received from the server processing unit 212 at any time. By executing the synchronization process, it becomes possible to simultaneously reflect an event in the game caused by an operation input on one terminal device 10 on other terminal devices 10.
本実施形態における端末装置10は、例えば、ユーザの入力操作を受け付ける入力装置としての機能、およびゲームの画像や音声を出力する出力装置としての機能等を有する。 The terminal device 10 in this embodiment has, for example, a function as an input device that receives input operations from a user, a function as an output device that outputs images and sounds of a game, and the like.
端末装置10は、プロセッサ11、メモリ12、ストレージ13、通信IF14、および入出力IF15等の協働によって、制御部110および記憶部120として機能する。記憶部120は、制御部110が使用する各種データを格納する。各種データとして、例えば、ゲームプログラム121、ゲーム情報122およびユーザ情報123がある。 The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input/output IF 15, and the like. The storage unit 120 stores various data used by the control unit 110. Various data include, for example, game program 121, game information 122, and user information 123.
ゲームプログラム121は、端末装置10側でゲームを実現するためのプログラムである。ゲーム情報122およびユーザ情報123は、制御部110がゲームプログラム121を実行するときに参照するデータである。 The game program 121 is a program for realizing a game on the terminal device 10 side. Game information 122 and user information 123 are data referenced by control unit 110 when executing game program 121.
ゲーム情報122は、上述したサーバ20のゲーム情報222と同様の情報を含む。したがって、ここではゲーム情報122の説明を省略する。 The game information 122 includes the same information as the game information 222 of the server 20 described above. Therefore, a description of the game information 122 will be omitted here.
ユーザ情報123は、端末装置10を使用するユーザのアカウントに関するデータであり、上述したサーバ20のユーザ情報223と同様の情報を含む。したがって、ここではユーザ情報123の説明を省略する。 The user information 123 is data related to the account of the user who uses the terminal device 10, and includes the same information as the user information 223 of the server 20 described above. Therefore, a description of the user information 123 will be omitted here.
制御部110は、記憶部120に格納されたゲームプログラム121を実行することにより、端末装置10において実行されるゲームに関する各種処理を制御する。制御部110は、例えば、操作受付部111、送受信部112、ゲーム進行部113および表示制御部114を有する。 The control unit 110 controls various processes related to the game executed on the terminal device 10 by executing the game program 121 stored in the storage unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission/reception unit 112, a game progression unit 113, and a display control unit 114.
操作受付部111は、入力部17を介してユーザにより入力される操作(以下、「入力操作」ともいう。)を受け付ける。具体的には、操作受付部111は、入力部17に対する入力操作がされた場合に、入力位置の座標および入力操作の種類を検知する。入力操作の種類として、例えば、タッチ操作、タップ操作、スライド操作、スワイプ操作、フリック操作、ピンチイン操作およびピンチアウト操作等の、手指等による各種操作が挙げられる。入力操作は、入力部17(例えば、タッチスクリーン16)に物理的に接触する操作に限らず、非接触による操作も含み得る。なお、タッチスクリーン16への接触を終了するタッチオフ操作等のそれまで行っていた入力操作を終了する操作も、入力操作の一態様ということができる。 The operation accepting unit 111 accepts an operation input by a user via the input unit 17 (hereinafter also referred to as an “input operation”). Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations using fingers or the like, such as touch operation, tap operation, slide operation, swipe operation, flick operation, pinch-in operation, and pinch-out operation. The input operation is not limited to an operation that physically contacts the input unit 17 (for example, the touch screen 16), but may also include a non-contact operation. Note that an operation that ends a previously performed input operation, such as a touch-off operation that ends contact with the touch screen 16, can also be considered as one type of input operation.
ここで、操作受付部111は、入出力IF15を介して接続された操作機器を用いてされる入力操作についても、入力部17に対する入力操作と同様に受け付けることができる。 Here, the operation reception unit 111 can also accept an input operation performed using an operation device connected via the input/output IF 15 in the same way as an input operation to the input unit 17.
送受信部112は、各種データを送受信する。以下に、具体例を挙げて説明する。 The transmitter/receiver 112 transmits and receives various data. A specific example will be described below.
送受信部112は、ゲーム情報122またはユーザ情報123や、マルチプレイ機能に対応するための同期要求を、サーバ20に送信する。送受信部112は、各種データ、プログラム、およびマルチプレイ機能に対応するための同期のためのデータ等を、サーバ20から受信する。同期のためのデータには、例えば、マルチプレイに参加している各端末装置10間で同期を取るように指示するための同期指示データが含まれる。同期指示データには、例えば、同期対象となるデータおよびそのデータの種類や、同期する時期を特定するためのデータ等が含まれる。 The transmitter/receiver 112 transmits game information 122 or user information 123, and a synchronization request for supporting the multiplayer function to the server 20. The transmitting/receiving unit 112 receives various data, programs, data for synchronization to support the multiplay function, etc. from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing the terminal devices 10 participating in the multiplayer to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of the data, data for specifying the timing of synchronization, and the like.
送受信部112は、操作受付部111により受け付けられた入力操作に関する操作情報を、サーバ20に送信する。送受信部112は、他の端末装置10において他のユーザにより入力された操作に関する操作情報を、サーバ20から受信する。 The transmitter/receiver 112 transmits operation information regarding the input operation accepted by the operation receiver 111 to the server 20 . The transmitting/receiving unit 112 receives operation information related to operations input by other users on other terminal devices 10 from the server 20 .
ゲーム進行部113は、ゲームの進行に関する各種処理を実行する。以下に、具体例を挙げて説明する。 The game progress unit 113 executes various processes related to the progress of the game. A specific example will be described below.
ゲーム進行部113は、ゲーム情報122に含まれるゲーム空間を規定するための情報に基づいて、ゲーム空間を規定する。ゲーム進行部113は、ゲーム情報122に含まれるオブジェクトの設定情報に基づいて、ゲーム空間にオブジェクトを配置する。ゲーム進行部113は、ゲーム空間に配置したオブジェクトを制御する。具体的には、ゲーム進行部113は、ゲーム空間内でのオブジェクトの位置、向き、形状、色等を変更することや、オブジェクトに所定の動作を行わせるように、オブジェクトを制御する。 The game progression unit 113 defines a game space based on information included in the game information 122 for defining the game space. The game progression unit 113 arranges objects in the game space based on the object setting information included in the game information 122. The game progress unit 113 controls objects placed in the game space. Specifically, the game progression unit 113 controls the object to change the position, orientation, shape, color, etc. of the object in the game space, and to cause the object to perform a predetermined action.
ゲーム進行部113は、ゲーム空間のうちユーザに提示する領域を指定するための仮想カメラを規定する。ゲーム進行部113は、ゲーム空間内での仮想カメラの位置および向きを規定することにより、ゲーム空間内に仮想カメラを配置する。ゲーム進行部113は、仮想カメラにより規定される視野領域およびこの視野領域に配置されているオブジェクトを描画した画像を生成するように、表示制御部114に指示する。 The game progression unit 113 defines a virtual camera for specifying an area to be presented to the user in the game space. The game progression unit 113 arranges the virtual camera within the game space by defining the position and orientation of the virtual camera within the game space. The game progression unit 113 instructs the display control unit 114 to generate an image depicting a viewing area defined by the virtual camera and an object placed in this viewing area.
仮想カメラの位置および向きは、ゲーム空間ごとに適宜決定することができる。例えば、ゲーム進行部113は、特定のオブジェクトの位置や向きを基準とし、特定のオブジェクトが特定の向きで視野領域の中央に位置するように、仮想カメラを配置する。その際、ゲーム進行部113は、特定のオブジェクトに対する方向、距離および角度を用い、仮想カメラの位置や向きを調整する。特定のオブジェクトは、例えば、操作キャラクタやノンプレイヤキャラクタ等の動的なオブジェクトであってもよいし、建物や木、石等の静的なオブジェクトであってもよい。動的なオブジェクトには、各ユーザの操作に基づいてそれぞれ動作する操作キャラクタと、ゲームプログラム121,221に基づいて動作するキャラクタ(例えば、ノンプレイヤキャラクタ、敵キャラクタ等)とが含まれる。 The position and orientation of the virtual camera can be determined as appropriate for each game space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference, and arranges the virtual camera so that the specific object is located in the center of the viewing area in a specific orientation. At this time, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle with respect to the specific object. The specific object may be a dynamic object such as a manipulated character or a non-player character, or a static object such as a building, tree, or stone. The dynamic objects include operated characters that operate based on each user's operation, and characters that operate based on the game programs 121 and 221 (eg, non-player characters, enemy characters, etc.).
ゲーム進行部113は、操作受付部111により検知された入力位置の座標および入力操作の種類等に基づいて、ユーザの指示内容を解釈する。ゲーム進行部113は、解釈した指示内容等に基づいて、ゲームの進行に関わる各種判定処理を実行する。ゲーム進行部113は、判定処理の結果等に基づいて、オブジェクトや仮想カメラ等を制御しながらゲームを進行する。ゲーム進行部113は、ゲームの進行状況に応じて、ゲーム情報122やユーザ情報123を更新、追加または削除する。 The game progression unit 113 interprets the content of the user's instruction based on the coordinates of the input position detected by the operation reception unit 111, the type of input operation, and the like. The game progress unit 113 executes various determination processes related to the progress of the game based on the interpreted instruction contents and the like. The game progression unit 113 advances the game while controlling objects, virtual cameras, etc. based on the results of the determination process and the like. The game progress unit 113 updates, adds, or deletes the game information 122 and the user information 123 according to the progress of the game.
表示制御部114は、表示部18に画像を表示させる。以下に、具体例を挙げて説明する。 The display control unit 114 causes the display unit 18 to display an image. A specific example will be described below.
表示制御部114は、ゲーム空間のうち、ゲーム進行部113が規定する仮想カメラの視野の領域と、その領域に存在するオブジェクトとを描画した画像を生成し、表示部18に表示させる。表示制御部114は、表示部18に表示させる画像に対し、例えば、アイコン、ボタン、各種パラメータを示すメニュー等、ゲームの種々の操作に必要なUI(User Interface)に関わるオブジェクトを重畳して描画することができる。 The display control unit 114 generates an image depicting the field of view of the virtual camera defined by the game progression unit 113 and objects existing in the area in the game space, and causes the display unit 18 to display the image. The display control unit 114 superimposes and draws objects related to the UI (User Interface) necessary for various operations of the game, such as icons, buttons, menus indicating various parameters, etc., on the image to be displayed on the display unit 18. can do.
なお、図2に示す端末装置10およびサーバ20の機能は一例にすぎない。端末装置10およびサーバ20の各装置は、他の装置が備える機能の少なくとも一部を備えていてもよい。また、端末装置10およびサーバ20等の各装置は、一体の機器により実現されるものでなくてもよく、例えば、ネットワーク等を介して接続される複数の機器によって実現されてもよい。また、ゲームシステム1は、例えば、端末装置10またはサーバ20のみによって構成されていてもよい。換言すると、ゲームシステム1は、ネットワークを介して接続される複数の機器によって実現されていなくてもよい。 Note that the functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely examples. Each of the terminal device 10 and the server 20 may have at least some of the functions of other devices. Further, each device such as the terminal device 10 and the server 20 does not need to be realized by an integrated device, and may be realized by, for example, a plurality of devices connected via a network or the like. Moreover, the game system 1 may be configured only by the terminal device 10 or the server 20, for example. In other words, the game system 1 does not need to be realized by a plurality of devices connected via a network.
<本実施形態に係る処理>
次に、本実施形態に係る処理について説明する。なお、本実施形態では、端末装置10のプロセッサ11が、ゲームシステム1に記憶されているゲームプログラムを実行することによって、後述する各処理を行うものとして説明する。ただし、後述する各処理のうちの少なくとも一部を、プロセッサ11とは別のプロセッサが実行するようにしてもよい。換言すると、本実施形態においてゲームプログラムを実行するコンピュータは、端末装置10およびサーバ20のいずれであってもよく、また、複数の装置の組み合わせにより実現されてもよい。
<Processing according to this embodiment>
Next, processing according to this embodiment will be explained. In addition, in this embodiment, the processor 11 of the terminal device 10 will be described as performing each process described below by executing a game program stored in the game system 1. However, at least a portion of each process described below may be executed by a processor other than the processor 11. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.
以下では、本実施形態に係る構成をゴルフゲームに適用した場合を例に説明する。 Below, the case where the structure based on this embodiment is applied to a golf game is demonstrated as an example.
図3~図5は、ゲーム空間30としてのゴルフコースを含む空間を示す表示画面例である。図3~図5を参照しながら、ゲーム空間30およびゲーム空間30に重ねて表示される各種オブジェクトについて説明する。 3 to 5 are examples of display screens showing a space including a golf course as the game space 30. FIG. The game space 30 and various objects superimposed on the game space 30 will be described with reference to FIGS. 3 to 5.
表示制御部114は、ゲーム進行部113の指示に応じて、表示部18にゲーム空間30の画像を表示させる。具体的には、表示制御部114は、ゲーム空間30のうち、制御部110が規定する仮想カメラの視野の領域と、当該領域に存在するオブジェクトとを描画した画像を生成し、表示部18に表示させる。具体的には、表示制御部114は、ゲーム空間30に存在するオブジェクトである、ユーザの操作に基づいて移動する操作対象オブジェクトとしてのボール31、ボール31を導く目標地点となるオブジェクトとしてのカップ32、およびプレイヤキャラクタ33等を表示部18に表示させる。また、表示制御部114は、例えば、当該画像に、アイコン、ボタン、各種パラメータを示すメニュー等、ゲームの種々の操作に必要なUI(User Interface)に係るオブジェクトを重畳して描画し、表示部18に表示させる。具体的には、表示制御部114は、カップの位置を示すカップ指標36、ならびに、後述する移動オブジェクト40、パワー指標41、指標オブジェクト50、および第2ショット選択ボタン60(図7参照)等のオブジェクトを表示部18に表示させる。 The display control unit 114 causes the display unit 18 to display an image of the game space 30 in response to instructions from the game progress unit 113. Specifically, the display control unit 114 generates an image depicting the field of view of the virtual camera defined by the control unit 110 and objects existing in the area in the game space 30, and displays the image on the display unit 18. Display. Specifically, the display control unit 114 controls a ball 31 as an object to be operated that moves based on a user's operation, which is an object existing in the game space 30, and a cup 32 as an object serving as a target point to guide the ball 31. , the player character 33, etc. are displayed on the display unit 18. The display control unit 114 also superimposes and draws objects related to a UI (User Interface) necessary for various operations of the game, such as icons, buttons, and menus indicating various parameters, on the image, for example, and 18. Specifically, the display control unit 114 displays a cup indicator 36 indicating the position of the cup, a moving object 40, a power indicator 41, an indicator object 50, a second shot selection button 60 (see FIG. 7), etc., which will be described later. The object is displayed on the display unit 18.
カップ指標36は、例えば、カップ32から所定の色彩の光が延び出るように表示される指標である。ゲーム進行部113は、例えば、カップ指標36を、コースの芝の色彩と区別がつくような色彩に設定する。カップ指標36を表示させることで、ユーザは、プレイヤキャラクタ33の背後から映されたゲーム空間30において、カップ32の位置を容易に視認できる。 The cup indicator 36 is, for example, an indicator displayed such that light of a predetermined color extends from the cup 32. For example, the game progress unit 113 sets the cup indicator 36 to a color that is distinguishable from the color of the grass on the course. By displaying the cup indicator 36, the user can easily visually recognize the position of the cup 32 in the game space 30 projected from behind the player character 33.
ゲーム進行部113は、所定の目標の達成を目指すゲーム中において、第1状態と第2状態との間でゲーム状態を移行させるゲーム状態制御処理を実行する。第1状態は、操作対象オブジェクトに所定の作用を与えるユーザの操作に基づいてゲームを進行させることが可能なゲーム状態となっている。また、第2状態は、第1状態と同様の態様でゲームが進行される場合に比べ、ユーザの技量が前記所定の目標の達成に与える影響を低減させることが可能な態様によりゲームを進行させることが可能なゲーム状態となっている。なお、ゲーム状態として、第1状態および第2状態以外のゲーム状態が用意されていてもよい。 The game progression unit 113 executes a game state control process to shift the game state between a first state and a second state during a game in which the goal is to achieve a predetermined goal. The first state is a game state in which the game can be advanced based on a user's operation that gives a predetermined effect to the operation target object. Furthermore, in the second state, the game progresses in a manner that can reduce the influence that the user's skill has on achieving the predetermined goal, compared to the case where the game progresses in the same manner as in the first state. The game is in a state where it is possible. Note that game states other than the first state and the second state may be prepared as the game state.
本実施形態では、ゲーム進行部113は、カップ32にボール31を入れるという目標の達成を目指す1ホール(換言すると、1ステージ)のゲームの実行中において、ユーザによる特定の操作(例えば、後述する第1操作)に基づいてボール31を移動させる第1状態と、ユーザによる当該特定の操作を介さずにボール31を移動させることが可能な第2状態と、の間でゲーム状態を移行させる。具体的には、ゲーム進行部113は、1ホールのゲームの実行中において、ボール31がカップ32から所定範囲内に位置していない場合(例えば、グリーン(ここで、グリーンとはカラーを含んでもよい。)上に位置していない場合)にゲーム状態を第1状態に設定し、ボール31がカップ32から所定範囲内に位置している場合(例えば、グリーン上に位置している場合)にゲーム状態を第2状態に設定する。なお、ゲーム進行部113は、このように、ボール31とカップ32(あるいはグリーン)との関係性が所定の関係性となる場合に、ゲーム状態を第2状態にするが、このような、ボール31とカップ32(あるいはグリーン)との関係性と、ゲーム状態と、の対応関係は、当該関係性となっているか否かをゲーム進行部113が直接的に判定することにより実現してもよく、異なる処理によって実現してもよい。例えば、ゲーム進行部113が、ボール31がカップ32から所定範囲内に位置してるか否かを判定してゲーム状態を切り替えることとしてもよく、ボール31がゲーム空間30内のどの位置に位置しているか(例えば、グリーン上に対応する領域に位置しているか否か)を判定してゲーム状態を切り替えることとしてもよく、パターでのショットが行われるか否かを判定してゲーム状態を切り替えることとしてもよい。なお、ゲーム状態の切り替えは、ボール31がカップ32から所定範囲内に位置しているか否かに応じて自動的に(換言すると、ユーザの操作を介することなく)行われる。換言すると、ゲーム進行部113は、ボール31がカップ32から所定範囲内に移動すると、ゲーム状態を第1状態から第2状態へ自動的に切り替える。なお、このような自動的なゲーム状態の切り替えを行うか否かは、ユーザが所定の設定画面等において予め設定(換言すると、選択)することが可能となっていてもよい。すなわち、このような設定が予めされている場合には、ボール31がカップ32から所定範囲内に移動する場合にゲーム状態を自動的に切り替え、当該設定がされていない場合には、ボール31がカップ32から所定範囲内に移動してもゲーム状態を切り替えないこととしてもよい。 In the present embodiment, the game progression unit 113 performs a specific operation by the user (for example, a specific operation (for example, a The game state is transitioned between a first state in which the ball 31 is moved based on a user's first operation) and a second state in which the ball 31 can be moved without the user's specific operation. Specifically, when the ball 31 is not located within a predetermined range from the cup 32 during execution of a one-hole game (for example, green (here, green includes color), If the ball 31 is located within a predetermined range from the cup 32 (for example, if it is located on the green), the game state is set to the first state. Set the game state to the second state. Note that the game progress unit 113 sets the game state to the second state when the relationship between the ball 31 and the cup 32 (or the green) becomes a predetermined relationship. The correspondence between the relationship between the cup 31 and the cup 32 (or the green) and the game state may be realized by the game progress unit 113 directly determining whether or not the relationship exists. , may be realized by different processing. For example, the game progress unit 113 may determine whether or not the ball 31 is located within a predetermined range from the cup 32 to switch the game state, or determine where the ball 31 is located within the game space 30. The game state may be switched by determining whether or not the putter is positioned (for example, whether the putter is located in a corresponding area on the green), or the game state may be switched by determining whether a shot with the putter is to be made. It may also be a thing. Note that the game state is automatically switched (in other words, without any user operation) depending on whether or not the ball 31 is located within a predetermined range from the cup 32. In other words, when the ball 31 moves within a predetermined range from the cup 32, the game progress unit 113 automatically switches the game state from the first state to the second state. Note that the user may be able to preset (in other words, select) whether or not to perform such automatic game state switching on a predetermined setting screen or the like. That is, if such a setting is made in advance, the game state is automatically switched when the ball 31 moves within a predetermined range from the cup 32, and if the setting is not made, the game state is automatically switched. The game state may not be changed even if the player moves within a predetermined range from the cup 32.
(第1状態におけるゲームの進行)
以下、図3~図5を参照しながら、第1状態におけるゲームの進行について説明する。
(Progress of the game in the first state)
The progress of the game in the first state will be described below with reference to FIGS. 3 to 5.
第1状態において、ゲーム進行部113は、図3に示すように、ボール31およびアドレスの姿勢を取るプレイヤキャラクタ33を表示部18に表示させるよう、表示制御部114に指示する。また、ゲーム進行部113は、移動オブジェクト40を表示部18に表示させるよう表示制御部114に指示する。 In the first state, the game progression unit 113 instructs the display control unit 114 to display the ball 31 and the player character 33 in an address posture on the display unit 18, as shown in FIG. Furthermore, the game progress unit 113 instructs the display control unit 114 to display the moving object 40 on the display unit 18.
移動オブジェクト40は、例えば、円形状を呈し、移動オブジェクト40から所定の方向に延び出る直線状の指標(図3においては、点状の図形とV字状の図形が直線状に並んだ指標。以下、「パワー指標41」という。)に沿って移動するオブジェクトである。パワー指標41は、ショットのパワーを示す数値が付されたものであってもよい。ショットのパワーを示す数値は、例えば、パワーの割合を示す百分率であってもよく、飛距離を示すヤードまたはメートル等であってもよい。 The moving object 40 has, for example, a circular shape, and is a linear indicator extending in a predetermined direction from the moving object 40 (in FIG. 3, an indicator in which a dot-shaped figure and a V-shaped figure are lined up in a straight line). Hereinafter, it is an object that moves along the "power index 41"). The power index 41 may be attached with a numerical value indicating the power of the shot. The numerical value indicating the power of the shot may be, for example, a percentage indicating the power ratio, or may be a yardage or a meter indicating the flight distance.
操作受付部111は、ユーザによるタッチスクリーン16の所定位置を選択する操作を受け付ける。ゲーム進行部113は、ユーザによる、選択された所定位置からのスワイプ操作に応じて、移動オブジェクト40を移動させる(図4参照)。具体的には、ゲーム進行部113は、ユーザのタッチスクリーン16へのタッチ位置が移動オブジェクト40に重なると判断した場合、ユーザのスワイプ操作に応じて、移動オブジェクト40を移動させる。また、ゲーム進行部113は、ユーザのタッチスクリーン16へのタッチ位置が移動オブジェクト40を中心とした所定の範囲内にあると判断した場合、ユーザのスワイプ操作に応じて、移動オブジェクト40を移動させてもよい。これにより、ユーザはプレイヤキャラクタのテイクバック動作のイメージを掴むことができるため、ゲームの興趣性が向上される。 The operation reception unit 111 receives an operation by the user to select a predetermined position on the touch screen 16. The game progression unit 113 moves the moving object 40 in response to the user's swipe operation from the selected predetermined position (see FIG. 4). Specifically, when the game progression unit 113 determines that the position of the touch screen 16 by the user overlaps the moving object 40, the game progressing unit 113 moves the moving object 40 in response to the user's swipe operation. Further, if the game progress unit 113 determines that the user's touch position on the touch screen 16 is within a predetermined range centered on the moving object 40, the game progressing unit 113 moves the moving object 40 in response to the user's swipe operation. It's okay. This allows the user to get an idea of the take-back action of the player character, thereby improving the interest of the game.
なお、移動オブジェクト40は、パワー指標に沿って移動させることが可能であるが、「パワー指標に沿って」とは、パワー指標の直上を移動オブジェクト40が移動するものに限らず、パワー指標の延びる方向に移動オブジェクト40が移動するものであればよい。また、移動オブジェクト40を移動させるスワイプ操作は、パワー指標の直上を通るものでなくてもよい。換言すると、例えば、パワー指標41を目印とした予め定められた範囲や方向への操作を、移動オブジェクト40を移動させる操作とすることができる。 Note that the moving object 40 can be moved along the power index, but "along the power index" does not mean that the moving object 40 moves directly above the power index; Any object may be used as long as the moving object 40 moves in the extending direction. Further, the swipe operation for moving the moving object 40 does not have to pass directly above the power indicator. In other words, for example, an operation in a predetermined range or direction using the power indicator 41 as a landmark can be used as an operation to move the moving object 40.
また、ゲーム進行部113は、移動オブジェクト40を移動させる際に移動オブジェクト40の形状を変化させてもよい(図3~図5参照)。 Furthermore, the game progression unit 113 may change the shape of the moving object 40 when moving the moving object 40 (see FIGS. 3 to 5).
ゲーム進行部113は、ユーザが移動オブジェクト40をパワー指標41に沿ってスワイプ操作すると(換言すると、指標オブジェクト50から遠ざかる方向へスワイプ操作すると)、指標オブジェクト50を表示部18に移動表示させるよう、表示制御部114に指示する。以下、指標オブジェクト50の詳細について説明する。 The game progression unit 113 causes the indicator object 50 to be moved and displayed on the display unit 18 when the user swipes the moving object 40 along the power indicator 41 (in other words, when the user swipes the moving object 40 in a direction away from the indicator object 50). Instructs the display control unit 114. The details of the index object 50 will be explained below.
まず、指標オブジェクト50の構造の詳細について説明する。
図3に示すように、指標オブジェクト50は、例えば、扇形状の周縁部を外縁に沿って切り取った形状を呈し、複数の区切られた領域(以下、「指標領域51」という。)を有するオブジェクトである。指標領域51は、例えば、ショットの質を示す領域である。ここで、ショットの質とは、例えば、ショットされたボール31の曲がり具合や、ショットの成功度合い(例えば、狙った方向からの逸れ具合、ボール31への当たり具合)等であってもよい。具体的には、複数の指標領域51のうちの中心の領域を、ショットされたボール31が直進する(換言すると、狙った方向へ向かう)指標領域51とし、中心から一方側に離れた領域ほど、ショットされたボール31が一方側に曲がる(換言すると、狙った方向から一方側に逸れる)指標領域51とし、中心から他方側に離れた領域ほど、ショットされたボール31が他方側に曲がる(換言すると、狙った方向から他方側に逸れる)指標領域51とし、中心から所定範囲外に位置する領域を、ミスショットとなる指標領域51としてもよい。また、指標領域51は、ショットされたボール31の軌道を示す記号が付されたものであってもよい。ここで、当該記号は、例えばショットされたボール31の軌道の曲がり具合を示す矢印等であってもよい。
First, the details of the structure of the index object 50 will be explained.
As shown in FIG. 3, the index object 50 is, for example, an object that has a shape obtained by cutting out the peripheral edge of a fan shape along the outer edge, and has a plurality of divided regions (hereinafter referred to as "index regions 51"). It is. The index area 51 is, for example, an area indicating the quality of the shot. Here, the quality of the shot may be, for example, the degree of curvature of the shot ball 31, the degree of success of the shot (for example, the degree of deviation from the aimed direction, the degree of contact with the ball 31), etc. Specifically, the center area of the plurality of indicator areas 51 is set as the indicator area 51 where the shot ball 31 travels straight (in other words, it heads in the targeted direction), and the areas further away from the center to one side are , an index area 51 in which the shot ball 31 curves to one side (in other words, it deviates to one side from the aimed direction), and the farther the area is from the center to the other side, the more the shot ball 31 curves to the other side ( In other words, the indicator area 51 may be used as the indicator area 51 (deviating from the aimed direction to the other side), and an area located outside a predetermined range from the center may be used as the indicator area 51 that results in a missed shot. Further, the indicator area 51 may be provided with a symbol indicating the trajectory of the shot ball 31. Here, the symbol may be, for example, an arrow indicating the curve of the trajectory of the shot ball 31.
ゲーム進行部113は、ゲーム空間30におけるボール31周辺の環境に基づき指標領域51を設定する。具体的には、ゲーム進行部113は、ボール31がラフ、傾斜面、またはバンカー等のフェアウェイ上から外れた位置に存在する場合、ボール31がフェアウェイ上に存在する場合に比べて、ボール31を狙ったところに導くことが難しくなるように指標領域51を定める。より具体的には、例えば、フェアウェイ上から外れた位置に存在する場合、ボール31がフェアウェイ上に存在する場合に比べて、ボール31が直進する(換言すると、狙った方向へ向かう)指標領域51に対するボール31が曲がる(換言すると、狙った方向から逸れる)指標領域51の大きさや、ミスショットとなる指標領域51の大きさが大きくなるように(換言すると、指標オブジェクト50におけるボールが曲がる指標領域51や、ミスショットとなる指標領域51の占める割合が大きくなるように)指標領域51を設定してもよい。また、例えば、ボール31がフェアウェイ上から外れた位置に存在する場合、ボール31がフェアウェイ上に存在する場合に比べて、指標オブジェクト50全体の幅が狭まる(あるいは広がる)などしてもよい。 The game progression unit 113 sets the index area 51 based on the environment around the ball 31 in the game space 30. Specifically, when the ball 31 is located off the fairway, such as in the rough, on an inclined surface, or in a bunker, the game progress unit 113 moves the ball 31 more slowly than when the ball 31 is located on the fairway. The index area 51 is defined so that it is difficult to guide the target to the target location. More specifically, for example, when the ball 31 is located at a position off the fairway, the ball 31 travels straight (in other words, in the desired direction) compared to when the ball 31 is located on the fairway. The size of the index area 51 where the ball 31 curves (in other words, deviates from the aimed direction) against the ball 31 and the size of the index area 51 where a missed shot occurs is increased (in other words, the index area where the ball curves in the index object 50). 51, or the index area 51 may be set such that the ratio of the index area 51 that causes a missed shot is large. Furthermore, for example, when the ball 31 is located off the fairway, the width of the entire indicator object 50 may be narrower (or wider) than when the ball 31 is located on the fairway.
次に、指標オブジェクト50の動作の詳細について説明する。
ゲーム進行部113は、指標オブジェクト50を、プレイヤキャラクタがショットするボール31の進行方向(換言すると、飛球方向)と交差する方向に往復移動させる(図3~図5参照)。ここで、進行方向とは、ユーザがボール31をショットしたときにボール
31が進行する側の方向である。換言すると、ゲーム進行部113は、指標オブジェクト50を、パワー指標41の延びる方向と交差する方向に往復移動させる。具体的には、ゲーム進行部113は、指標オブジェクト50を、例えばパワー指標41の一方側の端部に接触させながら、所定の曲線に沿って所定の角速度で往復移動させる。これにより、正確なショットを実行する際の難易度を高めることができるため、ゲームの興趣性が向上される。
Next, details of the operation of the index object 50 will be explained.
The game progression unit 113 moves the index object 50 back and forth in a direction intersecting the traveling direction of the ball 31 shot by the player character (in other words, the fly ball direction) (see FIGS. 3 to 5). Here, the traveling direction is the direction in which the ball 31 travels when the user makes a shot with the ball 31. In other words, the game progression unit 113 moves the index object 50 back and forth in a direction intersecting the direction in which the power index 41 extends. Specifically, the game progression unit 113 reciprocates the index object 50 along a predetermined curve at a predetermined angular velocity while bringing the index object 50 into contact with, for example, one end of the power index 41 . This makes it possible to increase the level of difficulty in executing accurate shots, thereby improving the interest of the game.
ゲーム進行部113は、移動オブジェクト40が指標オブジェクト50から遠ざかるに従って、指標オブジェクト50の往復移動の速度が速くなるように、指標オブジェクト50を制御してもよい。これにより、ユーザがショットのパワーを大きく設定するほど、ユーザの意図する軌道でのショットを実現しにくくなるため、ゲームの興趣性が向上される。 The game progression unit 113 may control the index object 50 such that as the moving object 40 moves away from the index object 50, the speed of reciprocating movement of the index object 50 becomes faster. As a result, the more the user sets the power of the shot, the more difficult it becomes to achieve a shot on the trajectory that the user intends, thereby improving the interest of the game.
また、ゲーム進行部113は、ボール31周辺の環境に基づいて、指標オブジェクト50の往復移動の移動速度を変化させてもよい。例えば、ゲーム進行部113は、ボール31が、ラフ、傾斜面またはバンカー等のフェアウェイ上から外れた位置に存在する場合、ボール31がフェアウェイ上に存在する場合に比べて、指標オブジェクト50の移動速度を速くしてもよい。これにより、ショットする環境が悪いほど適切なショットを実行するための難易度を高めることができるため、ゲームの興趣性が向上される。 Furthermore, the game progression unit 113 may change the movement speed of the reciprocating movement of the index object 50 based on the environment around the ball 31. For example, the game progression unit 113 determines that when the ball 31 is located off the fairway, such as in the rough, on a slope, or in a bunker, the moving speed of the indicator object 50 is faster than when the ball 31 is located on the fairway. You can make it faster. As a result, the more difficult the shot environment is, the more difficult it is to execute an appropriate shot, and the more interesting the game is.
また、ゲーム進行部113は、移動オブジェクト40がパワー指標41の所定の位置(例えば50%)に至るまでは指標オブジェクト50の往復速度を一定にしてもよい。さらに、ゲーム進行部113は、パワー指標41の当該所定の位置を超えて、移動オブジェクト40が指標オブジェクト50から遠ざかるに従って、指標オブジェクト50の往復速度が速くなるように、指標オブジェクト50を制御してもよい。これにより、ショットのパワーを大きく設定するほど、ユーザの意図する軌道でのショットを、さらに実現しにくくなるため、ゲームの興趣性が向上される。なお、単に「遠ざかるに従って」あるいは「遠ざかるほど」等といった場合、具体的には、例えば「遠ざかるに従って速度が速くなる」等といった場合、所定の位置に至るまでは速度が変化せず、当該所定の位置を越えると速度が速くなる場合等の、速度等が変化しない区間が含まれる場合を含む。また、この場合の速度等には、少なくとも2つの段階があればよい。 Furthermore, the game progression unit 113 may keep the reciprocating speed of the index object 50 constant until the moving object 40 reaches a predetermined position (for example, 50%) of the power index 41. Further, the game progression unit 113 controls the index object 50 so that as the moving object 40 moves away from the index object 50 beyond the predetermined position of the power index 41, the reciprocating speed of the index object 50 becomes faster. Good too. As a result, the greater the shot power is set, the more difficult it becomes to achieve a shot on the trajectory intended by the user, and thus the game becomes more interesting. In addition, when simply saying ``as it gets further away'' or ``the further it gets away,'' etc., specifically, for example, when saying ``the speed increases as it gets further away,'' the speed does not change until it reaches a predetermined position, and This includes cases where there are sections where the speed does not change, such as when the speed increases when exceeding a certain position. Further, in this case, the speed etc. need only have at least two stages.
また、ゲーム進行部113は、移動オブジェクト40が指標オブジェクト50から遠ざかるに従って、ボール31を狙ったところに導くことが難しくなるように指標領域51の幅を変化させてもよい。具体的には、例えば、移動オブジェクト40が指標オブジェクト50から遠ざかるほど、ボール31が直進する(換言すると、狙った方向へ向かう)指標領域51に対するボール31が曲がる(換言すると、狙った方向から逸れる)指標領域51の大きさや、ミスショットとなる指標領域51の大きさが大きくなるように(換言すると、指標オブジェクト50におけるボールが曲がる指標領域51や、ミスショットとなる指標領域51の占める割合が大きくなるように)指標領域51を設定してもよい。また、例えば、移動オブジェクト40が指標オブジェクト50から遠ざかるほど、指標オブジェクト50全体の幅が狭まる(あるいは広がる)などしてもよい。 Furthermore, the game progressing unit 113 may change the width of the indicator area 51 so that as the moving object 40 moves away from the indicator object 50, it becomes more difficult to guide the ball 31 to the desired location. Specifically, for example, the further the moving object 40 moves away from the index object 50, the more the ball 31 moves straight (in other words, heads toward the aimed direction), the more the ball 31 curves relative to the index region 51 (in other words, it deviates from the aimed direction). ) The size of the indicator area 51 and the size of the indicator area 51 that causes a miss shot are increased (in other words, the proportion of the indicator area 51 where the ball curves and the indicator area 51 that causes a miss shot in the indicator object 50 is increased. The index area 51 may be set so that the index area 51 becomes larger. Furthermore, for example, the farther the moving object 40 is from the index object 50, the narrower (or wider) the width of the entire index object 50 may be.
また、ゲーム進行部113は、移動オブジェクト40がパワー指標41の所定の位置(例えば100%)に至るまでは移動オブジェクト40を振動させず、パワー指標41の当該所定の位置を越える場合に、移動オブジェクト40を振動させるなどしてもよい。換言すると、ゲーム進行部113は、移動オブジェクト40が指標オブジェクト50から遠ざかるほど、移動オブジェクト40がユーザの意に沿わない動きをするようにしてもよい。さらに換言すると、ゲーム進行部113は、移動オブジェクト40が指標オブジェクト50に近い所定位置(例えば、パワー指標41の「100%」以下の位置)にある場合に比べ、移動オブジェクト40が当該所定位置よりも指標オブジェクト50から遠い他の所定位置にある場合の方が、ユーザの操作(例えば、スワイプ操作)に対する移動オブジェクト40の追従性が低下するようにしてもよい。これにより、ユーザがショットのパワーを大きく設定するほど、ユーザの意図する軌道でのショットを実現しにくくなるため、ゲームの興趣性が向上される。 Furthermore, the game progression unit 113 does not vibrate the moving object 40 until it reaches a predetermined position (for example, 100%) on the power index 41, and when the moving object 40 exceeds the predetermined position on the power index 41, The object 40 may also be vibrated. In other words, the game progression unit 113 may cause the moving object 40 to move more unintentionally as the moving object 40 moves away from the index object 50. In other words, the game progress unit 113 determines that the moving object 40 is closer to the predetermined position than when the moving object 40 is at a predetermined position close to the index object 50 (for example, a position below "100%" of the power index 41). The ability of the moving object 40 to follow a user's operation (for example, a swipe operation) may be lowered when the moving object 40 is located at another predetermined position farther from the index object 50. As a result, the more the user sets the power of the shot, the more difficult it becomes to achieve a shot on the trajectory that the user intends, thereby improving the interest of the game.
ゲーム進行部113は、ユーザの入力操作に基づいて移動オブジェクト40の位置を決定し、当該入力操作が解除されたときに、移動オブジェクト40を指標オブジェクト50に向かって移動させ、当該入力操作の解除位置と、指標オブジェクト50と移動後の移動オブジェクト40との位置関係で定まる指標領域51の指標と、に応じたショット(以下、「第1ショット」ともいう。)を実行する第1ショット実行処理を行う。換言すると、第1ショット実行処理は、特定の入力操作の解除位置と、指標オブジェクト50と移動後の移動オブジェクト40との位置関係で定まる指標領域51の指標とに基づいて、ボールの到達位置を判断する処理である。 The game progress unit 113 determines the position of the moving object 40 based on the user's input operation, moves the moving object 40 toward the index object 50 when the input operation is canceled, and moves the moving object 40 toward the index object 50 when the input operation is canceled. A first shot execution process that executes a shot (hereinafter also referred to as "first shot") according to the position and the index of the index area 51 determined by the positional relationship between the index object 50 and the moving object 40 after movement. I do. In other words, the first shot execution process determines the arrival position of the ball based on the release position of a specific input operation and the index in the index area 51 determined by the positional relationship between the index object 50 and the moving object 40 after movement. This is a judgment process.
第1ショット実行処理は、パワー決定処理と軌道決定処理とを含んでいてもよい。 The first shot execution process may include a power determination process and a trajectory determination process.
パワー決定処理は、例えば、ユーザの入力操作が解除されたときの解除位置に基づいて
、ショットのパワーを決定する処理である。具体的には、図4に示すように、ゲーム進行部113は、ユーザによって選択された所定位置から、ユーザのスワイプ操作に応じて移動オブジェクト40をパワー指標41に沿って移動させる。ここでのスワイプ操作は、例えば、指標オブジェクト50から遠ざかる方向への操作である。
The power determination process is, for example, a process of determining the power of a shot based on the release position when the user's input operation is released. Specifically, as shown in FIG. 4, the game progression unit 113 moves the moving object 40 along the power indicator 41 from a predetermined position selected by the user in accordance with the user's swipe operation. The swipe operation here is, for example, an operation in a direction away from the index object 50.
パワー決定処理において、ゲーム進行部113は、スワイプ操作の終点で定まる移動オブジェクト40の、指標オブジェクト50からの距離が長いほど、ショットのパワーを大きくさせる。具体的には、ゲーム進行部113は、例えば、解除位置に対応するパワー指標41に応じたパワーを判断する。パワー指標41に応じて判断されるパワーが大きいほど、ショットされたボール31が遠くに飛ぶこととなる。パワー指標41は、例えば、指標オブジェクト50から遠ざかるにつれて、パワーを示す数値が大きくなるように設定されている。図4では、パワー指標41の「90%」を示す位置で解除されているため、ショットのパワーは、最大パワーの「90%」となる。 In the power determination process, the game progression unit 113 increases the power of the shot as the distance from the index object 50 of the moving object 40 determined by the end point of the swipe operation increases. Specifically, the game progression unit 113 determines the power according to the power index 41 corresponding to the release position, for example. The greater the power determined according to the power index 41, the farther the shot ball 31 will fly. The power index 41 is set, for example, so that the value indicating the power increases as the distance from the index object 50 increases. In FIG. 4, since the power indicator 41 is released at the position indicating "90%", the power of the shot is "90%" of the maximum power.
軌道決定処理は、例えば、移動後の移動オブジェクト40と指標オブジェクト50との位置関係でショットの軌道(換言すると、ボール31の向かう方向)を決定する処理である。具体的には、例えば、ゲーム進行部113は、パワーの決定に係る特定の入力操作(例えば、指標オブジェクト50から遠ざかる方向へのスワイプ操作)が解除されると、移動オブジェクト40を、指標オブジェクト50に向かって、パワー指標41に沿って移動させる(図4および図5参照)。すなわち、ショットのパワーを決定したと同時に、自動的にボールの軌道を決定する手順に移行される。これにより、ユーザにシームレスなショット操作を提供できるため、ゲームの興趣性が向上される。 The trajectory determination process is, for example, a process of determining the trajectory of the shot (in other words, the direction in which the ball 31 is headed) based on the positional relationship between the moving object 40 and the index object 50 after movement. Specifically, for example, when a specific input operation related to power determination (for example, a swipe operation in a direction away from the index object 50) is released, the game progression unit 113 moves the moving object 40 to the index object 50. along the power indicator 41 (see FIGS. 4 and 5). That is, as soon as the power of the shot is determined, the process automatically proceeds to a procedure for determining the trajectory of the ball. This makes it possible to provide the user with seamless shot operations, thereby improving the interest of the game.
軌道決定処理において、ゲーム進行部113は、移動オブジェクト40を、ユーザの操作によって指示された方向に移動させることとしてもよい。すなわち、ゲーム進行部113は、パワーの決定に係る特定の入力操作が解除されたときに、移動オブジェクト40を指標オブジェクト50に向かって移動させるが、このときに、例えば、当該解除の際にユーザがフリック操作で指示した方向に移動オブジェクト40を移動させることとしてもよい。図5は、この場合の表示画面例である。これにより、ユーザに自由度の高いショット操作を提供できるため、ゲームの興趣性が向上される。また、例えば、当該解除の際に、ユーザが、パワーの決定に係るスワイプ操作とは異なる方向へのスワイプ操作(例えば、移動オブジェクト40が指標オブジェクト50へ近づく方向へのスワイプ操作)を行い、当該異なる方向へのスワイプ操作によってユーザが指示した方向に移動オブジェクト40を移動させることとしてもよい。ここで、例えば、移動オブジェクト40が指標オブジェクト50に接触するまで当該異なる方向へのスワイプ操作をするようになっていてもよく、移動オブジェクト40が指標オブジェクト50に接触するよりも前の地点まで当該異なる方向へのスワイプ操作を行った後にフリック操作を行うようになっていてもよい。また、ショットのパワーの決定に係る特定の入力操作がされた後、タッチスクリーン16への接触を終了する操作(例えば、指を離すタッチオフの操作)がされると、移動オブジェクト40が、パワー指標41の指標オブジェクト50側の端部等の所定位置に向かって(換言すると、指標オブジェクト50に向かって)移動するようになっていてもよい。なお、当該所定位置は、パワーの決定に係る入力操作等に応じて変動してもよい。すなわち、本実施形態において「パワーの決定に係る特定の入力操作の解除」とは、例えば、タッチスクリーン16への指の接触が解除されることに限らず、所定方向(例えば、指標オブジェクト50から離れる方向)へ動かしていた指の移動方向が変わること(例えば、所定角度以上、あるいは指標オブジェクト50に近づく方向へ変わること)等であってもよい。換言すると、「特定の入力操作の解除」とは、それまで行っていた操作(例えば、所定方向へのスワイプ操作)が、他の操作(例えば、タッチオフ操作、フリック操作、他の方向へのスワイプ操作)に変わることであってもよい。また、当該入力操作の「解除位置」とは、当該入力操作が解除されたときの指の位置あるいは移動オブジェクト40の位置等ともいえる。なお、パワーの決定に係る特定の入力操作を行い、当該入力操作に係るタッチスクリーン16への接触を一旦解除した後に、移動オブジェクトの移動方向を指示するフリック操作やスワイプ操作等を行うことが可能となっていても。 In the trajectory determination process, the game progression unit 113 may move the moving object 40 in a direction instructed by the user's operation. That is, the game progression unit 113 moves the moving object 40 toward the index object 50 when a specific input operation related to power determination is canceled, but at this time, for example, when the user The moving object 40 may be moved in a direction instructed by a flick operation. FIG. 5 is an example of a display screen in this case. This makes it possible to provide the user with a shot operation with a high degree of freedom, thereby improving the interest of the game. For example, when canceling the cancellation, the user performs a swipe operation in a direction different from the swipe operation related to determining the power (for example, a swipe operation in the direction in which the moving object 40 approaches the index object 50), and The moving object 40 may be moved in a direction specified by the user by a swipe operation in a different direction. Here, for example, the swipe operation may be performed in the different direction until the moving object 40 contacts the index object 50, and the swipe operation may be performed until the moving object 40 contacts the index object 50. A flick operation may be performed after performing a swipe operation in a different direction. Further, after a specific input operation related to determining the power of a shot is performed, when an operation is performed to end contact with the touch screen 16 (for example, a touch-off operation in which the finger is released), the moving object 40 changes to the power index. 41 toward a predetermined position such as the end on the index object 50 side (in other words, toward the index object 50). Note that the predetermined position may vary depending on an input operation related to determining the power. That is, in the present embodiment, "cancellation of a specific input operation related to power determination" is not limited to, for example, the cancellation of a finger's contact with the touch screen 16, but also the cancellation of a specific input operation related to power determination. For example, the direction of movement of the finger may be changed (for example, by a predetermined angle or more or in a direction closer to the index object 50). In other words, "cancellation of a specific input operation" means that the operation that was being performed up to that point (for example, swipe operation in a predetermined direction) is replaced by another operation (for example, touch-off operation, flick operation, swipe operation in another direction) operation). Furthermore, the “release position” of the input operation can be the position of the finger or the position of the moving object 40 when the input operation is canceled. Note that after performing a specific input operation related to determining the power and once releasing contact with the touch screen 16 related to the input operation, it is possible to perform a flick operation, swipe operation, etc. to instruct the moving direction of the moving object. Even if it is.
軌道決定処理において、ゲーム進行部113は、移動オブジェクト40を、一定の速度で移動させてもよく、解除位置の指標オブジェクト50からの距離が長いほど、移動オブジェクト40の移動速度を大きくしてもよい。また、解除位置から、移動オブジェクト40が指標オブジェクト50に近づくに従って、移動オブジェクト40の移動速度を大きくしてもよい。これにより、ユーザの意図する軌道でショットが実現されにくくなるため、ゲームの興趣性が向上される。 In the trajectory determination process, the game progression unit 113 may move the moving object 40 at a constant speed, and the longer the distance from the index object 50 of the release position is, the greater the moving speed of the moving object 40 may be. good. Furthermore, the moving speed of the moving object 40 may be increased as the moving object 40 approaches the index object 50 from the release position. This makes it difficult for the user to execute a shot on the trajectory intended by the user, thereby improving the interest of the game.
軌道決定処理において、ゲーム進行部113は、図5に示すように、移動後の移動オブジェクト40が到達した指標オブジェクト50の指標領域51(以下、「到達指標51」という。)を判断する。ゲーム進行部113は、到達指標51に基づいてボール31の軌道を決定する。例えば、ボールが右に曲がるように設定された指標領域51が到達指標51となった場合、ゲーム進行部113は、ショットされたボール31がスライスあるいはフェードするよう設定する。これにより、ユーザの操作によりボールの軌道を意図的に曲げることができ、また、意図せずボールの軌道が曲がるような状況をユーザに提供することもできるため、ゲームの興趣性が向上される。 In the trajectory determination process, the game progression unit 113 determines the index area 51 of the index object 50 (hereinafter referred to as "reach index 51") that the moving object 40 has reached after moving, as shown in FIG. The game progression unit 113 determines the trajectory of the ball 31 based on the reaching index 51. For example, when the indicator area 51 set so that the ball curves to the right becomes the reaching indicator 51, the game progress unit 113 sets the shot ball 31 to slice or fade. As a result, the trajectory of the ball can be intentionally bent by the user's operation, and the user can also be provided with a situation where the trajectory of the ball is unintentionally bent, which improves the interest of the game. .
すなわち、ゲーム進行部113は、第1ショット実行処理において、例えば、パワー決定処理で決定されたショットのパワーと、軌道決定処理で決定されたショットの軌道(換言すると、ボールの31の向かう方向)とに基づいて、ボールの到達位置を判断する。 That is, in the first shot execution process, the game progression unit 113 determines, for example, the power of the shot determined in the power determination process and the trajectory of the shot determined in the trajectory determination process (in other words, the direction in which the ball 31 is headed). The arrival position of the ball is determined based on this.
次に、図6を参照して、第1状態において端末装置10で実行される処理のフローについて説明する。図6は、端末装置10で実行される処理の流れを示すフローチャートである。 Next, with reference to FIG. 6, a flow of processing executed by the terminal device 10 in the first state will be described. FIG. 6 is a flowchart showing the flow of processing executed by the terminal device 10.
ステップS100において、ゲーム進行部113は、移動オブジェクト40等のオブジェクトを表示部18に表示させるよう表示制御部114に指示する。具体的には、ゲーム進行部113は、図3に示すように、アドレスの姿勢を取るプレイヤキャラクタ33、移動オブジェクト40、パワー指標41、および指標オブジェクト50等を表示部18に表示させるよう表示制御部114に指示する。 In step S100, the game progression unit 113 instructs the display control unit 114 to display objects such as the moving object 40 on the display unit 18. Specifically, as shown in FIG. 3, the game progression unit 113 performs display control so that the display unit 18 displays a player character 33 taking an address posture, a moving object 40, a power indicator 41, an indicator object 50, etc. 114.
次いで、ステップS101において、ゲームシステム1は、タッチスクリーン16に対するユーザの入力操作を受け付ける。ゲーム進行部113は、例えば、移動オブジェクト40を中心とした所定の範囲内がタッチされたと判断した場合、処理をステップS102に移行させる。 Next, in step S101, the game system 1 receives a user's input operation on the touch screen 16. For example, if the game progression unit 113 determines that a predetermined area around the moving object 40 has been touched, the process proceeds to step S102.
次いで、ステップS102において、ゲーム進行部113は、ユーザのスワイプ操作に応じて移動オブジェクト40を、パワー指標41に沿って移動させる。 Next, in step S102, the game progression unit 113 moves the moving object 40 along the power indicator 41 in accordance with the user's swipe operation.
次いで、ステップS103において、ゲーム進行部113は、指標オブジェクト50を、移動(例えば、往復移動)させる。 Next, in step S103, the game progression unit 113 moves the index object 50 (for example, moves it back and forth).
次いで、ステップS104において、ゲーム進行部113は、移動オブジェクト40を移動させるスワイプ操作を解除するユーザの操作(例えば、タッチオフ操作、フリック操作、他の方向へのスワイプ操作)を受け付ける。 Next, in step S104, the game proceeding unit 113 receives a user operation (for example, a touch-off operation, a flick operation, a swipe operation in another direction) to cancel the swipe operation for moving the moving object 40.
次いで、ステップS105において、ゲーム進行部113は、解除位置を判断するとともに、当該解除位置に対応するショットのパワーを判断する。 Next, in step S105, the game progression unit 113 determines the release position and the power of the shot corresponding to the release position.
次いで、ステップS106において、ゲーム進行部113は、移動オブジェクト40を指標オブジェクト50に向けて移動させる。 Next, in step S106, the game progression unit 113 moves the moving object 40 toward the index object 50.
次いで、ステップS107において、ゲーム進行部113は、移動後の移動オブジェクト40が到達した指標オブジェクト50の到達指標51を判断する。ゲーム進行部113は、到達指標51に対応するボール31の軌道を判断する。 Next, in step S107, the game progression unit 113 determines the arrival index 51 of the index object 50 that the moving object 40 has reached after the movement. The game progression unit 113 determines the trajectory of the ball 31 corresponding to the reaching indicator 51.
次いで、ステップS108において、ショットのパワーと到達指標51とに基づいてボール31の到達位置を特定する。 Next, in step S108, the arrival position of the ball 31 is specified based on the power of the shot and the arrival index 51.
次いで、ステップS109において、ゲーム進行部113は、プレイヤキャラクタがショット動作する画像を表示部18に表示させる。また、ゲーム進行部113は、判断されたショットのパワーおよびボール31の軌道に応じてゲーム空間30内におけるボール31の位置を移動させる。 Next, in step S109, the game progression unit 113 causes the display unit 18 to display an image in which the player character performs a shot action. Furthermore, the game progress unit 113 moves the position of the ball 31 within the game space 30 according to the determined shot power and the trajectory of the ball 31.
ゲームシステムは、ステップS100~S109のステップを、ショット毎に繰り返し実行する。 The game system repeatedly executes steps S100 to S109 for each shot.
(第2状態におけるゲームの進行)
以下、図7を参照しながら、第2状態におけるゲームの進行について説明する。
(Progress of the game in the second state)
The progress of the game in the second state will be described below with reference to FIG.
第2状態において、ゲーム進行部113は、ボール31およびアドレスの姿勢を取るプレイヤキャラクタ33を表示部18に表示させるよう、表示制御部114に指示する。また、ゲーム進行部113は、第2ショット選択ボタン60を表示部18に表示させるよう表示制御部114に指示する。 In the second state, the game progression unit 113 instructs the display control unit 114 to display the ball 31 and the player character 33 in an address posture on the display unit 18. Furthermore, the game progression unit 113 instructs the display control unit 114 to display the second shot selection button 60 on the display unit 18.
操作受付部111は、ユーザによる第2ショット選択ボタン60に対する操作(例えば、タッチ操作)を受け付ける。ゲーム進行部113は、第2ショット選択ボタン60に対する操作がされると、ゲーム空間30内の環境的要因と、プレイヤキャラクタの属性とに基づいて成否(換言すると、ボール31の到達位置)が決定されるショット(以下、「第2ショット」ともいう。)を実行する。具体的には、環境的パラメータと、キャラクタ属性とに基づいて、ボール31がカップ32に入るか否かが決定される。より具体的には、ボール31がカップ32に入るか、カップ32に近づくか、カップ32に入らずかつカップ32に近づかないかが決定される。なお、ここで「カップ32に近づかない」とは、例えば、ボール31の到達位置がカップ32から所定範囲内(例えば、「カップ32に近づいた」あるいは「カップ32に入った」と判定される範囲内)とならない場合を意味し、到達位置がショットをした地点よりはカップ32に近くなる場合や、ショットをしたボール31がカップ32の近傍(当該所定範囲内)を通り過ぎて当該所定範囲外に到達する等を含んでいてもよい。 The operation reception unit 111 receives an operation (for example, a touch operation) on the second shot selection button 60 by the user. When the second shot selection button 60 is operated, the game progress unit 113 determines success or failure (in other words, the arrival position of the ball 31) based on environmental factors within the game space 30 and the attributes of the player character. (hereinafter also referred to as "second shot"). Specifically, it is determined whether the ball 31 will enter the cup 32 based on environmental parameters and character attributes. More specifically, it is determined whether the ball 31 enters the cup 32, approaches the cup 32, or does not enter the cup 32 and approaches the cup 32. Note that "do not approach the cup 32" here means, for example, that the arrival position of the ball 31 is determined to be within a predetermined range from the cup 32 (for example, it is determined that the ball 31 has "approached the cup 32" or "has entered the cup 32"). This means cases where the reached position is closer to the cup 32 than the point where the shot was made, or when the shot ball 31 passes near the cup 32 (within the specified range) and is outside the specified range. It may also include reaching .
環境的パラメータは、ゲーム空間30内のショットをする環境に依存するパラメータである。また、環境的パラメータは、ステージの環境的要因に依存するパラメータともいえる。環境的パラメータは、キャラクタに依存しないパラメータとなっている。環境的パラメータには、距離パラメータと、高低差パラメータと、曲がりパラメータと、が含まれる。距離パラメータは、ボール31とカップ32との距離を示すパラメータである。高低差パラメータは、ボール31とカップ32との高低差を示すパラメータである。曲がりパラメータは、カップ32に向けてショットしたボール31の曲がり方(換言すると、ラインの曲がり方)を示すパラメータである。 The environmental parameters are parameters that depend on the environment in which the shot is played within the game space 30. Furthermore, the environmental parameters can also be said to be parameters that depend on the environmental factors of the stage. Environmental parameters are character-independent parameters. The environmental parameters include a distance parameter, a height difference parameter, and a bending parameter. The distance parameter is a parameter indicating the distance between the ball 31 and the cup 32. The height difference parameter is a parameter indicating the height difference between the ball 31 and the cup 32. The curve parameter is a parameter that indicates how the ball 31 that is shot toward the cup 32 curves (in other words, how the line curves).
キャラクタ属性は、キャラクタ毎に設定されたパラメータであり、各キャラクタ特有のパラメータということができる。キャラクタ属性には、距離属性と、高低差属性と、曲がり属性と、が含まれる。距離属性は、距離パラメータの補正に関するパラメータである。高低差属性は、高低差パラメータの補正に関するパラメータである。曲がり属性は、曲がりパラメータの補正に関するパラメータである。 Character attributes are parameters set for each character, and can be said to be parameters unique to each character. The character attributes include a distance attribute, a height difference attribute, and a curve attribute. The distance attribute is a parameter related to distance parameter correction. The height difference attribute is a parameter related to correction of the height difference parameter. The bend attribute is a parameter related to correction of the bend parameter.
第2状態においては、ゲーム進行部113は、環境的パラメータとキャラクタ属性とに基づいて、ショットの成否に係るパラメータを決定する成功率決定処理を実行する。具体的には、ゲーム進行部113は、例えば、ショットの成否に係るパラメータとして、ショットの成功率(例えば、ボール31がカップ32に入る確率およびカップ32から外れる確率)を決定する。ここで、ボール31がカップ32から外れる確率には、カップ32に近づく確率と、カップ32に近づかない確率とが含まれる。 In the second state, the game progression unit 113 executes a success rate determination process that determines parameters related to success or failure of a shot based on environmental parameters and character attributes. Specifically, the game progression unit 113 determines, for example, the success rate of the shot (for example, the probability that the ball 31 enters the cup 32 and the probability that the ball 31 leaves the cup 32) as a parameter related to the success or failure of the shot. Here, the probability that the ball 31 comes off the cup 32 includes a probability that the ball 31 approaches the cup 32 and a probability that the ball 31 does not approach the cup 32.
ショット成功率は、例えば、環境的パラメータに基づいて決定される確率基準値を、キャラクタ属性に基づいて補正することにより決定される。具体的には、ゲーム進行部113は、例えば、距離パラメータに所定の重み付けをして得られる値と、高低差パラメータに所定の重み付けをして得られる値と、曲がりパラメータに所定の重み付けをして得られる値と、に基づいて確率基準値を算出する。ゲーム進行部113は、例えば、距離パラメータの示す距離が長いものである場合ほど、確率基準値が低くなるように確率基準値を算出する。また、ゲーム進行部113は、例えば、高低差パラメータの示す高低差が大きいものである場合ほど、確率基準値が低くなるように確率基準値を算出する。また、ゲーム進行部113は、例えば、曲がりパラメータの示す曲がり方が大きく曲がるものである場合や複雑に曲がるものである場合ほど、確率基準値が低くなるように確率基準値を算出する。このとき、ゲーム進行部113は、例えば、カップ32に入る確率100%から計算を始め、距離パラメータに所定の係数をかけた値、高低差パラメータに所定の係数をかけた値、および曲がりパラメータに所定の係数を掛けた値に基づいてカップ32に入る確率を減少させていき確率基準値を算出することとしてもよい。 The shot success rate is determined, for example, by correcting a probability reference value determined based on environmental parameters based on character attributes. Specifically, the game progressing unit 113 assigns a predetermined weight to a distance parameter, a value obtained by predetermined weighting to an elevation difference parameter, and a curve parameter to a predetermined weight. The probability reference value is calculated based on the value obtained by . For example, the game progression unit 113 calculates the probability reference value such that the longer the distance indicated by the distance parameter, the lower the probability reference value. Furthermore, the game progression unit 113 calculates the probability reference value such that, for example, the greater the height difference indicated by the height difference parameter, the lower the probability reference value. Further, the game progression unit 113 calculates the probability reference value such that, for example, the probability reference value becomes lower as the bending direction indicated by the bending parameter is larger or more complicated. At this time, the game progression unit 113 starts calculation with a 100% probability of entering the cup 32, and calculates a value obtained by multiplying the distance parameter by a predetermined coefficient, a value obtained by multiplying the height difference parameter by a predetermined coefficient, and a curve parameter. The probability reference value may be calculated by decreasing the probability of entering the cup 32 based on a value multiplied by a predetermined coefficient.
また、ゲーム進行部113は、キャラクタ属性に基づいて確率基準値を補正し、ショット成功率を決定する。例えば、距離パラメータの示す距離が長距離である場合において、プレイヤキャラクタの距離属性が、「長距離に強い」ことを示すものである場合、ゲーム進行部113は、カップ32に入る確率が上昇するように確率基準値を補正する。また、例えば、高低差パラメータの示す高低差が、カップ32の方がボール31よりも高い位置にあることを示すもの(すなわち上り傾斜)である場合において、プレイヤキャラクタの高低差属性が、「上り傾斜に強い」ことを示すものである場合、ゲーム進行部113は、カップ32に入る確率が上昇するように確率基準値を補正する。また、例えば、曲がりパラメータの示す曲がり方が、ボール31が大きく曲がることを示すものである場合において、プレイヤキャラクタの曲がり属性が、「曲がるラインに強い(例えば、ライン読みの能力がある)」ことを示すものである場合、ゲーム進行部113は、カップ32に入る確率が上昇するように確率基準値を補正する。 Furthermore, the game progression unit 113 corrects the probability reference value based on the character attribute and determines the shot success rate. For example, when the distance indicated by the distance parameter is a long distance, and the distance attribute of the player character indicates that the player character is "strong at long distances", the game progress unit 113 increases the probability of entering the cup 32. Correct the probability standard value as follows. Further, for example, in a case where the height difference indicated by the height difference parameter indicates that the cup 32 is located higher than the ball 31 (that is, an uphill slope), the player character's height difference attribute is "uphill". If it indicates that the game is resistant to slopes, the game progress unit 113 corrects the probability reference value so that the probability of entering the cup 32 increases. Further, for example, in a case where the way the ball 31 curves as indicated by the curve parameter indicates that the ball 31 curves significantly, the player character's curve attribute may be "strong in curved lines (for example, has the ability to read lines)". , the game progress unit 113 corrects the probability reference value so that the probability of entering the cup 32 increases.
なお、「確率基準値を、キャラクタ属性に基づいて補正する」とは、確率基準値を決定してから補正するものでなくてもよく、例えば、距離パラメータに所定の係数をかけた値、高低差パラメータに所定の係数をかけた値、および曲がりパラメータに所定の係数を掛けた値に基づいてカップ32に入る確率を求める際に、各係数または各環境的パラメータをキャラクタ属性に基づいて補正してショット成功率を決定するもの等であってもよい。換言すると、「確率基準値を、キャラクタ属性に基づいて補正する」とは、ショット成功率の決定に、キャラクタ属性が反映されるものであればよい。 Note that "correcting the probability standard value based on the character attribute" does not necessarily mean correcting the probability standard value after determining it; for example, the value obtained by multiplying the distance parameter by a predetermined coefficient, the height When calculating the probability of entering the cup 32 based on the value obtained by multiplying the difference parameter by a predetermined coefficient and the value obtained by multiplying the bending parameter by a predetermined coefficient, each coefficient or each environmental parameter is corrected based on the character attribute. It may also be possible to determine the shot success rate. In other words, "correcting the probability reference value based on the character attribute" may mean that the character attribute is reflected in determining the shot success rate.
また、確率基準値(換言すると、補正前のショット成功率)やショット成功率(換言すると、補正後のショット成功率)は、複数のパラメータから確率を求める所定の計算式によって求めてもよく、所定のテーブル等を用いて求めてもよい。 Further, the probability reference value (in other words, the shot success rate before correction) and the shot success rate (in other words, the shot success rate after correction) may be calculated using a predetermined calculation formula that calculates the probability from a plurality of parameters. It may be determined using a predetermined table or the like.
また、環境的パラメータは、所定の数値であってもよく(例えば、「距離パラメータ:〇〇メートル」など)、数値でなくてもよい(例えば、「高低差パラメータ:上り傾斜」など)。また、キャラクタ属性は、所定の数値であってもよく、数値でなくてもよい。 Further, the environmental parameter may be a predetermined numerical value (for example, "distance parameter: XX meters", etc.), or may not be a numerical value (for example, "height difference parameter: uphill slope", etc.). Further, the character attribute may be a predetermined numerical value or may not be a numerical value.
また、ショット成功率は、例えば、環境的パラメータおよびキャラクタ属性に基づいて実行される所定の抽選により決定されるなどしてもよい。 Further, the shot success rate may be determined, for example, by a predetermined lottery performed based on environmental parameters and character attributes.
なお、環境的パラメータには、例えば、設定された天気、気候、季節、または風の強さを示すパラメータ等が含まれていてもよい。例えば、天気が雨の場合には、天気が晴れの場合に比べてボール31が芝生の上を転がりにくくなるなどし、天気に応じてショット成功率が変動する(換言すると、ショット成功率が調整される)ようになっていてもよい。また、例えば、季節が冬の場合には、グリーンが凍ることにより、季節が春の場合に比べてボール31が芝生の上を転がりやすくなるなどし、季節に応じてショット成功率が変動する(換言すると、ショット成功率が調整される)ようになっていてもよい。 Note that the environmental parameters may include, for example, parameters indicating set weather, climate, season, or wind strength. For example, when the weather is rainy, the ball 31 is less likely to roll on the grass than when the weather is sunny, and the shot success rate changes depending on the weather (in other words, the shot success rate is adjusted). It may be as follows. Furthermore, for example, when the season is winter, the green is frozen, making it easier for the ball 31 to roll on the grass compared to when the season is spring, and the shot success rate changes depending on the season (in other words, Then, the shot success rate may be adjusted.
また、キャラクタ属性には、例えば、キャラクタに係るそれまでのゲームの内容(換言すると、ゲームの経過)に基づくパラメータ(例えば、ゲーム中のスコア状況に関するパラメータ。例えば、「PARパットである」、「対戦相手に負けそうである」、といったゲーム中の一時的な属性を含む。)等が含まれていてもよい。例えば、PARパットや、負けそうな状況においては、スコア状況が他の所定の状況にある場合に比べ、ボール31が、カップ32に入る確率が高くなるようになっていてもよい。 In addition, the character attributes include, for example, parameters based on the content of the game up to that point (in other words, the progress of the game) related to the character (for example, parameters related to the score situation during the game. For example, "It is a PAR putt", " It may also include temporary attributes during the game such as "I'm likely to lose to my opponent."). For example, in a PAR putt or in a situation where the player is likely to lose, the probability that the ball 31 will land in the cup 32 may be higher than in other predetermined score situations.
ゲーム進行部113は、第2ショット選択ボタン60に対する入力操作がされると、成功率決定処理で決定されるショット成功率に応じたショット(第2ショット)を実行する第2ショット実行処理を行う。換言すると、第2ショット実行処理は、環境的パラメータおよびキャラクタ属性に応じたショットを実行する処理である。さらに換言すると、第2ショット実行処理は、環境的パラメータとキャラクタ属性とに基づいて、ボール31の到達位置を判断する処理である。さらに換言すると、第2ショット実行処理は、環境的パラメータとキャラクタ属性とに基づいてショットの成否を決定する処理である。 When the input operation to the second shot selection button 60 is performed, the game progress unit 113 performs a second shot execution process of executing a shot (second shot) according to the shot success rate determined in the success rate determination process. . In other words, the second shot execution process is a process of executing a shot according to environmental parameters and character attributes. In other words, the second shot execution process is a process of determining the arrival position of the ball 31 based on environmental parameters and character attributes. In other words, the second shot execution process is a process that determines the success or failure of the shot based on environmental parameters and character attributes.
すなわち、第2ショット実行処理では、成功率決定処理で決定されるショット成功率に応じた確率で、ショットが成功する(換言すると、ボール31がカップ32に入る)こととなる。換言すると、第2ショット実行処理では、成功率決定処理で決定されるショット成功率に基づいて、ショットが成功するか否かを決定する抽選(換言すると、ボール31の到達位置を決定する抽選)を行う。なお、当該抽選は、第2ショット選択ボタン60に対する入力操作がされる前にされていてもよい。換言すると、ショットが成功するか否かは、第2ショット選択ボタン60に対する入力操作がされる前に予め決定されていてもよい。 That is, in the second shot execution process, the shot is successful (in other words, the ball 31 enters the cup 32) with a probability corresponding to the shot success rate determined in the success rate determination process. In other words, in the second shot execution process, a lottery is performed to determine whether or not the shot will be successful based on the shot success rate determined in the success rate determination process (in other words, a lottery to determine the arrival position of the ball 31). I do. Note that the lottery may be performed before the input operation on the second shot selection button 60 is performed. In other words, whether or not the shot is successful may be determined in advance before the input operation to the second shot selection button 60 is performed.
第2ショット実行処理は、第1ショット実行処理に比べ、ボールの到達位置の決定に係るユーザの技量の寄与度が低い処理となっている。 The second shot execution process is a process in which the degree of contribution of the user's skill in determining the arrival position of the ball is lower than that in the first shot execution process.
本実施形態では、ゲーム進行部113は、図7に示すように、第2ショット選択ボタン60と成否情報オブジェクト61とを同時に表示部18に表示させるよう表示制御部114に指示する。換言すると、ゲーム進行部113は、第2ショット選択ボタン60に対する入力操作が可能な状態において成否情報オブジェクト61が表示されるよう制御する。成否情報オブジェクト61は、第2ショット選択ボタン60を選択した場合のショットの成否に関する情報を示すオブジェクトである。具体的には、ゲーム進行部113は、例えば、ショット成功率として、ボール31がカップ32に入る確率、カップ32に近づく確率、およびカップ32に近づかない確率を表示させる。これにより、ユーザはショットの成功率を確認した上で第2ショットを実行させることができるため、ゲームの興趣性が向上される。なお、ゲーム進行部113は、成否情報オブジェクト61として、確率基準値(換言すると、補正前のショット成功率)を表示させてから、ショット成功率(換言すると、補正後のショット成功率)を表示させてもよい。これにより、各キャラクタ属性の影響度がわかりやすくなるため、ゲームの興趣性が向上される。 In this embodiment, the game progression unit 113 instructs the display control unit 114 to simultaneously display the second shot selection button 60 and the success/failure information object 61 on the display unit 18, as shown in FIG. In other words, the game progression unit 113 controls the success/failure information object 61 to be displayed in a state where the input operation to the second shot selection button 60 is possible. The success/failure information object 61 is an object indicating information regarding the success/failure of a shot when the second shot selection button 60 is selected. Specifically, the game progress unit 113 displays, for example, the probability that the ball 31 will enter the cup 32, the probability that the ball 31 will approach the cup 32, and the probability that the ball 31 will not approach the cup 32 as the shot success rate. Thereby, the user can execute the second shot after checking the success rate of the shot, thereby improving the interest of the game. Note that the game progress unit 113 displays the probability standard value (in other words, the shot success rate before correction) as the success/failure information object 61, and then displays the shot success rate (in other words, the shot success rate after correction). You may let them. This makes it easier to understand the degree of influence of each character attribute, thereby improving the interest of the game.
また、第2状態において、ゲーム進行部113は、第1ショット実行処理を実行することも可能となっている。具体的には、ゲーム進行部113は、図7に示すように、第2ショット選択ボタン60と移動オブジェクト40(および指標オブジェクト50)とを同時に表示部18に表示させるよう表示制御部114に指示する。そして、ゲーム進行部113は、第2ショット選択ボタン60に対する入力操作(例えば、タッチ操作)がされると、第2ショット実行処理を実行し、移動オブジェクト40に対する入力操作(例えば、タッチ操作、スワイプ操作および解除操作)がされると、第1ショット実行処理を実行する。すなわち、ゲーム進行部113は、第1ショット実行処理(換言すると、後述するマニュアルプレイ)によりゲームを進行させるか、第2ショット実行処理(換言すると、後述するオートプレイ)によりゲームを進行させるかを、表示部18を介して、ユーザに選択可能に提示する。また、本実施形態では、ゲームを進行させるための操作(具体的には、移動オブジェクト40に対する操作または第2ショット選択ボタン60に対する操作)が、マニュアルプレイでゲームを進行させるか、オートプレイでゲームを進行させるかを選択する操作を兼ねている。これにより、ユーザは第2状態において第1ショットと第2ショットとのいずれを行うかを選択することができるため、ゲームの興趣性が向上される。また、画面を切り替えることなく当該選択を行いゲームを進行させることができるため、ゲームの興趣性がさらに向上する。加えて、成否情報オブジェクト61を表示することで、第1ショットと第2ショットとのいずれを行うかを選択する上での参考にすることができるので、ゲームの興趣性が向上される。また、指標オブジェクト50を表示することで、第1ショットと第2ショットとのいずれを行うかを選択する上での参考にすることができるので、ゲームの興趣性が向上される。 Furthermore, in the second state, the game progression unit 113 is also able to execute the first shot execution process. Specifically, the game progress unit 113 instructs the display control unit 114 to simultaneously display the second shot selection button 60 and the moving object 40 (and the index object 50) on the display unit 18, as shown in FIG. do. Then, when an input operation (for example, a touch operation) is performed on the second shot selection button 60, the game progress unit 113 executes a second shot execution process, and when an input operation (for example, a touch operation, a swipe operation) on the moving object 40 is performed. operation and release operation), the first shot execution process is executed. That is, the game progression unit 113 determines whether to advance the game through the first shot execution process (in other words, manual play described below) or through the second shot execution process (in other words, auto play described below). , are presented to the user in a selectable manner via the display unit 18. Furthermore, in this embodiment, the operation for advancing the game (specifically, the operation on the moving object 40 or the operation on the second shot selection button 60) is either to advance the game in manual play or to advance the game in automatic play. It also serves as an operation for selecting whether to proceed. This allows the user to select whether to perform the first shot or the second shot in the second state, thereby improving the interest of the game. Furthermore, since the selection can be made and the game can be played without switching screens, the game becomes even more interesting. In addition, by displaying the success/failure information object 61, it can be used as a reference when selecting whether to perform the first shot or the second shot, thereby improving the interest of the game. Furthermore, by displaying the index object 50, it can be used as a reference for selecting whether to perform the first shot or the second shot, thereby improving the interest of the game.
なお、第2状態における第1ショット実行処理を可能とする場合、例えば、プレイヤによる入力操作に基づいて導出される導出値(例えば、パワー決定処理により導出されるパワーに関する値、および軌道決定処理により導出されるボールの軌道に関する値等)が、環境的パラメータに基づいて導出される基準閾値内であるか否かに応じてショットの成否(例えば、ボール31がカップ32に入るか否か)を決定してもよい。 Note that when the first shot execution process in the second state is enabled, for example, a derived value derived based on an input operation by the player (for example, a value related to power derived by the power determining process, and a value related to the power derived by the trajectory determining process). The success or failure of the shot (for example, whether the ball 31 enters the cup 32 or not) is determined depending on whether the derived value regarding the trajectory of the ball, etc. is within a reference threshold derived based on environmental parameters. You may decide.
なお、第2状態において、ゲーム進行部113は、図7に示すように、環境的パラメータに関する情報を示すオブジェクト(以下、「環境情報オブジェクト62」という。)を表示させることとしてもよい。図7では、距離パラメータ、高低差パラメータ、および曲がりパラメータに関する情報を示す環境情報オブジェクト62が表示される例を示している。 Note that in the second state, the game progression unit 113 may display an object (hereinafter referred to as "environmental information object 62") indicating information regarding environmental parameters, as shown in FIG. FIG. 7 shows an example in which an environment information object 62 indicating information regarding a distance parameter, a height difference parameter, and a bending parameter is displayed.
次に、図8を参照して、第2状態において端末装置10で実行される処理のフローについて説明する。図8は、端末装置10で実行される処理の流れを示すフローチャートである。 Next, with reference to FIG. 8, a flow of processing executed by the terminal device 10 in the second state will be described. FIG. 8 is a flowchart showing the flow of processing executed by the terminal device 10.
ステップS200において、ゲーム進行部113は、環境的パラメータとキャラクタ属性とに基づいて、ショット成功率を決定する。 In step S200, the game progression unit 113 determines the shot success rate based on the environmental parameters and character attributes.
次いで、ステップS201において、第2ショット選択ボタン60等のオブジェクトを表示部18に表示させるよう表示制御部114に指示する。具体的には、ゲーム進行部113は、図7に示すように、アドレスの姿勢を取るプレイヤキャラクタ33、第2ショット選択ボタン60、および成否情報オブジェクト61を表示部18に表示させるよう表示制御部114に指示する。 Next, in step S201, the display control unit 114 is instructed to display an object such as the second shot selection button 60 on the display unit 18. Specifically, as shown in FIG. 7, the game progression unit 113 controls the display control unit to display the player character 33 taking the address posture, the second shot selection button 60, and the success/failure information object 61 on the display unit 18. 114.
次いで、ステップS202において、ゲームシステム1は、タッチスクリーン16に対するユーザの入力操作を受け付ける。ゲーム進行部113は、例えば、第2ショット選択ボタン60を中心とした所定の範囲内がタッチされたと判断した場合、処理をステップS203に移行させる。 Next, in step S202, the game system 1 receives the user's input operation on the touch screen 16. For example, when the game progression unit 113 determines that a predetermined range around the second shot selection button 60 has been touched, the process proceeds to step S203.
次いで、ステップS203において、環境的パラメータとキャラクタ属性とに基づいて、ボール31の到達位置を特定する。具体的には、ゲーム進行部113は、ステップ200で決定されたショット成功率に基づいて(換言すると、環境的パラメータとキャラクタ属性とに基づいて)、ショットの成否を決定する。 Next, in step S203, the arrival position of the ball 31 is specified based on the environmental parameters and character attributes. Specifically, the game progression unit 113 determines whether the shot is successful or not based on the shot success rate determined in step 200 (in other words, based on the environmental parameters and character attributes).
次いで、ステップS204において、ゲーム進行部113は、プレイヤキャラクタがショット動作する画像を表示部18に表示させる。また、ゲーム進行部113は、特定されたボール31の到達位置に向かってボール31を移動させる。 Next, in step S204, the game progression unit 113 causes the display unit 18 to display an image in which the player character performs a shot action. Furthermore, the game progression unit 113 moves the ball 31 toward the specified arrival position of the ball 31.
ゲームシステムは、ステップS200~S204のステップを、ショット毎に繰り返し実行する。 The game system repeatedly executes steps S200 to S204 for each shot.
以上のように、第1状態においては、第1ショット実行処理によりゲームを進行させる第1進行態様でのゲームの進行が可能となっている。換言すると、第1状態においては、ユーザの操作に基づいてゲームを進行させるマニュアルプレイでのゲームの進行が可能となっている。具体的には、第1状態においては、第1操作に基づいて操作対象オブジェクトとしてのボール31を移動させるという第1進行態様でのゲームの進行が可能となっている。第1操作には、所定位置を選択する操作(具体的には、移動オブジェクト40を選択するタッチ操作)、所定位置から所定量指を移動させる操作(具体的には、移動オブジェクト40を移動させるスワイプ操作)およびタイミングを狙って所定の操作を解除する操作(具体的には、移動オブジェクト40に対する操作を解除する操作)とが含まれる。そして、第1進行態様においては、スワイプ操作における指(換言すると、移動オブジェクト40)の移動量および解除操作のタイミングに応じてボール31の到達位置が決定される。換言すると、第1操作には、ショットのパワー(換言すると、ボール31の移動量
)を決める操作と、ボール31の軌道(換言すると、移動方向)を決める操作とが含まれる。
As described above, in the first state, the game can be progressed in the first progress mode in which the game is progressed by the first shot execution process. In other words, in the first state, it is possible to proceed with the game through manual play in which the game proceeds based on the user's operations. Specifically, in the first state, the game can proceed in a first proceeding manner in which the ball 31 as an object to be operated is moved based on the first operation. The first operation includes an operation to select a predetermined position (specifically, a touch operation to select the moving object 40), and an operation to move the finger by a predetermined amount from the predetermined position (specifically, to move the moving object 40). swipe operation) and an operation of canceling a predetermined operation at a timing (specifically, an operation of canceling an operation on the moving object 40). In the first progress mode, the arrival position of the ball 31 is determined according to the amount of movement of the finger (in other words, the moving object 40) in the swipe operation and the timing of the release operation. In other words, the first operation includes an operation that determines the power of the shot (in other words, the amount of movement of the ball 31) and an operation that determines the trajectory of the ball 31 (in other words, the direction of movement).
また、第2状態においては、第2ショット実行処理によりゲームを進行させる第2進行態様でのゲームの進行が可能となっている。換言すると、第2状態においては、マニュアルプレイにおいてゲームの進行に影響を与えるユーザの操作の少なくとも一部を要さずにゲームを進行させることが可能なオートプレイでのゲームの進行が可能となっている。具体的には、第2状態においては、所定位置を選択する操作(具体的には、第2ショット選択ボタン60を選択するタッチ操作)のみによってゲームを進行させることが可能となっており、所定位置から所定量指を移動させる操作およびタイミングを狙っての操作を要さずにゲームを進行させることが可能となっている。すなわち、第2状態においては、第1操作を介さずに操作対象オブジェクトとしてのボール31を移動させるという第2進行態様でのゲームの進行が可能となっている。第2進行態様においては、指の移動量や、狙ったタイミングに関係なくボール31の到達位置が決定される。なお、第2ショット実行処理において、内部的に実行される抽選の結果に基づいて到達位置が決定される場合などには、操作のタイミングに応じてボール31の到達位置が変化し得るものの、実質的にランダムに到達位置が決定され、所定の到達位置に導くためのタイミングをユーザが狙うことが不可能であるため、このような場合については「狙ったタイミングに関係なくボール31の到達位置が決定される」といえる。 Further, in the second state, the game can proceed in a second proceeding mode in which the game proceeds by the second shot execution process. In other words, in the second state, it is possible to proceed with the game in automatic play, which allows the game to proceed without requiring at least part of the user's operations that would affect the progress of the game in manual play. ing. Specifically, in the second state, it is possible to advance the game only by an operation to select a predetermined position (specifically, a touch operation to select the second shot selection button 60), It is possible to proceed with the game without requiring an operation to move a finger a predetermined amount from a position or an operation aimed at timing. That is, in the second state, it is possible to proceed with the game in the second proceeding manner in which the ball 31 as the object to be operated is moved without using the first operation. In the second progression mode, the arrival position of the ball 31 is determined regardless of the amount of movement of the finger or the aimed timing. Note that in the second shot execution process, if the arrival position is determined based on the result of an internally executed lottery, the arrival position of the ball 31 may change depending on the timing of the operation; The arrival position is determined randomly, and it is impossible for the user to aim at the timing to lead the ball 31 to a predetermined arrival position. It can be said that it is determined.
すなわち、第2進行態様は、第1進行態様に比べて、ボール31の到達位置の決定に用いられるユーザの入力操作に関する情報が少なくなっている。ここで、入力操作に関する情報としては、例えば、操作における移動量、操作の時間、操作のタイミング、操作により示される方向等の情報が挙げられる。換言すると、第2進行態様は、第1進行態様に比べて、遊技者の技量がボール31の到達位置の決定に与える影響を低減させることが可能なゲームの進行態様となっている。さらに換言すると、本実施形態において、オートプレイとは、マニュアルプレイに比べ、ユーザの技量がゲームにおける目標の達成に与える影響を低減させることが可能なプレイ態様といえる。また、ここで、目標の達成に与える影響が低減されるとは、操作対象オブジェクトに影響を及ぼすユーザの操作の種類(タッチ操作、タップ操作、スライド操作、スワイプ操作、およびフリック操作)や操作の数が少なくなる場合や、ユーザの操作に対して所定の補正が行われる場合を含む。また、オートプレイは、マニュアルプレイにおける全ての操作を不要とするものでなくてもよく、少なくとも一部の操作を不要としたり、少なくとも一部の操作についてアシストが行われるものであってもよい。なお、オートプレイは、AI(Artificial Intelligence)を用いてゲームの進行がされるものであってもよい。 That is, in the second progression mode, compared to the first progression mode, there is less information regarding the user's input operation used to determine the arrival position of the ball 31. Here, the information regarding the input operation includes, for example, information such as the amount of movement in the operation, the time of the operation, the timing of the operation, and the direction indicated by the operation. In other words, the second progression mode is a game progression mode in which the influence of the player's skill on determining the arrival position of the ball 31 can be reduced compared to the first progression mode. In other words, in this embodiment, autoplay can be said to be a play mode that can reduce the influence of the user's skill on achieving the goal in the game, compared to manual play. Also, here, the term "reduced impact on goal achievement" refers to the types of user operations that affect the operation target object (touch operation, tap operation, slide operation, swipe operation, and flick operation) This includes a case where the number decreases and a case where a predetermined correction is made to the user's operation. Further, auto play does not need to eliminate all operations in manual play, and may eliminate at least some operations, or may provide assistance for at least some operations. Note that the autoplay may be such that the game progresses using AI (Artificial Intelligence).
本実施形態では、グリーン外に比べて繊細な操作が要求されるグリーン上でのショット(換言すると、パター)が行われる際に、ゲーム状態が第2状態となり、オートプレイでのゲームの進行が可能となる。すなわち、グリーン外においては、フェアウェイから外れない程度の精度でボール31を運べばよい一方で、グリーン上においては、カップ32にボール31を入れなければならず、グリーン上においてはグリーン外に比べてマニュアルプレイについての難易度が高くなる。このため、マニュアルプレイによってボール31をカップ32に入れることとした場合に、これに手間取ったとき等に、ユーザがストレスを抱いてしまうおそれがある。本実施形態では、グリーン上でのショット(換言すると、パター)については、オートプレイでのゲームの進行が可能となるので、ユーザがストレスを抱く可能性を低減させることができる。 In this embodiment, when a shot (in other words, a putter) is made on the green, which requires more delicate operation than outside the green, the game state becomes the second state, and the game progresses in autoplay. It becomes possible. That is, while off the green, the ball 31 only needs to be carried with enough precision to stay within the fairway, on the green, the ball 31 must be placed in the cup 32, and on the green the ball 31 has a higher accuracy than off the green. The difficulty level of manual play increases. For this reason, when the user decides to put the ball 31 into the cup 32 by manual play, the user may feel stressed if it takes time and effort. In this embodiment, the game can be played automatically for shots on the green (in other words, putter), so it is possible to reduce the possibility that the user will feel stressed.
また、オートプレイにおいては、ショットの成否に、キャラクタ属性が影響する。したがって、キャラクタ選択の戦略性が向上し、ゲームの興趣性が向上される。 Furthermore, in autoplay, character attributes influence the success or failure of a shot. Therefore, the strategic nature of character selection is improved, and the game becomes more interesting.
なお、第2進行態様でのゲームの進行は、ユーザの操作を介さずに行われてもよい。具体的には、例えば、ボール31がグリーン上に位置している場合、第2ショット選択ボタン60を選択する操作を要することなく自動的に第2ショット実行処理が実行されるようになっていてもよい。 Note that the game may progress in the second progress mode without any user operation. Specifically, for example, when the ball 31 is located on the green, the second shot execution process is automatically executed without requiring an operation to select the second shot selection button 60. Good too.
また、第2進行態様でのゲームの進行は、第1進行態様でゲームを進行するときと同様のユーザーの操作(例えば、前記第1操作)に基づいて行われるものであるが、ユーザの技量が所定の目標の達成に与える影響(例えば、ボール31の到達位置の決定に与える影響)が、第1進行態様でのゲームの進行時に比べ低減されるものとしてもよい。具体的には、例えば、第2状態は、第1状態に比べ、移動オブジェクト40を操作してゲームを進行させる場合の、パワー決定処理で決定されるショットのパワーや、軌道決定処理で決定されるショットの軌道が、ボール31の到達位置の決定に与える影響が低減されていてもよい。具体的には、例えば、第2状態においては、パワー決定処理と、軌道決定処理とにより決定されるボール31の到達位置が、カップ32から大きくずれたものでない限り、ボール31がカップ32に入るようにゲーム進行部113がボール31の到達位置についての補正処理を行うようにしてもよい。また、例えば、第2進行態様でのゲームの進行は、第1進行態様でゲームを進行するときと同じ回数の操作(ここで、操作の種類は異なっていてもよい。)に基づいて行われるものであるが、ユーザの技量が所定の目標の達成に与える影響(例えば、ボール31の到達位置の決定に与える影響)が第1進行態様でのゲームの進行時に比べ低減されるものとしてもよい。 Furthermore, the game progresses in the second progression mode based on the same user operations (for example, the first operation) as when the game progresses in the first progression mode, but it depends on the user's skill. The influence of the game on the achievement of a predetermined goal (for example, the influence on the determination of the arrival position of the ball 31) may be reduced compared to when the game progresses in the first progress mode. Specifically, for example, compared to the first state, in the second state, when the moving object 40 is operated to advance the game, the power of the shot determined by the power determination process or the power determined by the trajectory determination process is The influence of the trajectory of the shot on the determination of the arrival position of the ball 31 may be reduced. Specifically, for example, in the second state, the ball 31 enters the cup 32 unless the arrival position of the ball 31 determined by the power determination process and the trajectory determination process is significantly deviated from the cup 32. The game progression unit 113 may perform correction processing for the arrival position of the ball 31 as shown in FIG. Further, for example, the game progresses in the second progress mode based on the same number of operations as when the game progresses in the first progress mode (here, the types of operations may be different). However, the effect that the user's skill has on achieving a predetermined goal (for example, the effect on determining the arrival position of the ball 31) may be reduced compared to when the game progresses in the first progress mode. .
また、第2状態において、第1進行態様でのゲームの進行が不可能となっていてもよい。例えば、第2状態においては、移動オブジェクト40が表示部18に表示されず、第1ショット実行処理が実行されないようになっていてもよい。また、第1状態において、第2進行態様でのゲームの進行が不可能となっていてもよい。例えば、第1状態においては、第2ショット選択ボタン60が表示部18に表示されず、第2ショット実行処理が実行されないようになっていてもよい。 Further, in the second state, it may be impossible to proceed with the game in the first proceeding mode. For example, in the second state, the moving object 40 may not be displayed on the display unit 18 and the first shot execution process may not be executed. Further, in the first state, it may be impossible to proceed with the game in the second proceeding mode. For example, in the first state, the second shot selection button 60 may not be displayed on the display unit 18, and the second shot execution process may not be executed.
(変形例1)
次に、第2状態におけるゲームの進行に係る変形例について説明する。
上述のように、第2状態においては、成功率決定処理で決定されるショット成功率に応じたショットを実行する第2ショット実行処理によってゲームを進行させる第2進行態様でゲームを進行させることが可能となっている。本変形例においては、第2ショット実行処理には、成功率決定処理で決定されたショット成功率を変動させる成功率変動処理が含まれる。なお、以下では、成功率変動処理によってショット成功率を変動させる遊技を「ミニゲーム」とも呼ぶ。
(Modification 1)
Next, a modification related to the progress of the game in the second state will be described.
As described above, in the second state, the game can be progressed in a second progress mode in which the game is progressed by a second shot execution process that executes a shot according to the shot success rate determined in the success rate determination process. It is possible. In this modification, the second shot execution process includes a success rate variation process that varies the shot success rate determined in the success rate determination process. Note that hereinafter, a game in which the shot success rate is varied by the success rate variation process will also be referred to as a "mini game."
成功率変動処理は、例えば、ユーザの入力操作のタイミングに応じて、成功率決定処理で決定されたショット成功率を変動させる処理である。ここで、成功率変動処理について具体的に説明する。 The success rate variation process is a process of varying the shot success rate determined in the success rate determination process, for example, according to the timing of the user's input operation. Here, the success rate variation process will be specifically explained.
ゲーム進行部113は、成功率決定処理によりショット成功率が決定されると、図9に示すように、決定されたショット成功率(例えば、ボール31がカップ32に入る確率)を示す成否情報オブジェクト61と、ルーレットオブジェクト65と、停止指標66と、停止ボタン67と、を表示部18に表示させるよう表示制御部114に指示する。 When the shot success rate is determined by the success rate determination process, the game progress unit 113 generates a success/failure information object indicating the determined shot success rate (for example, the probability that the ball 31 enters the cup 32), as shown in FIG. 61, a roulette object 65, a stop indicator 66, and a stop button 67.
ルーレットオブジェクト65は、例えば、左右方向に延びる棒状を呈し、複数の区切られた領域(以下、「成功率変動領域68」という。)を有するオブジェクトである。成功率変動領域68は、例えば、ショット成功率の変動量を示す領域である。具体的には、成功率変動領域68として、ショット成功率が上昇する領域、ショット成功率が低下する領域、およびショット成功率が変動しない領域等が設けられていてもよい。図9に示す例では、各成功率変動領域68に記載されている確率だけ、ショット成功率が変動するようになっており、確率の記載されていない成功率変動領域68(図9においては、黒く塗りつぶされた領域)は、ショット成功率の変動しない領域となっている。 The roulette object 65 is, for example, an object that has a rod shape extending in the left-right direction and has a plurality of divided areas (hereinafter referred to as "success rate variation areas 68"). The success rate variation area 68 is, for example, an area indicating the amount of variation in the shot success rate. Specifically, the success rate variation region 68 may include a region where the shot success rate increases, a region where the shot success rate decreases, a region where the shot success rate does not change, and the like. In the example shown in FIG. 9, the shot success rate fluctuates by the probability described in each success rate fluctuation area 68, and the success rate fluctuation area 68 in which no probability is written (in FIG. The black area) is an area where the shot success rate does not change.
停止指標66は、ルーレットオブジェクト65上を左右に往復移動するライン状のオブジェクトである。ゲーム進行部113は、停止指標66が止まった地点の成功率変動領域68の示す変動量分、ショット成功率を変動させる。具体的には、まず、ゲーム進行部113は、ルーレットオブジェクト65と、停止ボタン67とが表示されている状態において、停止指標66をルーレットオブジェクト65上において左右に往復移動させる。次いで、ゲーム進行部113は、停止ボタン67に対する入力操作(例えば、タッチ操作)がされると、停止指標66を停止させる。次いで、ゲーム進行部113は、停止指標66が停止した成功率変動領域68(以下、「停止領域68」という。)を判断し、停止領域6
8に応じてショット成功率の変動量を決定する。次いで、ゲーム進行部113は、決定した変動量分、成功率決定処理により決定されたショット成功率を変動させる。例えば、図9における「+25」と記載された成功率変動領域68に停止指標66が停止した場合、ショット成功率が25%上昇する。具体的には、ショット成功率が40%から65%に上昇する。
The stop indicator 66 is a line-shaped object that moves back and forth on the roulette object 65 from side to side. The game progression unit 113 changes the shot success rate by the amount of change indicated by the success rate change area 68 at the point where the stop indicator 66 stops. Specifically, first, the game progression unit 113 moves the stop indicator 66 back and forth to the left and right on the roulette object 65 while the roulette object 65 and the stop button 67 are displayed. Next, when an input operation (for example, a touch operation) is performed on the stop button 67, the game proceeding unit 113 stops the stop indicator 66. Next, the game progression unit 113 determines the success rate fluctuation area 68 (hereinafter referred to as "stop area 68") in which the stop indicator 66 has stopped, and determines the stop area 6.
The amount of variation in shot success rate is determined according to 8. Next, the game progression unit 113 changes the shot success rate determined by the success rate determination process by the determined amount of change. For example, when the stop indicator 66 stops in the success rate variation area 68 labeled "+25" in FIG. 9, the shot success rate increases by 25%. Specifically, the shot success rate increases from 40% to 65%.
なお、第2ショット実行処理において成功率変動処理を行うか否かをユーザが選択可能となっていてもよい。具体的には、例えば、ゲーム進行部113は、成否情報オブジェクト61、ルーレットオブジェクト65、および停止ボタン67等と同時にスキップボタン69を表示させてもよい。そして、スキップボタン69に対する入力操作がされた場合、成功率変動処理を行わないこととしてもよい。換言すると、所定の入力操作がされた場合、成功率決定処理によって決定されたショット成功率のまま、ショット成功率を変動させずに、ショットを実行することとしてもよい。 Note that the user may be able to select whether or not to perform the success rate variation process in the second shot execution process. Specifically, for example, the game progression unit 113 may display the skip button 69 at the same time as the success/failure information object 61, the roulette object 65, the stop button 67, and the like. Then, when an input operation is performed on the skip button 69, the success rate variation process may not be performed. In other words, when a predetermined input operation is performed, a shot may be executed without changing the shot success rate determined by the success rate determination process.
また、成功率決定処理の結果に応じて成功率変動処理が実行されない場合があってもよい。例えば、ゲーム進行部113は、成功率決定処理の結果、ショット成功率(例えば、ボールがカップに入る確率)が所定の確率(例えば、11%~89%)となる場合に成功率変動処理を実行し、当該所定の確率とならない場合に成功率変動処理を実行しないこととしてもよい。 Further, the success rate variation process may not be executed depending on the result of the success rate determination process. For example, the game progression unit 113 performs the success rate variation process when the shot success rate (for example, the probability of the ball hitting the cup) is a predetermined probability (for example, 11% to 89%) as a result of the success rate determination process. However, if the predetermined probability is not achieved, the success rate variation process may not be executed.
また、停止ボタン67に対する入力操作を受け付ける時間には、制限時間が設けられていてもよい。また、ゲーム進行部113は、当該制限時間を示すオブジェクトを表示させるようになっていてもよい。具体的には、例えば、図9に示すように、停止ボタン67が、当該制限時間を示すオブジェクトを兼ねていてもよい。より具体的には、例えば、時間の経過に伴い、円形の停止ボタン67における特定色の領域が減少していき、当該特定色の領域が無くなると、停止ボタン67に対する入力操作が不可能となるようにしてもよい。
なお、制限時間内に停止ボタン67が操作されなかった場合、ショット成功率を変動させないこととしてもよく、制限時間が経過した時点における停止指標66の位置(換言すると、停止領域68)に応じてショット成功率の変動量が決定されることとしてもよい。
Further, a time limit may be set for the time when an input operation on the stop button 67 is accepted. Further, the game progression unit 113 may display an object indicating the time limit. Specifically, for example, as shown in FIG. 9, the stop button 67 may also serve as an object indicating the time limit. More specifically, for example, as time passes, the area of a specific color on the circular stop button 67 decreases, and when the area of the specific color disappears, input operations on the stop button 67 become impossible. You can do it like this.
Note that if the stop button 67 is not operated within the time limit, the shot success rate may not be changed, and the shot success rate may be changed depending on the position of the stop indicator 66 (in other words, the stop area 68) at the time the time limit has elapsed. The amount of variation in shot success rate may also be determined.
(変形例2)
ゴルフゲームは、例えば、ユーザが当該ユーザの端末装置10を用いて操作するプレイヤキャラクタと、他のユーザが当該他のユーザの端末装置10を用いて操作する相手キャラクタあるいはコンピュータが操作する相手キャラクタとの対戦を行うものであってもよい。なお、以下では、プレイヤキャラクタと相手キャラクタとのうち、先にショットを行うキャラクタを先攻キャラクタと呼び、後にショットを行うキャラクタを後攻キャラクタと呼ぶ。このような対戦を行うゴルフゲームにおいて、ゲーム状態が第2状態である場合に、ゲームシステム1のコンピュータ(例えば、ゲーム進行部113)は、ショット成功率を補正する成功率補正処理を行うこととしてもよい。そして、コンピュータは、成功率補正処理によって補正されたショット成功率でショット(第2ショット)を実行することとしてもよい。
(Modification 2)
In a golf game, for example, a player character is operated by a user using the user's terminal device 10, and an opponent character is operated by another user using the terminal device 10 of the other user, or an opponent character is operated by a computer. It is also possible to have a competition between the two teams. Note that, in the following, between the player character and the opponent character, the character that makes the shot first is called the first character, and the character that makes the shot later is called the second character. In a golf game in which such a competition is performed, when the game state is the second state, the computer of the game system 1 (for example, the game progress unit 113) performs a success rate correction process to correct the shot success rate. Good too. Then, the computer may execute the shot (second shot) with the shot success rate corrected by the success rate correction process.
具体的には、コンピュータは、例えば、後攻キャラクタが特定打数時のパターを行う場合に、後攻キャラクタの当該パターについての成功率決定処理および成功率変動処理の結果と、先攻キャラクタの同打数のパターについての成功率決定処理および成功率変動処理の結果と、に基づいて、特定条件(例えば、両者のショット成功率(例えば、ボール31がカップ32に入る確率)の差が一定以上か等)を満たすか否かを判定する。また、このとき、コンピュータは、先攻キャラクタと後攻キャラクタとのどちらのショット成功率が高いかも判定する。 Specifically, for example, when the second character plays a putter with a specific number of strokes, the computer calculates the results of success rate determination processing and success rate variation processing for the putter of the second character and the same number of strokes of the first character. Based on the results of the success rate determination process and the success rate variation process for the putter, specific conditions (for example, whether the difference in the shot success rates (for example, the probability of the ball 31 hitting the cup 32) between the two is greater than or equal to a certain level, etc.) ) is satisfied. At this time, the computer also determines which character has a higher shot success rate, the character who plays first or the character who plays second.
特定条件を満たすと判定した場合、コンピュータは、先攻キャラクタのパターが成功したか失敗したか(例えば、ボール31がカップ32に入ったか否か)を判定する。 If it is determined that the specific condition is met, the computer determines whether the first character's putter was successful or unsuccessful (for example, whether the ball 31 entered the cup 32 or not).
先攻キャラクタの方がショット成功率が高く、かつ特定条件を満たす場合であって、先攻キャラクタのパターが失敗した場合、コンピュータは、後攻キャラクタのショット成功率を低下させる補正を行う。一方、先攻キャラクタの方がショット成功率が高く、かつ特定条件を満たす場合であって、先攻キャラクタのパターが成功した場合、コンピュータは、後攻キャラクタのショット成功率について補正を行わない。 If the character who plays first has a higher shot success rate and satisfies a specific condition, and the putter of the character who plays first fails, the computer makes a correction to reduce the shot success rate of the character who plays next. On the other hand, if the first character has a higher shot success rate and the specific conditions are met, and the first character's putter is successful, the computer does not correct the shot success rate of the second character.
また、先攻キャラクタの方がショット成功率が低く、かつ特定条件を満たす場合であって、先攻キャラクタのパターが失敗した場合、コンピュータは、後攻キャラクタのショット成功率について補正を行わない。一方、先攻キャラクタの方がショット成功率が低く、かつ特定条件を満たす場合であって、先攻キャラクタのパターが成功した場合、コンピュータは、後攻キャラクタのショット成功率を上昇させる補正を行う。 Further, if the character who plays first has a lower shot success rate and a specific condition is satisfied, and the putter of the character who plays first fails, the computer does not correct the shot success rate of the character who plays next. On the other hand, if the first character has a lower shot success rate and the specific conditions are met, and the first character's putter is successful, the computer makes a correction to increase the shot success rate of the second character.
オートプレイ時に、ショット成功率が高いキャラクタのショットが失敗し、ショット成功率が低いキャラクタのショットが成功すると、ショット成功率が高いキャラクタを操作するユーザが、理不尽に感じてしまうおそれがある。また、ミニゲームの結果等に応じてこの理不尽感が増大する場合があり、ユーザの納得感が薄れてしまうおそれがある。本変形例によれば、ユーザが理不尽に感じてしまう可能性を減少させ、遊技の興趣性を向上させることができる。 During autoplay, if a character with a high shot success rate fails to make a shot and a character with a low shot success rate succeeds, the user operating the character with a high shot success rate may feel unreasonable. Moreover, this sense of unreasonableness may increase depending on the result of the mini-game, etc., and there is a possibility that the user's sense of satisfaction may weaken. According to this modification, it is possible to reduce the possibility that the user will feel unreasonable, and to improve the interest of the game.
<他のゲームへの適用>
本実施形態に係る構成は、ゴルフゲーム以外のゲームに適用することもできる。例えば、本実施形態に係る構成は、ボールあるいはプレイヤキャラクタ等の操作対象オブジェクトを移動させて、所定の目標の達成を目指すゲームに適用することもできる。また、本実施形態に係る構成は、これ以外のゲームに適用することもできる。以下に具体例を挙げて説明する。
<Application to other games>
The configuration according to this embodiment can also be applied to games other than golf games. For example, the configuration according to this embodiment can be applied to a game in which the player aims to achieve a predetermined goal by moving an object to be operated, such as a ball or a player character. Furthermore, the configuration according to this embodiment can also be applied to other games. A specific example will be given and explained below.
(RPGへの適用)
操作対象オブジェクトとしてのプレイヤキャラクタを動かして、敵キャラクタ(例えば、ザコキャラクタおよびボスキャラクタ)を倒していくRPG(ロールプレイングゲーム)に、本実施形態に係る構成を適用することもできる。具体的には、所定のステージ(例えば、ダンジョン等)において、ザコキャラクタを倒しながら進み、ボスキャラクタのいる場所にプレイヤキャラクタが到達するとボスキャラクタとの戦闘が始まるゲームに、本実施形態に係る構成を適用することもできる。
(Application to RPG)
The configuration according to the present embodiment can also be applied to an RPG (role playing game) in which a player character as an object to be operated is moved to defeat enemy characters (for example, a boss character and a boss character). Specifically, the configuration according to the present embodiment is applied to a game in which the player character progresses through a predetermined stage (for example, a dungeon, etc.) while defeating the boss character, and when the player character reaches a location where the boss character is located, a battle with the boss character begins. can also be applied.
具体的には、例えば、ボスキャラクタのいる場所に到達するまでは第2進行態様でゲームを進行させ、ボスキャラクタのいる場所に到達すると、第1進行態様でゲームを進行させるようにしてもよい。 Specifically, for example, the game may progress in the second progression mode until the location where the boss character is located, and once the location where the boss character is located, the game may proceed in the first progression mode. .
ここで、第1進行態様は、例えば、プレイヤキャラクタの移動および敵キャラクタへの攻撃や回復等の動作をユーザが手動で行うゲームの進行態様である。これに対し、第2進行態様は、例えば、第1進行態様においてユーザが手動で行う操作のうちの少なくとも一部が自動で行われるゲームの進行態様とすることができる。具体的には、敵キャラクタにプレイヤキャラクタが近づく動き、敵キャラクタの攻撃をプレイヤキャラクタが躱す動き、敵キャラクタをプレイヤキャラクタが攻撃する動き、またはプレイヤキャラクタの体力値等の所定のパラメータを回復する動き等の、第1進行態様においてはユーザの操作を介して行う動きを、第2進行態様においてはユーザの操作を介さずに行うこととしてもよい。すなわち、第2進行態様は、ゲーム進行部113が、ユーザの操作をアシストする処理であって、第1進行態様において実行されない処理を行う進行態様ということもできる。 Here, the first progress mode is, for example, a game progress mode in which the user manually performs actions such as movement of the player character and attacks and recovery from enemy characters. On the other hand, the second progress mode can be, for example, a game progress mode in which at least some of the operations manually performed by the user in the first progress mode are automatically performed. Specifically, a movement in which the player character approaches an enemy character, a movement in which the player character evades an attack by an enemy character, a movement in which the player character attacks an enemy character, a movement in which the player character recovers a predetermined parameter such as the physical strength value of the player character. A movement that is performed through a user's operation in the first progress mode may be performed without a user's operation in the second progress mode. That is, the second progress mode can also be called a progress mode in which the game progress unit 113 performs a process that assists the user's operation and is not executed in the first progress mode.
ゲーム進行部113は、プレイヤキャラクタがボスキャラクタのいる場所に到達するまではゲーム状態を第2進行態様でのゲームの進行が可能な第2状態に設定し、ボスキャラクタのいる場所に到達すると、ゲーム状態を第1進行態様でのゲームの進行が可能な第1状態に設定する。すなわち、ゲーム状態の切り替えは、ボスキャラクタのいる場所に到達しているか否かに応じて自動的に(換言すると、ユーザの操作を介することなく)行われる。 The game progress unit 113 sets the game state to a second state in which the game can progress in the second progress mode until the player character reaches the location where the boss character is located, and when the player character reaches the location where the boss character is located, The game state is set to a first state in which the game can proceed in a first progress mode. That is, the game state is automatically switched (in other words, without any user operation) depending on whether or not the location where the boss character is located is reached.
このRPGの例については、操作対象オブジェクトとしてのプレイヤキャラクタと、所定のオブジェクトとしてのボスキャラクタとの関係性が、プレイヤキャラクタがボスキャラクタから所定範囲内に位置していないという関係性であるときにゲーム状態が第2状態となり、所定範囲内に位置しているという関係性であるときにゲーム状態が第1状態となることとなる。なお、このような、プレイヤキャラクタとボスキャラクタとの関係性と、ゲーム状態と、の対応関係は、当該関係性となっているか否かをゲーム進行部113が直接的に判定することにより実現してもよく、異なる処理によって実現してもよい。例えば、ゲーム進行部113が、プレイヤキャラクタがボスキャラクタから所定範囲内に位置してるか否かを判定してゲーム状態を切り替えることとしてもよく、プレイヤキャラクタが所定の位置(例えば、ボスキャラクタの部屋)に到達したか否かを判定してゲーム状態を切り替えることとしてもよく、ボスキャラクタとの戦闘が開始されるときに特定の状態に設定されるフラグが当該特定の状態となっているか否かを判定してゲーム状態を切り替えることとしてもよい。 In this RPG example, when the relationship between the player character as the object to be operated and the boss character as the predetermined object is such that the player character is not located within a predetermined range from the boss character, The game state becomes the second state, and when the relationship is such that the game state is located within a predetermined range, the game state becomes the first state. Note that this correspondence between the relationship between the player character and the boss character and the game state is realized by the game progress unit 113 directly determining whether or not the relationship exists. It may also be realized by different processing. For example, the game progress unit 113 may determine whether or not the player character is located within a predetermined range from the boss character, and then switch the game state. ) may be determined to switch the game state, and whether or not a flag set to a specific state when the battle with the boss character is started is in the specific state. The game state may be switched based on the determination.
(音楽ゲームへの適用)
例えば、操作対象オブジェクトとしての所定形状物(例えば、棒状や丸状等の物体)が表示部18の画面上を移動し、ユーザは、所定形状物が画面上の所定位置に位置するタイミングに合わせて入力部17に対する操作を行う音楽ゲームに、本実施形態に係る構成を適用することもできる。具体的には、所定の曲に合わせて所定の操作を行い、当該曲の完走または所定の得点の獲得等を目指すゲームに、本実施形態に係る構成を適用することもできる。この場合、入力部17に対する操作は、所定形状物に光って消える等の作用を与える操作ということができる。
(Application to music games)
For example, a predetermined-shaped object (for example, a bar-shaped object, a round-shaped object, etc.) as an object to be operated moves on the screen of the display unit 18, and the user adjusts the timing when the predetermined-shaped object is positioned at a predetermined position on the screen. The configuration according to the present embodiment can also be applied to a music game in which the input unit 17 is operated by the user. Specifically, the configuration according to the present embodiment can be applied to a game in which a player performs a predetermined operation in accordance with a predetermined song and aims to complete the song or obtain a predetermined score. In this case, the operation on the input unit 17 can be said to be an operation that causes an object of a predetermined shape to glow and disappear.
具体的には、ゲーム中において難しい場面に到達するまでは第1進行態様でゲームを進行させ、難しい場面に到達すると、第2進行態様でゲームを進行させるようにしてもよい。 Specifically, the game may progress in the first progress mode until a difficult scene is reached during the game, and once the difficult scene is reached, the game may progress in the second progress mode.
ここで、第1進行態様は、例えば、画面上を移動する全ての所定形状物について、各所定形状物が所定位置に位置するタイミングに合わせて入力部17に対する操作を行う進行態様である。これに対し、第2進行態様は、例えば、第1進行態様においてユーザが手動で行う操作のうちの少なくとも一部が自動で行われるゲームの進行態様とすることができる。具体的には、画面上を移動する所定形状物のうちの少なくとも一部について、所定形状物が所定位置に位置するタイミングで入力部17に対する操作が行われたものとして(換言すると、ユーザの操作を介さずに)ゲームを進行させることとしてもよい。すなわち、第2進行態様は、ゲーム進行部113が、ユーザの操作をアシストする処理であって、第1進行態様において実行されない処理を行う進行態様ということもできる。
なお、第2進行態様において自動で行われる操作の成功率は、第1進行態様におけるユーザの操作(換言すると、それまでのプレイ結果)に基づいて算出される成功率に基づいて決定されてもよい。ここで、成功率とは、例えば、各操作が正確なタイミングで行われたか、少しずれたタイミングで行われたか、大きくずれたタイミングで行われたか等を示すパラメータ等である。
Here, the first proceeding mode is, for example, a proceeding mode in which the input unit 17 is operated on all the predetermined-shaped objects moving on the screen in accordance with the timing when each predetermined-shaped object is located at a predetermined position. On the other hand, the second progress mode can be, for example, a game progress mode in which at least some of the operations manually performed by the user in the first progress mode are automatically performed. Specifically, it is assumed that the operation on the input unit 17 is performed on at least part of the predetermined shaped objects moving on the screen at the timing when the predetermined shaped objects are positioned at a predetermined position (in other words, the user's operation It is also possible to proceed with the game without going through the . That is, the second progress mode can also be called a progress mode in which the game progress unit 113 performs a process that assists the user's operation and is not executed in the first progress mode.
Note that the success rate of operations automatically performed in the second progression mode may be determined based on the success rate calculated based on the user's operations in the first progression mode (in other words, the play results up to that point). good. Here, the success rate is a parameter that indicates, for example, whether each operation was performed at accurate timing, slightly deviated timing, or greatly deviated timing.
ゲーム進行部113は、曲中における難しい場面に到達するまではゲーム状態を第1進行態様でのゲームの進行が可能な第1状態に設定し、難しい場面に到達すると、ゲーム状態を第2進行態様でのゲームの進行が可能な第2状態に設定する。すなわち、ゲーム状態の切り替えは、難しい場面のプレイ中であるか否かに応じて自動的に(換言すると、ユーザの操作を介することなく)行われる。なお、ここでは、難易度の高い場面に移行する際にゲーム状態を切り替えるようになっているが、「難易度の高い場面に移行する際に」あるいは「難易度の高い場面に移行する場合に」とは、移行してから状態が変わるものであってもよく、状態が変わってから移行するものであってもよい。換言すると、難易度と状態(換言すると、ゲームの進行態様)との対応関係が成り立つものであればよい。 The game progress unit 113 sets the game state to a first state in which the game can be progressed in the first progress mode until a difficult scene in the song is reached, and when the difficult scene is reached, the game state is set to the second state. The second state is set in which the game can proceed in this manner. That is, the game state is automatically switched (in other words, without any user operation) depending on whether or not a difficult scene is being played. Note that here, the game state is changed when transitioning to a high-difficulty scene, but "when transitioning to a high-difficulty scene" or "when transitioning to a high-difficulty scene" '' may be something that changes its state after it has moved, or may be something that changes its state after it has changed. In other words, it is sufficient as long as there is a correspondence between the difficulty level and the state (in other words, the progress mode of the game).
この音楽ゲームの例については、例えば、次に操作する操作対象オブジェクトと、所定のオブジェクトとしての次に操作する操作対象オブジェクト以外の操作対象オブジェクトとの関係性が、所定の密集度となる場合(換言すると、所定範囲内における操作対象オブジェクトの数や種類等が所定数以上となる場合)にゲーム状態が第2状態となり、所定の密集度とならない場合にゲーム状態が第1状態となることとしてもよい。なお、このような、特定の操作対象オブジェクトと他の操作対象オブジェクトとの関係性と、ゲーム状態と、の対応関係は、当該関係性となっているか否かをゲーム進行部113が直接的に判定することにより実現してもよく、異なる処理によって実現してもよい。例えば、ゲーム進行部113が、所定範囲内に位置している操作対象オブジェクトの数を判定してゲーム状態を切り替えることとしてもよく、曲の演奏が所定の位置に到達したか否かを判定してゲーム状態を切り替えることとしてもよい。 In this example of a music game, for example, if the relationship between the operation target object to be operated next and the operation target object other than the operation target object to be operated next as a predetermined object has a predetermined density ( In other words, the game state becomes the second state when the number, type, etc. of objects to be manipulated within a predetermined range exceeds a predetermined number, and the game state becomes the first state when the density does not reach the predetermined density. Good too. Note that the game progress unit 113 directly determines whether or not the relationship between a specific object to be operated and another object to be operated and the game state corresponds to the relationship. This may be realized by making a determination, or may be realized by different processing. For example, the game progress unit 113 may determine the number of operation target objects located within a predetermined range and switch the game state, or determine whether the performance of the song has reached a predetermined position. It is also possible to switch the game state by
(麻雀ゲームへの適用)
操作対象オブジェクトとしての手牌の中から、捨てる牌を選択していき、アガリ(換言すると、勝利)を目指す麻雀ゲームに、本実施形態に係る構成を適用することもできる。
(Application to mahjong game)
The configuration according to the present embodiment can also be applied to a mahjong game in which a player selects a tile to be discarded from among the tiles in his hand as an object to be operated, and aims to win (in other words, win).
具体的には、ゲーム中において難しい場面に到達するまでは第1進行態様でゲームを進行させ、難しい場面に到達すると、第2進行態様でゲームを進行させるようにしてもよい。 Specifically, the game may progress in the first progress mode until a difficult scene is reached during the game, and once the difficult scene is reached, the game may progress in the second progress mode.
ここで、第1進行態様は、例えば、ユーザが、捨てる牌を自分で選択してゲームを進める進行態様である。これに対し、第2進行態様は、例えば、ユーザの操作を介さずに捨てる牌が自動で選択されゲームが進行される進行態様としてもよい。なお、第2進行態様において捨てる牌は、ゲーム進行部113が牌効率またはアガった場合の点の高さ等に基づいて決定してもよい。 Here, the first progress mode is, for example, a progress mode in which the user selects the tiles to be discarded by himself and proceeds with the game. On the other hand, the second proceeding mode may be, for example, a proceeding mode in which the tiles to be discarded are automatically selected without the user's operation and the game proceeds. Note that the tiles to be discarded in the second progress mode may be determined by the game progress unit 113 based on the tile efficiency, the height of points in the case of winning, or the like.
ゲーム進行部113は、局中の難しい場面に到達するまではゲーム状態を第1進行態様でのゲームの進行が可能な第1状態に設定し、難しい場面に到達すると、ゲーム状態を第
2進行態様でのゲームの進行が可能な第2状態に設定する。すなわち、ゲーム状態の切り替えは、難しい場面のプレイ中であるか否かに応じて自動的に(換言すると、ユーザの操作を介することなく)行われる。
The game progress unit 113 sets the game state to the first state in which the game can be progressed in the first progress mode until a difficult scene in the game is reached, and when the difficult scene is reached, the game state is set to the first state in which the game can progress in the first progress mode. The second state is set in which the game can proceed in this manner. That is, the game state is automatically switched (in other words, without any user operation) depending on whether or not a difficult scene is being played.
この麻雀ゲームの例については、例えば、操作対象オブジェクトとしての手牌(例えば、14牌)のうちの特定の牌と、所定のオブジェクトとしての特定の牌以外の牌(例えば、他の13牌)との関係性が、同一種類(例えば、萬子、筒子または索子等)の牌の数が所定数以上となる場合にゲーム状態が第2状態となり、所定数以上とならない場合にゲーム状態が第1状態となることとしてもよい。なお、第2状態においては、自動で捨て牌を選択することを指示するボタンが表示部18の画面上に表示され、ユーザが当該ボタンに対する操作を行うことで、第2進行態様でのゲームの進行がされることとしてもよい。また、第2状態においては、ユーザからの操作が無く所定時間が経過すると、自動で捨て牌が選択される第2進行態様でのゲームの進行がされることとしてもよい。なお、このような、特定の操作対象オブジェクトと他の操作対象オブジェクトとの関係性と、ゲーム状態と、の対応関係は、当該関係性となっているか否かをゲーム進行部113が直接的に判定することにより実現してもよく、異なる処理によって実現してもよい。 In this example of a mahjong game, for example, a specific tile among the tiles in hand (for example, 14 tiles) as an object to be operated, and tiles other than the specific tile (for example, the other 13 tiles) as a predetermined object. The game state becomes the second state when the number of tiles of the same type (for example, Manko, Tsutsuko, Sukoko, etc.) exceeds a predetermined number, and when the number of tiles does not exceed the predetermined number, the game state becomes the second state. It may also be in the first state. Note that in the second state, a button that instructs to automatically select discarded tiles is displayed on the screen of the display unit 18, and by the user operating the button, the game in the second progress mode is started. It may also be a matter of progress. Further, in the second state, the game may proceed in a second proceeding mode in which a discarded tile is automatically selected when a predetermined period of time has elapsed without any operation from the user. Note that the game progress unit 113 directly determines whether or not the relationship between a specific object to be operated and another object to be operated and the game state corresponds to the relationship. This may be realized by making a determination, or may be realized by different processing.
(シューティングゲームへの適用)
例えば、操作対象オブジェクトとしてのプレイヤキャラクタ(換言すると、自機)を動かして、ステージクリアを目指すシューティングゲームに、本実施形態に係る構成を適用することもできる。
(Application to shooting games)
For example, the configuration according to the present embodiment can be applied to a shooting game in which the player aims to clear a stage by moving a player character (in other words, the player's own machine) as an object to be operated.
具体的には、ゲーム中において難しい場面に到達するまでは第1進行態様でゲームを進行させ、難しい場面に到達すると、第2進行態様でゲームを進行させるようにしてもよい
Specifically, the game may progress in the first progress mode until a difficult scene is reached during the game, and once the difficult scene is reached, the game may progress in the second progress mode.
ここで、第1進行態様は、例えば、プレイヤキャラクタの移動および敵キャラクタへの攻撃をユーザが手動で行うゲームの進行態様である。これに対し、第2進行態様は、例えば、第1進行態様においてユーザが手動で行う操作のうちの少なくとも一部が自動で行われるゲームの進行態様としてもよい。具体的には、敵キャラクタの弾をプレイヤキャラクタが躱す動き、敵キャラクタをプレイヤキャラクタが攻撃する動き、または敵キャラクタに照準を定める動き等の、第1進行態様においてはユーザの操作を介して行う動きを、第2進行態様においてはユーザの操作を介さずに行うこととしてもよい。すなわち、第2進行態様は、ゲーム進行部113が、ユーザの操作をアシストする処理であって、第1進行態様において実行されない処理を行う進行態様ということもできる。 Here, the first progress mode is, for example, a game progress mode in which the user manually moves the player character and attacks the enemy character. On the other hand, the second progress mode may be, for example, a game progress mode in which at least some of the operations manually performed by the user in the first progress mode are automatically performed. Specifically, the first progress mode is performed through the user's operation, such as a movement in which the player character dodges bullets from an enemy character, a movement in which the player character attacks an enemy character, or a movement in which the player character aims at the enemy character. The movement may be performed without any user operation in the second progress mode. That is, the second progress mode can also be called a progress mode in which the game progress unit 113 performs a process that assists the user's operation and is not executed in the first progress mode.
ゲーム進行部113は、ステージ中の難しい場面に到達するまではゲーム状態を第1進行態様でのゲームの進行が可能な第1状態に設定し、難しい場面に到達すると、ゲーム状態を第2進行態様でのゲームの進行が可能な第2状態に設定する。すなわち、ゲーム状態の切り替えは、難しい場面のプレイ中であるか否かに応じて自動的に(換言すると、ユーザの操作を介することなく)行われる。 The game progress unit 113 sets the game state to a first state in which the game can progress in the first progress mode until a difficult scene in the stage is reached, and when the difficult scene is reached, the game state is set to the first state in which the game can progress in the second progress mode. The second state is set in which the game can proceed in this manner. That is, the game state is automatically switched (in other words, without any user operation) depending on whether or not a difficult scene is being played.
このシューティングゲームの例については、操作対象オブジェクトとしてのプレイヤキャラクタと、所定のオブジェクトとしてのボスキャラクタとの関係性が、プレイヤキャラクタがボスキャラクタから所定範囲内に位置していないという関係性であるときにゲーム状態が第1状態となり、所定範囲内に位置しているという関係性であるときに、ゲーム状態が第2状態となるとしてもよい。また、操作対象オブジェクトとしてのプレイヤキャラクタと、所定のオブジェクトとしての敵の弾との関係性が、プレイヤキャラクタから所定範囲内に占める敵の弾の割合が所定割合以上となる関係性であるときに、ゲーム状態が第1状態となるとしてもよい。なお、このような、プレイヤキャラクタとボスキャラクタあるいは敵の弾との関係性と、ゲーム状態と、の対応関係は、当該関係性となっている否かをゲーム進行部113が直接的に判定することにより実現してもよく、異なる処理によって実現してもよい。 In this shooting game example, when the relationship between the player character as the object to be operated and the boss character as the predetermined object is such that the player character is not located within a predetermined range from the boss character. When the relationship is such that the game state becomes the first state and the game state is located within a predetermined range, the game state may become the second state. Also, when the relationship between the player character as the object to be operated and enemy bullets as the predetermined object is such that the proportion of enemy bullets within a predetermined range from the player character is greater than or equal to the predetermined proportion. , the game state may be the first state. Note that the game progress unit 113 directly determines whether or not the relationship between the player character and the boss character or the enemy's bullets corresponds to the game state. It may be realized by different processing.
(囲碁ゲームへの適用)
例えば、操作対象オブジェクトとしての石を盤上に置いていき勝利を目指す囲碁ゲームに、本実施形態に係る構成を適用することもできる。
(Application to Go game)
For example, the configuration according to the present embodiment can be applied to a Go game in which the player aims to win by placing stones as objects to be operated on the board.
ここで、第1進行態様は、例えば、石をどこに置くかをユーザが選択してゲームを進める進行態様である。これに対し、第2進行態様は、例えば、ユーザの操作を介さずに石を置く場所が自動で選択されゲームが進行される進行態様としてもよい。 Here, the first progress mode is, for example, a progress mode in which the user selects where to place a stone and advances the game. On the other hand, the second progress mode may be, for example, a progress mode in which a place to place a stone is automatically selected without user's operation and the game progresses.
ゲーム進行部113は、対局が終盤に到達するまではゲーム状態を第1進行態様でのゲームの進行が可能な第1状態に設定し、終盤に到達すると、ゲーム状態を第2進行態様でのゲームの進行が可能な第2状態に設定する。すなわち、ゲーム状態の切り替えは、対局の終盤であるか否かに応じて自動的に(換言すると、ユーザの操作を介することなく)行われる。すなわち、ゲーム状態の切り替えは、難しい場面に到達した場合に行われるものでなくてもよく、例えば、ゲームの終盤において行われるものとしてもよい。 The game progress unit 113 sets the game state to a first state in which the game can be progressed in the first progress mode until the game reaches the final stage, and when the game reaches the final stage, the game state is set to the first state in which the game can progress in the second progress mode. The second state is set in which the game can proceed. That is, the game state is automatically switched (in other words, without any user operation) depending on whether the game is in the final stage or not. That is, the game state switching does not have to be performed when a difficult scene is reached, but may be performed, for example, at the end of the game.
この囲碁ゲームの例については、操作対象オブジェクトとしてのユーザが置く石と、所定のオブジェクトとしての既に盤上に置かれた石との関係性が、所定の関係性となる場合に、ゲーム状態が第2状態となることとしてもよい。具体的には、操作対象オブジェクトとしての石を置ける箇所(例えば、有効な置き場所)が、既に盤上に置かれた石との関係で、所定数以下となる場合(例えば、取り得る択が所定数以下となる場合)に、ゲーム状態が第2状態となることとしてもよい。なお、このような、置く石と盤上の石との関係性と、ゲーム状態と、の対応関係は、当該関係性となっている否かをゲーム進行部113が直接的に判定することにより実現してもよく、異なる処理によって実現してもよい。 In this Go game example, if the relationship between the stone placed by the user as the object to be operated and the stone already placed on the board as the predetermined object is a predetermined relationship, the game state will change. It may also be in the second state. Specifically, when the number of places where a stone can be placed (for example, a valid place) as an object to be manipulated is less than a predetermined number in relation to the stones already placed on the board (for example, when the number of possible choices is The game state may be set to the second state if the number is equal to or less than a predetermined number. Note that the correspondence between the relationship between the placed stone and the stone on the board and the game state is determined by the game progress unit 113 directly determining whether or not the relationship exists. It may be realized or may be realized by different processing.
なお、本発明は、上述した実施形態に限定されるものではなく、その要旨を逸脱しない範囲で種々変形して実施できる。本発明はその発明の範囲内において、各構成要素の自由な組み合わせ、任意の構成要素の変形、または任意の構成要素の省略等が可能である。また、本明細書において説明した処理の流れはあくまで一例であり、各処理の順序や構成は異なるものであってもよい。 Note that the present invention is not limited to the embodiments described above, and can be implemented with various modifications without departing from the gist thereof. Within the scope of the present invention, each component can be freely combined, any component can be modified, or any component can be omitted. Further, the process flow described in this specification is merely an example, and the order and configuration of each process may be different.
<付記>
以上の実施形態で説明した事項は、以下の付記のようにも記載され得る。
<Additional notes>
The matters described in the above embodiments may also be described as in the following additional notes.
(付記1)
コンピュータを、
ユーザの操作に基づいてゲームを進行させる第1進行態様でゲームを進行させる第1進行手段(ゲーム進行部113)と、
前記第1進行態様においてゲームの進行に影響を与える前記ユーザの操作の少なくとも一部を要さずにゲームを進行させることが可能な第2進行態様でゲームを進行させる第2進行手段(ゲーム進行部113)と、
前記第2進行態様でのゲームの進行時における所定の事象の成否を、ゲーム空間内の環境と、前記ユーザが操作するキャラクタの属性と、に基づいて決定する成否決定手段(ゲーム進行部113)と、として機能させる
プログラム。
このような構成によれば、第2進行態様でのゲームの進行時における所定の事象の成否に、キャラクタの属性が影響することとなる。したがって、キャラクタ選択の戦略性が向上し、ゲームの興趣性が向上される。
(Additional note 1)
computer,
a first progression means (game progression unit 113) that advances the game in a first progression mode that advances the game based on the user's operation;
A second progress means (game progress means) for progressing the game in a second progress mode that allows the game to progress without requiring at least a part of the user's operations that affect the progress of the game in the first progress mode. Section 113) and
success/failure determining means (game progress unit 113) for determining the success or failure of a predetermined event during the progress of the game in the second progress mode based on the environment in the game space and the attributes of the character operated by the user; and a program that functions as.
According to such a configuration, the attributes of the character will influence the success or failure of a predetermined event during the progress of the game in the second progress mode. Therefore, the strategic nature of character selection is improved, and the game becomes more interesting.
(付記2)
前記成否決定手段は、
前記ゲーム空間内の環境に基づいて決定される確率基準値を、前記キャラクタの属性に基づいて補正して、前記所定の事象の成否に係る確率を求める付記1に記載のプログラム。
このような構成によれば、キャラクタの属性に応じて所定の事象の成功率が変わるので、ゲームの興趣性を向上させることができる。
(Additional note 2)
The success/failure determining means is
The program according to supplementary note 1, wherein the probability reference value determined based on the environment in the game space is corrected based on the attribute of the character to obtain the probability of success or failure of the predetermined event.
According to such a configuration, the success rate of a predetermined event changes depending on the attribute of the character, so it is possible to improve the interest of the game.
(付記3)
前記コンピュータを、さらに、
前記ゲーム空間内の所定のオブジェクトについて所定の条件が成立する際に、前記第1進行態様でゲームを進行させるか、前記第2進行態様でゲームを進行させるかを、前記ユーザに選択可能に提示する手段として機能させる
付記1または2に記載のプログラム。
このような構成によれば、ユーザは、ゲーム中において所定の状況が訪れた場合に、第1進行態様と第2進行態様とのどちらでゲームを進行させるかを選択可能となる。したがって、ゲーム性の幅を広げることができ、ゲームの興趣性を向上させることができる。
(Additional note 3)
The computer further comprises:
When a predetermined condition is satisfied for a predetermined object in the game space, the user is presented with a choice of whether to proceed with the game in the first proceeding mode or in the second proceeding mode. The program according to supplementary note 1 or 2, which functions as a means for.
According to such a configuration, when a predetermined situation occurs during the game, the user can select which of the first progress mode and the second progress mode to proceed with the game. Therefore, the range of gameplay can be expanded, and the interest of the game can be improved.
(付記4)
ユーザの操作に基づいてゲームを進行させる第1進行態様でゲームを進行させる第1進行手段(ゲーム進行部113)と、
前記第1進行態様においてゲームの進行に影響を与える前記ユーザの操作の少なくとも一部を要さずにゲームを進行させることが可能な第2進行態様でゲームを進行させる第2進行手段(ゲーム進行部113)と、
前記第2進行態様でのゲームの進行時における所定の事象の成否を、ゲーム空間内の環境と、前記ユーザが操作するキャラクタの属性と、に基づいて決定する成否決定手段(ゲーム進行部113)と、を備える
情報処理システム。
このような構成によれば、付記1に記載のプログラムと同様の作用効果を奏することができる。
(Additional note 4)
a first progression means (game progression unit 113) that advances the game in a first progression mode that advances the game based on the user's operation;
A second progress means (game progress means) for progressing the game in a second progress mode that allows the game to progress without requiring at least a part of the user's operations that affect the progress of the game in the first progress mode. Section 113) and
success/failure determining means (game progress unit 113) for determining the success or failure of a predetermined event during the progress of the game in the second progress mode based on the environment in the game space and the attributes of the character operated by the user; An information processing system comprising:
According to such a configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved.
1 ゲームシステム、10 端末装置、11 プロセッサ、12 メモリ、13 ストレージ、16 タッチスクリーン、17 入力部、18 表示部、20 サーバ、21 プロセッサ、22 メモリ、23 ストレージ、30 ゲーム空間、31 ボール、32 カップ、33 プレイヤキャラクタ、110 制御部、111 操作受付部、112 送受信部、113 ゲーム進行部、114 表示制御部、120 記憶部、210 制御部、211 送受信部、212 サーバ処理部、213 データ管理部、214 同期処理部、220 記憶部
 
1 game system, 10 terminal device, 11 processor, 12 memory, 13 storage, 16 touch screen, 17 input section, 18 display section, 20 server, 21 processor, 22 memory, 23 storage, 30 game space, 31 ball, 32 cup , 33 player character, 110 control unit, 111 operation reception unit, 112 transmission and reception unit, 113 game progress unit, 114 display control unit, 120 storage unit, 210 control unit, 211 transmission and reception unit, 212 server processing unit, 213 data management unit, 214 Synchronization processing unit, 220 Storage unit

Claims (4)

  1. コンピュータを、
    ユーザの操作に基づいてゲームを進行させる第1進行態様でゲームを進行させる第1進行手段と、
    前記第1進行態様においてゲームの進行に影響を与える前記ユーザの操作の少なくとも一部を要さずにゲームを進行させることが可能な第2進行態様でゲームを進行させる第2進行手段と、
    前記第2進行態様でのゲームの進行時における所定の事象の成否を、ゲーム空間内の環境と、前記ユーザが操作するキャラクタの属性と、に基づいて決定する成否決定手段と、として機能させる
    プログラム。
    computer,
    a first progression means that advances the game in a first progression mode that advances the game based on a user's operation;
    a second progression means for advancing the game in a second progression mode that allows the game to progress without requiring at least a part of the user's operations that affect the progression of the game in the first progression mode;
    A program that functions as a success or failure determining means that determines the success or failure of a predetermined event during the progress of the game in the second progress mode based on the environment in the game space and the attributes of the character operated by the user. .
  2. 前記成否決定手段は、
    前記ゲーム空間内の環境に基づいて決定される確率基準値を、前記キャラクタの属性に基づいて補正して、前記所定の事象の成否に係る確率を求める
    請求項1に記載のプログラム。
    The success/failure determining means is
    2. The program according to claim 1, wherein a probability reference value determined based on an environment in the game space is corrected based on an attribute of the character to obtain a probability of success or failure of the predetermined event.
  3. 前記コンピュータを、さらに、
    前記ゲーム空間内の所定のオブジェクトについて所定の条件が成立する際に、前記第1進行態様でゲームを進行させるか、前記第2進行態様でゲームを進行させるかを、前記ユーザに選択可能に提示する手段として機能させる
    請求項1または2に記載のプログラム。
    The computer further comprises:
    When a predetermined condition is satisfied for a predetermined object in the game space, the user is presented with a choice of whether to proceed with the game in the first proceeding mode or in the second proceeding mode. 3. The program according to claim 1, wherein the program functions as a means for.
  4. ユーザの操作に基づいてゲームを進行させる第1進行態様でゲームを進行させる第1進行手段と、
    前記第1進行態様においてゲームの進行に影響を与える前記ユーザの操作の少なくとも一部を要さずにゲームを進行させることが可能な第2進行態様でゲームを進行させる第2進行手段と、
    前記第2進行態様でのゲームの進行時における所定の事象の成否を、ゲーム空間内の環境と、前記ユーザが操作するキャラクタの属性と、に基づいて決定する成否決定手段と、を備える
    情報処理システム。
     
    a first progression means that advances the game in a first progression mode that advances the game based on a user's operation;
    a second progression means for advancing the game in a second progression mode that allows the game to progress without requiring at least a part of the user's operations that affect the progression of the game in the first progression mode;
    Information processing comprising: success/failure determining means for determining the success or failure of a predetermined event during the progress of the game in the second progress mode based on the environment in the game space and the attributes of the character operated by the user. system.
PCT/JP2023/023752 2022-06-28 2023-06-27 Program, and information processing system WO2024004999A1 (en)

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002336551A (en) * 2001-05-21 2002-11-26 Konami Co Ltd Game program, game device and game method
JP2005318987A (en) * 2004-05-07 2005-11-17 Sega Corp Game program, computer readable record media recording game program and game machine
JP2018166970A (en) * 2017-03-30 2018-11-01 株式会社コナミデジタルエンタテインメント Game device and program

Patent Citations (3)

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Publication number Priority date Publication date Assignee Title
JP2002336551A (en) * 2001-05-21 2002-11-26 Konami Co Ltd Game program, game device and game method
JP2005318987A (en) * 2004-05-07 2005-11-17 Sega Corp Game program, computer readable record media recording game program and game machine
JP2018166970A (en) * 2017-03-30 2018-11-01 株式会社コナミデジタルエンタテインメント Game device and program

Non-Patent Citations (1)

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Title
FAMITSU BOOK EDITORIAL DEPARTMENT: "Fire Emblem Three Houses Perfect Guide", 21 September 2019, KADOKAWA GAME LINKAGE INC., JP, ISBN: 978-4-04-733429-8, article FAMITSU BOOK EDITORIAL DEPARTMENT: "Passages; Fire Emblem Three Houses Perfect Guide", pages: 69, 71, 74, XP009552068 *

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