Patent Publication Number: US-9901821-B2

Title: Video game processing apparatus and video game processing program product

Description:
CROSS-REFERENCE TO RELATED APPLICATION 
     The present application relates to subject matter contained in Japanese Patent Application No. 2012-191677, filed on Aug. 31, 2012, the disclosure of which is expressly incorporated herein by reference in its entirety. 
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to a technique controlling progress of a video game. 
     2. Description of the Related Art 
     Heretofore, in a case where player&#39;s attention is to be drawn to various kinds of objects (a NPC: non-player character, a treasure box and the like) in a video game, a configuration in which a marker is displayed for the object may be adopted. In such video games, there are ones configured so as to display a marker according to a distance between an arbitrary position in a virtual space and an object that will become an acquisition target in a case where an acquisition operation is made by a player (for example, see Japanese Patent Application Publication No. 2003-79952). 
     However, in a conventional video game, an input of a command by a player is received after displaying a marker in accordance with an acquisition operation of an object by a player and the received command is then carried out. Thus, the player is required to carry out at least twice of command inputs (that is, acquisition of the object and input of the command) until the command according to the acquired object is carried out. For that reason, there has been a problem that a complicated impression may be given to the player. 
     On the other hand, in a case where a system in which a battle is started when a player character comes in contact with an object displayed on a movement screen (or a movement field) (that is, a so-called symbol encounter) is adopted, a player who intend to move the player character near the object may mistakenly causes the player character to touch the object, by which an unintended encounter occurs. Therefore, there has also been a problem that a complicated impression may be given to the player. 
     SUMMARY OF THE INVENTION 
     The present invention has been made in order to solve the problem described above, and it is an object of the present invention to be capable of reducing an operational load required from acquisition of an object to execution of a command. 
     In order to achieve the above object, the present invention is directed to a video game processing apparatus for controlling progress of a video game while displaying a player character on a display screen of a display device. The video game processing apparatus according to the present invention includes an object information memory for storing object information, the object information being information on an object that appears in the video game, the object information indicating an action possible range and the content of a predetermined action, the action possible range being a range in which the object can carry out the predetermined action against the player character. 
     The video game processing apparatus also includes a movement starting operation receiver for receiving a movement starting operation for the player character. 
     The video game processing apparatus also includes a player character mover for causing the player character to move in accordance with the movement starting operation received by the movement starting operation receiver. 
     The video game processing apparatus also includes a terminated position determiner for determining whether the movement of the player character is terminated within the action possible range or not. 
     The video game processing apparatus also includes an action executor for carrying out the predetermined action by the object corresponding to the action possible range in a case where the terminated position determiner determines that the movement of the player character is terminated within the action possible range. 
     By configuring the video game processing apparatus as described above, it is possible to reduce an operational load required from acquisition of an object to execution of a command. 
     In the video game processing apparatus according to the present invention, it is preferable that the object information indicates a display start range that is a range to start displaying the action possible range, and that the video game processing apparatus further includes: an entry determiner for determining whether a position of the player character enters within the display start range or not in a case where the movement of the player character is started by the player character mover; and an action possible range display controller for causing the display device to display the action possible range corresponding to the display start range in a case where the entry determiner determines that the position of the player character enters within the display start range. 
     In the video game processing apparatus according to the present invention, it is preferable that the action executor cancels execution of the predetermined action in a case where the movement starting operation receiver receives another movement starting operation during the execution of the predetermined action. 
     In the video game processing apparatus according to the present invention, it is preferable that the player character mover moves the player character to the vicinity of the object in a case where the terminated position determiner determines that the movement of the player character is terminated within the action possible range. 
     Moreover, in another aspect of the present invention, the present invention is directed to a non-transitory computer-readable medium including a video game processing program product for causing a computer to control progress of a video game while causing a display device to display a player character on a display screen of the display device. In this case, the computer includes an object information memory for storing object information, the object information being information on an object that appears in the video game, the object information indicating an action possible range and the content of a predetermined action, the action possible range being a range in which the object can carry out the predetermined action against the player character. 
     The video game processing program product according to the present invention causes the computer to execute steps including receiving a movement starting operation for the player character. 
     The steps also include causing the player character to move in accordance with the movement starting operation received in the receiving a movement starting operation. 
     The steps also include determining whether the movement of the player character is terminated within the action possible range or not. 
     The steps also include carrying out the predetermined action by the object corresponding to the action possible range in a case where it is determined that the movement of the player character is terminated within the action possible range. 
     According to the present invention, it is possible to reduce an operational load required from acquisition of an object to execution of a command. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The foregoing and other objects, features and advantages of the present invention will become more readily apparent from the following detailed description of a preferred embodiment of the present invention that proceeds with reference to the appending drawings: 
         FIG. 1  is a block diagram showing a configuration example of a video game processing apparatus; 
         FIG. 2  is an explanatory drawing showing an example of a storage state of virtual controller information; 
         FIGS. 3A and 3B  are explanatory drawings showing an example of a virtual controller; 
         FIGS. 4A and 4B  are explanatory drawings showing an example of an operation of the virtual controller; 
         FIG. 5  is an explanatory drawing showing an example of a storage state of object information; 
         FIG. 6  is a flowchart showing an example of movement processing; 
         FIG. 7  is an explanatory drawing showing an example of a movement screen; 
         FIG. 8  is an explanatory drawing for explaining a viewpoint operation area; 
         FIG. 9  is an explanatory drawing showing an example of a game screen; 
         FIG. 10  is a flowchart showing an example of object action processing; 
         FIG. 11  is an explanatory drawing for explaining an action possible range image; and 
         FIG. 12  is an explanatory drawing showing an example of the game screen. 
     
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
     Hereinafter, an example of one embodiment of the present invention will be described with reference to the appending drawings. 
       FIG. 1  is a block diagram showing a configuration example of a video game processing apparatus  100  according to one embodiment of the present invention. As shown in  FIG. 1 , the video game processing apparatus  100  includes: a game program reading section  10 ; a control section  11 ; a storage section  12 ; a display section  13 ; an audio output section  14 ; a player operation receiving section  15 ; and a communication section  16 . 
     The game program reading section  10  has a function to read out a necessary video game program from a storage medium. Various kinds of video game programs are stored in the storage medium. In this regard, in the present embodiment, the game program reading section  10  has a mounting section into which a game cartridge  20 , in which the video game program is stored, is detachably mounted. A player (that is, an operator (or a user) of the video game processing apparatus  100 ) reads out a video game program from a storage medium of the game cartridge  20  that is mounted into the mounting section, and stores the read-out video game program in the storage section  12 . In this regard, the video game carried out in accordance with the video game program used in the present embodiment may be anyone such as an RPG, a simulation game, a puzzle game and a battle game so long as the video game is a video game in which a virtual controller operated by the player is displayed. 
     The control section  11  has a function to execute a game program read out by the game program reading section  10  and stored in the storage section  12 , and a function to carry out various kinds of controls to cause the video game to proceed in response to an operation of the player. 
     The storage section  12  is a storage medium for storing video game programs necessary when the video game is caused to proceed and various kinds of data. The storage section  12  is configured by a nonvolatile memory such as a RAM, for example. In the storage section  12 , various kinds of information registered and updated in accordance with progress of the video game, and various kinds of information used in the video game, which are read out from the storage medium embedded into the game cartridge  20 , are stored. 
     In this regard, the video game processing apparatus  100  may be configured so that the video game program is downloaded from a video game program providing server (not shown in the drawings) via a communication network such as the Internet or the like and is stored in the storage section  12 . 
     In the present embodiment, the storage section  12  includes a virtual controller managing table  12   a  and an object information storage section  12   b.    
     The virtual controller managing table  12   a  is a storage medium for storing virtual controller information that is information on the virtual controller (or a so-called control pad). In the present embodiment, the control section  11  refers to the virtual controller information, and causes the display section  13  to display an image indicating the virtual controller on a display screen thereof. Further, the control section  11  updates the virtual controller information in accordance with progress of the video game, and thereby updates a position and/or a shape of the virtual controller to be displayed on the display screen. 
       FIG. 2  is an explanatory drawing showing an example of a storage state of the virtual controller information stored in the virtual controller managing table  12   a . As shown in  FIG. 2 , the virtual controller information contains information that indicates a display position, a position of a slide operating portion and a shape change position of a tap operating portion. 
     Here, the virtual controller according to the present embodiment will be described. 
       FIG. 3  is an explanatory drawing showing an example of the virtual controller according to the present embodiment. As shown in  FIG. 3A , a virtual controller IC is formed in a circular shape. As shown in  FIG. 3B , the virtual controller IC is constructed by a slide operating portion SO and a tap operating portion TO. The slide operating portion SO receives a slide operation (or a drag operation) by the player when the slide operating portion SO is displayed on the display screen. The tap operating portion TO receives a tap operation (or a press operation) by the player. In this regard, the video game processing apparatus  100  may be configured so that image information for displaying the virtual controller IC on the display screen and the like are stored in the virtual controller managing table  12   a  as part of the virtual controller information. Alternatively, the video game processing apparatus  100  may be configured so that the image information and the like are stored in other storage area of the storage section  12 . 
       FIG. 4  is an explanatory drawing showing an example of an operation of the virtual controller according to the present embodiment. As shown in  FIG. 4 , the virtual controller IC according to the present embodiment indicates two types of actions. Namely, the virtual controller IC is configured so as to receive operational inputs broadly classified into two types (or categories). 
     First, as shown in  FIG. 4A , a motion is illustrated in which the slide operating portion SO is slid from an initial position O toward any one direction of eight directions (that is, upper, upper right, right, lower right, lower, lower left, left and upper left) in accordance with a slide operation by the player (that is, an operation to move a touched position from a state in which a finger or the like of the player is in contact with a display position of the slide operating portion SO while keeping the touched state). In this regard, at this time, a shape of the tap operating portion TO is changed (for example, its color is changed) so that a portion corresponding to the motion of the slide operating portion SO (in  FIG. 4A , an upper tap operating portion TO 1  corresponding to slide toward the upper direction) can be distinguished from the other portions. 
     Second, as shown in  FIG. 4B , a motion is illustrated in which a shape of the tap operating portion TO is changed in accordance with a tap operation by the player (that is, an operation to touch a display position of the tap operating portion TO by means of a finger or the like) so that a tapped portion (in  FIG. 4B , the upper tap operating portion TO 1 ) can be distinguished from the other portions. In this regard, the slide operating portion SO is not changed particularly at this time. 
     In this regard, the shape and the configuration of the virtual controller  101  are not limited to these examples. They may be configured so as to include an input of a direction by the slide operation and a portion for informing of the player the direction of the inputted slide operation (in the present embodiment, the tap operating portion TO). 
     In order to manage the virtual controller IC as explained using  FIG. 3  and  FIG. 4 , information indicating the display position, the position of the slide operating portion and the shape change position of the tap operating portion are contained in the virtual controller managing table  12   a , as described above. 
     Here, the display position means a position at which the virtual controller IC is displayed on the display screen. As shown in  FIG. 2 , two types (left side and right side) are set up in advance as the display position according to the present embodiment, and one whose flag becomes “1” is adopted. The display position will be described again when to explain a movement screen (see  FIG. 7 ). 
     Further, the “position of the slide operating portion” means a position of the slide operating portion SO movably displayed, as explained with reference to  FIG. 4 . For example, in a case where the slide operating portion SO is positioned at the initial position (center) as shown in  FIG. 4B , “1” is set up to only a flag corresponding to the “center” and “0” is set up to each of the other flags in the virtual controller managing table  12   a  as shown in  FIG. 2 . Further, in a case where the slide operating portion SO slides in an upper direction as shown in  FIG. 4A  (that is, in a case where the slide operating portion SO is positioned at the upper side), “1” is set up to only the flag corresponding to the “upper” in the virtual controller managing table  12   a.    
     Further, the shape change position of the tap operating portion means a position of a portion whose shape is changed so that the portion can be distinguished from the other portions of the plurality of portions that constitute the tap operating portion TO, as explained with reference to  FIG. 4 . For example, in a case where the shape of the upper tap operating portion TO 1  is changed as shown in  FIG. 4B , “1” is set up to only the flag corresponding to the “upper” in the virtual controller managing table  12   a . In this regard, “1” is set up to only a flag corresponding to the “center” with respect to the position of the slide operating portion at this time. 
     The object information storage section  12   b  is a storage medium for storing object information that is information on objects that appear in the video game. 
       FIG. 5  is an explanatory drawing showing an example of a storage state of the object information stored in the object information storage section  12   b . As shown in  FIG. 5 , the object information contains information including: an object ID for uniquely specifying an object; a type; an action possible range; an action content; and a display start range (or a display start condition). 
     Here, the “type” means a type set up in advance to an object. For example, the type includes a “non-player character (NPC)” a “treasure box”, and the like. 
     Further, the “action possible range” means a range in which an object that appears in the video game can carry out a predetermined action against the player character. As a configuration of the action possible range, various kinds of configurations such as “within a circle with a radius R 1  in which the object is centered” are thought, for example. Hereinafter, an explanation will be made appropriately using a range in which a non-player character may carry out a conversation with the player character (a conversation possible range) as an example. In this regard, the wording “may carry out a conversation” is used because the object may not carry out an action in a case where the player does not input a command even within the action possible range, for example. 
     Further, the “action content” means the content of an action carried out by an object that appears in the video game, such as a “conversation” and the like. In this regard, a concrete method of making a conversation is not limited in particularly. As the conversation method, a method of displaying a predetermined text on the display screen sequentially may be adopted, or a method of outputting a voice (or audio) may be adopted. In this regard, the action content is also not limited in particularly. The action content may be a battle against the player character. Further, in a case where the type of the object is a “treasure box”, “application of a predetermined item to the player character” may be set up as the action content. 
     Further, the “display start range” means a range to start to display an image indicating the action possible range on the display screen when the player character approaches the object. Various kinds of configurations, such as “a circle with a radius r 1  using the object as the center thereof”, for example, are thought as the display start range. 
     In this regard, a shape of each of the action possible range and the display start range indicated by the object information is not limited to the circular shape. Various kinds of shapes are thought as the shape thereof. Further, the video game processing apparatus  100  may be configured so that plural pieces of action content are associated with one object. Namely, the video game processing apparatus  100  may be configured so that the action content carried out when the player character is positioned in front of the object is different from the action content carried out when the player character is positioned at the back of the object, for example. 
     The display section  13  is a display device for displaying the game screen in response to operations by the player in accordance with control by the control section  11 . The display section  13  is constructed by a liquid crystal display, for example. 
     The audio outputting section  14  outputs audio in response to operations by the player and progress of the video game in accordance with control by the control section  11 . 
     The player operation receiving section  15  receives operational signals in response to operations by the player, and notifies the control section  11  of that result. In the present embodiment, the player operation receiving section  15  is configured so as to receive an operation of the player via a touch panel provided in the display section  13 . In this regard, the video game processing apparatus  100  may be configured so that the player operation receiving section  15  receives an operation of the player via a controller such as a mouse and a game pad. 
     The communication section  16  causes the video game processing apparatus  100  to connect to a communication network such as the Internet by wireless or wired connections, and to transmit and receive various kinds of information. 
     Next, an operation of the video game processing apparatus  100  according to the present embodiment will be described. 
       FIG. 6  is a flowchart showing an example of movement processing carried out by the video game processing apparatus  100 . In the movement processing, processing to cause the player character to move in a virtual space in accordance with an operational input by the player is carried out. In this regard, the content of processing with no relationship to the present invention may be omitted. 
     The movement processing is started when a movement condition of the player character is met in accordance with progress of the video game, such as after a battle or conversation is terminated and the like, for example. 
     In the movement processing, the control section  11  first causes the display section  13  to display a movement screen according to progress of the video game on the display screen (Step S 101 ). In the present embodiment, the control section  11  causes the display section  13  to display a movement screen showing a virtual three dimensional space, in which the player character can move. 
       FIG. 7  is an explanatory drawing showing an example of the movement screen. As shown in  FIG. 7 , a field display area  701  indicating a virtual space (field) in which the player character exists and a viewpoint operation area  702  are provided in the movement screen. 
     A virtual controller IC for receiving a movement operation of a player character PC, various kinds of virtual buttons  711  to  714 , and a virtual compass CI indicating a direction to which the player character faces, are displayed in the field display area  701 . A player who is a user of the video game processing apparatus  100  operates the player character PC using the virtual controller IC displayed in the field display area  701 . 
     Here, each of the virtual buttons displayed on the display screen will be described. In the present embodiment, as shown in  FIG. 7 , an auto button  711 , a position switching button  712 , a map button  713  and a menu button  714  are displayed as the virtual buttons distinguishably from each other. However, in the present embodiment, the control section  11  causes display section  13  to display the position switching button  712 , the map button  713  and the menu button  714  on the display screen when the player character PC is in a stopped state (that is, a state in which the player character PC does not move). 
     The control section  11  carries out processing set up in advance to each of the virtual buttons in a case where a display area of the corresponding virtual button is selected by the player. More specifically, when it is determined that a selection of any of the virtual buttons is received, the control section  11  carries out the following processes corresponding to the selected virtual button. In this regard, information on each of the virtual buttons is stored in a predetermined storage area of the storage section  12  (a virtual button information storage section, which is not shown in the drawings). Further, the type of the virtual button is not limited to this type. Information on various kinds of virtual buttons (for example, information indicating an icon of a virtual button, a display period, a display position and the processing content carried out when to be selected) may be stored in the virtual button information storage section. 
     When a selection of the auto button  711  is received, the control section  11  starts processing to cause the player character PC to walk toward the direction to which the player character PC is directed. The control section  11  causes the player character PC to walk until a selection of the auto button  711  is received again or other walking stop condition is met (for example, until an event occurs) (so-called, automatic movement). At this time, the control section  11  receives a control of the direction that the player character PC is moving by means of the whole display screen by setting up a function assigned to the viewpoint operation area  702  onto the whole display screen (that is, the whole touch panel). Namely, the player is allowed to control the moving direction of the player character PC at the automatic movement by sliding the whole display screen and rotating a virtual camera. Further, although it is not shown in the drawings, in the present embodiment, the control section  11  allows visibility of the display screen to be improved by causing the display section  13  not to display the virtual controller IC and the other virtual buttons than the auto button  711  at the automatic movement. In this regard, the viewpoint operation area  702  will be described later in detail. 
     When the selection of the position switching button  712  is received, the control section  11  switches a display position of the virtual controller IC and a display position of the various kinds of virtual buttons  711  to  714  into the opposite positions in a right-and-left direction. In this regard, the control section  11  updates the setting of the flags regarding the display positions in the virtual controller managing table  12   a  in accordance with the switching of the positions. 
     When the selection of the map button  713  is received, the control section  11  causes the display section  13  to display a map showing a place at which the player character PC is positioned. Namely, in a case where the control section  11  receives the selection of the map button  713 , the control section  11  shifts a screen displayed on the display screen from the movement screen to a map screen. 
     When the selection of the menu button  714  is received, the control section  11  causes the display section  13  to display a menu screen showing predetermined content regarding the video game. 
     Next, the viewpoint operation area  702  will be described. 
       FIG. 8  is an explanatory drawing for explaining the viewpoint operation area  702 . When such a “slide operation against the viewpoint operation area  702 ” to move the touch position from a position  801  to a position  802 , as shown in  FIG. 8 , is received, for example, the control section  11  moves a position (or a viewpoint) of the virtual camera in accordance with the content of the received slide operation (for example, a slide direction, a slide amount, a slide speed and the like). In the present embodiment, the control section  11  rotates, in response to the received slide operation, the position of the virtual camera in the right-and-left direction along a predetermined track using the position of the player character PC at the center. In this regard, the video game processing apparatus  100  may be configured so that the control section  11  rotates the position of the virtual camera in an up-and-down direction in response to a slide operation in a vertical direction. When the position of the virtual camera is moved, the control section  11  causes the display section  13  to display the movement screen according to the movement on the display screen. Further, when a selection of a viewpoint controller VC (that is, a tap operation on a display area of the viewpoint controller VC) is received, the control section  11  moves the virtual camera to a default angle. 
     When the movement screen is displayed, the control section  11  determines whether a touch operation for the virtual controller IC (the slide operation or tap operation as explained using  FIG. 3  and  FIG. 4 ) is received (Step S 102 ). Here, in a case where it is determined that the touch operation for the virtual controller IC is not received, for example, because a slide operation to the viewpoint operation area  702  is received (“No” at Step S 102 ), the control section  11  carries out other process (for example, change of a viewpoint) (Step S 103 ), and causes the processing flow to proceed to a process at Step S 110  (will be described later). 
     On the other hand, in a case where it is determined that the touch operation for the virtual controller IC is received (“Yes” at Step S 102 ), the control section  11  updates the shape of the virtual controller IC on the basis of the virtual controller information in response to the received touch operation (Step S 104 ). Namely, as explained using  FIG. 4 , the control section  11  updates the image so that the direction according to the slide operation or tap operation by the player can be recognized and apart of the virtual controller IC (more specifically, a part of the tap operating portion) is highlighted compared with the other portions thereof. In this regard, at this time, the control section  11  updates the flag regarding each of the position of the slide operating portion and the shape change position of the tap operating portion in the virtual controller information (see  FIG. 2 ). 
     When the shape of the virtual controller IC is updated, the control section  11  starts movement of the player character PC toward the direction according to the touch operation (Step S 105 ). 
       FIG. 9  is an explanatory drawing showing an example of a game screen when the player character PC moves. As shown in  FIG. 9 , the player character PC moves in a direction according to the position of the slide operating portion SO that constitutes the virtual controller IC. At this time, a portion of the tap operating portion TO, which also constitutes the virtual controller IC, corresponding to the position of the slide operating portion SO (in  FIG. 9 , the upper tap operating portion TO 1  positioned at the upper direction of paper) is highlighted distinguishably from the other portions (in the present embodiment, the portions respectively positioned in the seven directions other than the upper direction of paper). 
     Under a movement control of the player character PC, the control section  11  determines whether the position of the player character PC is within the display start range set up to the object on a field (movement field) or not (or whether a display start condition is met or not) (Step S 106 ). Here, in a case where it is determined that the position of the player character PC is within the display start range set up to the object on the field (“Yes” at Step S 106 ), the control section  11  carries out processing to carryout an action set up to the object (object action processing) (Step S 200 ), and causes the processing flow to proceed to the process at Step S 110  (will be described later). In this regard, the object action processing will be described later in detail (see  FIG. 10 ). 
     On the other hand, in a case where it is determined at Step S 106  in the movement processing (see  FIG. 6 ) that the position of the player character PC is not within the display start range (“No” at Step S 106 ), the control section  11  determines whether the touch position is changed or not (Step S 107 ). Here, in a case where it is determined that the touch position is changed (“Yes” at Step S 107 ), the control section  11  causes the processing flow to proceed to the process at Step S 104 . 
     On the other hand, in a case where it is determined that the touch position is not changed (“No” at Step S 107 ), the control section  11  determines whether the touch operation for the virtual controller IC is terminated or not (Step S 108 ). Here, in a case where it is determined that the touch operation for the virtual controller IC is not terminated (“No” at Step S 108 ), the control section  11  continues to control the movement of the player character, and causes the processing flow to proceed to the process at Step S 106 . 
     On the other hand, in a case where it is determined that the touch operation for the virtual controller IC is terminated, for example, because a finger of the player moves away from the touch panel (“Yes” at Step S 108 ), the control section  11  stops the movement of the player character PC (Step S 109 ), and determines whether the display of the movement screen is to be terminated or not (Step S 110 ). Here, in a case where it is determined that the display of the movement screen is not to be terminated (“No” at Step S 110 ), the control section  11  continues to display the movement screen, and causes the processing flow to proceed to the process at Step S 104 . At this time, in the process at Step S 104 , the control section  11  updates the shape of the virtual controller IC so that the slide operating portion SO is positioned at the initial position and so as not to include a portion at which the tap operating portion TO is highlighted. 
     On the other hand, in a case where it is determined that the display of the movement screen is to be terminated, for example, by meeting a shift condition to other screen (“Yes” at Step S 110 ), the control section  11  terminates the processing herein. 
       FIG. 10  is a flowchart showing an example of object action processing carried out by the video game processing apparatus  100 . In the object action processing, processing to cause the object displayed on the display screen to carry out a predetermined action. In this regard, the content of processing with no particular relationship to the present invention may be omitted. Further, in the present embodiment, the movement of the player character PC is continued except for the case mentioned particularly. 
     In the object action processing, the control section  11  first causes the display section  13  to display an action possible range image corresponding to an object, in which the player character PC is included within the display start range, on the display screen thereof (Step S 201 ). 
       FIG. 11  is an explanatory drawing for explaining an action possible range image. In  FIG. 11 , the case where an action possible range image  1102  of a non-player character NPC that is an object arranged in the field is displayed when the player character PC moves into a display start range of the non-player character NPC is illustrated. Further, in the present embodiment, the control section  11  causes the display section  13  to display a speech balloon icon  1101  corresponding to the object in the vicinity of the object in addition to the action possible range image  1102 . The control section  11  carries out stop of the movement of the player character PC (see a process at Step S 202 , which will be described later). In addition, in a case where the speech balloon icon  1101  is selected by the player, the control section  11  carries out an action corresponding to the object. 
     When the action possible range image is displayed, the control section  11  determines whether the position of the player character PC is within the displayed action possible range indicated by the action possible range image or not (Step S 202 ). Here, in a case where it is determined that the position of the player character PC is not within the action possible range (“No” at Step S 202 ), the control section  11  determines whether the position of the player character PC is positioned outside the display start range set up to the non-player character NPC or not (Step S 203 ). 
     In a case where it is determined that the position of the player character PC is not positioned outside the display start range set up to the non-player character NPC (“No” at Step S 203 ), the control section  11  causes the processing flow to proceed to the process at Step S 202 . On the other hand, in a case where it is determined that the position of the player character PC is positioned outside the display start range set up to the non-player character NPC (“Yes” at Step S 203 ), the control section  11  erases the action possible range image  1102  (Step S 204 ), and causes the processing flow to proceed to the process at Step S 106  in the movement processing. 
     On the other hand, in a case where it is determined in the process at Step S 202  that the position of the player character PC is positioned within the action possible range (“Yes” at Step S 202 ), the control section  11  determines whether the touch operation for the virtual controller IC is terminated or not (Step S 205 ). Here, in a case where it is determined that the touch operation for the virtual controller IC is not terminated (“No” at Step S 205 ), the control section  11  causes the processing flow to proceed to the process at Step S 202 . 
     On the other hand, in a case where it is determined that the touch operation for the virtual controller IC is terminated, for example, because the finger of the player moves away from the touch panel (“Yes” at Step S 205 ), the control section  11  stops movement of the player character PC (Step S 206 ). 
     When the movement of the player character PC is stopped, the control section  11  carries out processing to carry out an action set up to the non-player character NPC (action related processing) (Step S 207 ). More specifically, the control section  11  refers to the object information corresponding to the non-player character NPC (see  FIG. 5 ), and carries out processing according to the action content contained in the object information. 
       FIG. 12  is an explanatory drawing showing an example of the game screen when “conversation” is carried out as an action. As shown in  FIG. 12 , the player character PC that stops moving, and a conversation window  1103  indicating character strings set up for a non-player character NPC; are displayed on the game screen. In this regard, at this time, the virtual controller IC is displayed in a state where the virtual controller IC has no highlighted portion and the slide operating portion SO is positioned at the initial position (center). 
     Further, in the present embodiment, in a case where the player character PC stops moving within the action possible range of the non-player character NPC (that is, within an area indicated by the action possible range image  1102 ) as shown in  FIG. 11 , an action set up to the non-player character NPC is to be carried out. However, at this time, the control section  11  carries out processing to move the player character PC toward a predefined position and direction as shown in  FIG. 12 . In this case, the video game processing apparatus  100  may be configured so that the position and the direction of the player character PC according to the action, the position of the virtual camera, and the like are contained in the object information, for example. 
     When the action related processing is started, the control section  11  determines whether a touch operation for the virtual controller IC is received or not (Step S 208 ). Here, in a case where it is determined that the touch operation is received (“Yes” at Step S 208 ), the control section  11  cancels the action related processing in execution (Step S 209 ), and causes the processing flow to proceed to the process at Step S 104  in the movement processing (see  FIG. 6 ). 
     On the other hand, in a case where it is determined that the touch operation is not received (“No” at Step S 208 ), the control section  11  determines whether the execution of the action is completed or not (Step S 210 ). Here, in a case where it is determined that the execution of the action is not completed (“No” at Step S 210 ), the control section  11  continues the action related processing, and causes the processing flow to proceed to the process at Step S 208 . 
     On the other hand, in a case where it is determined that the execution of the action is completed, for example, because all of character strings each of which indicates the conversation content are displayed (“Yes” at Step S 210 ), the control section  11  terminates the processing herein, and causes the processing flow to proceed to the process at Step S 110  in the movement processing. 
     As explained above, in the embodiment described above, the video game processing apparatus  100  for controlling progress of the video game while displaying the player character PC on the display screen of the display device is configured so as to: include the object information storage section  12   b  for storing the object information, the object information being information on the object (for example, the non-player character NPC) that appears in the video game, the object information indicating the action possible range and the content of the predetermined action, the action possible range being a range in which the object can carry out the predetermined action against the player character; receive the movement starting operation (for example, the touch operation to the virtual controller IC) for the player character PC (for example, Step S 102 ); cause the player character PC to move in accordance with the received movement starting operation (for example, Step S 105 ); determine whether the movement of the player character PC is terminated within the action possible range or not (for example, Steps S 202  and S 205 ); and carry out the predetermined action (for example, the conversation) by the object corresponding to the action possible range in a case where it is determined that the movement of the player character is terminated within the action possible range (for example, “Yes” at Step S 205 ). Therefore, it becomes possible to reduce an operational load required from acquisition of the object to execution of the command. 
     Namely, it becomes possible to realize a game system that can effectively access an arbitrary object (in particular, start or cancellation of the conversation with other character) by means of a touch operation as a movement operation of the player character PC. This is useful to use a portable game machine (in particular, a smartphone), for example, in view of the fact that a size of a game screen and fingers of a user by which a touch panel is operated are frequently limited (for example, when a smartphone is operated by only one hand, the smartphone is operated by only a thumb of the one hand). 
     Further, in the embodiment described above, the video game processing apparatus  100  is configured so that the object information indicates the display start range that is a range to start displaying the action possible range, and the video game processing apparatus  100  is configured so as to: determine whether the position of the player character PC enters within the display start range or not (for example, Step S 106 ) in a case where the movement of the player character PC is started (for example, Step S 105 ); and control the display section  13  to display the action possible range corresponding to the display start range (for example, Step S 201 ) in a case where it is determined that the position of the player character PC enters within the display start range (for example, “Yes” at Step S 106 ). Therefore, since it is possible to avoid an unnecessary image from being displayed, it is possible to reduce a processing load on the video game processing apparatus  100 . 
     Further, in the embodiment described above, the video game processing apparatus  100  may be configured so as to cancel execution of the predetermined action (for example, Step S 209 ) in a case where the movement starting operation is received during the execution of the predetermined action (for example, during execution of a conversation between a non-player character NPC and the player character PC) (for example, “Yes” at Step S 208 ). Therefore, it is possible to realize a video game with great operability in which cancellation of a conversation and start of movement can be made by means of one operation. 
     Further, in the embodiment described above, the video game processing apparatus  100  is configured so as to move the player character PC to the vicinity of the object (for example, Step S 207 ) in a case where it is determined that the movement of the player character PC is terminated within the action possible range (for example, “Yes” at Step S 205 ). Therefore, it is possible to improve reality of interaction (or exchange) between the player character PC and other objects on the field (for example, the conversation) without requiring a small or detailed operation of the player. 
     In this regard, in the embodiment described above, the case where the video game processing apparatus  100  causes the display section  13  to display an icon (for example, the speech balloon icon  1101 ) for receiving a request to start an action of the object in accordance with the position of the player character PC has been explained. However, the video game processing apparatus  100  may be configured so as to cause the display section  13  to display a navigation window in which character string for explaining the object is shown. In this case, for example, the object information may be configured so as to contain information on a navigation window. 
     In this regard, although it has not been mentioned particularly in the embodiment described above, the video game processing apparatus  100  may be configured so as to: select one object in accordance with predetermined selection criteria (for example, select an object positioned at the nearest place from the player character PC) in a case where the player character PC enters an action possible range of each of a plurality of objects; and cause the display section  13  to display only the action possible range image of the selected object. In this case, it is preferable that the video game processing apparatus  100  is configured to carry out an action of the object for which an action possible range image is displayed on the display screen in priority to an action of any of the other objects when the player character PC stops moving at a position where a plurality of action possible ranges are overlapped. In this regard, the video game processing apparatus  100  may be configured so as to: when the player character PC moves within action possible ranges of a plurality of objects, display a speech balloon icon corresponding to each of the objects in the vicinity of the corresponding object; and display an action possible range image of the object positioned the closest to the position of the player character PC (or display the action possible range image of the object positioned the closest to the position of the player character PC and an action possible range image of each of the other objects whose action possible range is not overlapped with the action possible range of the closest object). Further, the video game processing apparatus  100  may be configured so as to select one object in accordance with other selection criteria (for example, a type and/or a level of each object) in a case where a plurality of objects are positioned at substantially the same distance from the player character PC. In this case, the video game processing apparatus  100  may be configured so as to cause the display section  13  to display (or distinguishably display) the action possible range image of each of the plurality of objects from the other action possible range images. 
     In this regard, although it has not been mentioned particularly in the embodiment described above, the video game processing apparatus  100  may be configured so that an action of the player character PC is varied between an operational input to the slide operating portion SO and an operational input to the tap operating portion TO. Namely, for example, the video game processing apparatus  100  may be configured so as to cause the player character PC to run toward an upper direction in a case where an operational input indicating an upper direction of the display screen using the slide operating portion SO is received. The video game processing apparatus  100  may also be configured so as to cause the player character PC to walk toward an upper direction in a case where an operational input indicating an upper direction of the display screen using the tap operating portion TO is received. By causing the video game processing apparatus  100  to have such a configuration, it is possible to provide the virtual controller IC by which the player can carry out an operation according to the player&#39;s intention more easily. 
     In this regard, in the embodiment described above, the video game processing apparatus  100  is configured so as to carry out various kinds of processings such as game processing described above on the basis of the video game program read out from the game cartridge  20 . However, the video game processing apparatus  100  may be configured so as to acquire the video game program via the communication network such as the Internet. Further, the video game processing apparatus  100  may be configured so as to function as a video game server to provide the video game program to a video game terminal via the communication network. 
     Further, in the embodiment described above, the video game processing apparatus  100  carries out the various kinds of processes described above in accordance with various kinds of control programs (for example, the video game processing program product) stored in a storage device (the storage section  12 ) with which the video game processing apparatus  100  itself is provided. 
     INDUSTRIAL APPLICABILITY 
     The present invention is useful to reduce an operational load required from acquisition of an object to execution of a command.