Information processing program, information processing method, and information processing apparatus

By setting correction ranges and adjusting image saturation for player and enemy objects in virtual space, the problem of players having difficulty detecting approaching enemy objects is solved, improving the immersiveness of the game experience and the accuracy of operation.

CN113891752BActive Publication Date: 2026-07-21CYGAMES INC
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
CYGAMES INC
Filing Date
2020-05-08
Publication Date
2026-07-21

AI Technical Summary

Technical Problem

In combat games, players may find it difficult to notice the approach of their own character to other characters, especially when enemy characters are moving in virtual space and controlled by the computer, making it impossible to detect their approach in time.

Method used

In virtual space, correction ranges and blending correction ranges are set for player objects and enemy objects, and the image saturation is adjusted by the correction processing unit when the player object enters these ranges so that the player can notice the approaching situation in time.

Benefits of technology

By adjusting the image saturation, players can better notice approaching enemy objects, improving the immersion of the game experience and the accuracy of their actions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Provided is an information processing program for causing a computer to function as: a self-object control unit that moves a self-object in a virtual space in response to a player operation; another-object control unit that controls movement of another object in the virtual space; and a correction processing unit that performs correction processing on an image acquired and generated by a virtual camera arranged in the virtual space, in a case where the self-object enters a correction range (33) set for the another object.
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Description

Technical Field

[0001] This invention relates to an information processing program, an information processing method, and an information processing apparatus. Background Technology

[0002] In conventional information processing devices (game devices), the following information processing device (game device) has been proposed: when an object moving in virtual space in response to a player's operation passes through a pre-set correction value switching point, color correction data at the correction value switching point is obtained, and the hue data in the image is corrected based on the correction value of the obtained color correction data corresponding to the correction value switching point (for example, Patent Document 1).

[0003] {Citation List}

[0004] {Patent Documents}

[0005] {Patent Document 1} Japanese Patent 5359054 Summary of the Invention

[0006] The problem the invention aims to solve

[0007] Incidentally, there exist information processing devices for executing, for example, so-called combat games, in which a player-controlled object battles against other objects whose movement is controlled by a computer. In such combat games, although the positional relationship between the player's own object and other objects is an important factor, there are situations where it is difficult for the player to notice whether their own object is approaching other objects.

[0008] The purpose of this invention is to provide an information processing program, information processing method, and information processing device that allows players to notice the proximity of their own objects to other objects.

[0009] Solution for solving the problem

[0010] To address the aforementioned problems, the present invention provides an information processing program for enabling a computer to function as: a self-object control unit for moving its own object in a virtual space in response to player input; an other-object control unit for controlling the movement of other objects in the virtual space; and a correction processing unit for performing correction processing on images acquired and generated by a virtual camera arranged in the virtual space when the self-object enters a correction range set for the other objects.

[0011] Furthermore, the correction range and priority can be set for each of the other objects among the plurality of other objects, and when the object itself enters a region where the correction ranges set for the plurality of other objects overlap, the correction processing unit can perform the correction processing on the image based on the priority.

[0012] Furthermore, a mixed correction range can be set outside the correction range for the other objects, and when the object itself enters the mixed correction range, the correction processing unit can perform the correction processing on the image based on the distance between the correction range and the object itself.

[0013] To address the aforementioned problems, the present invention provides an information processing method, comprising: moving a self-object in a virtual space in response to a player's operation; controlling the movement of other objects in the virtual space; and performing correction processing on images acquired and generated by a virtual camera arranged in the virtual space when the self-object enters a correction range set for the other objects.

[0014] To address the aforementioned problems, the present invention provides an information processing apparatus, comprising: a self-object control unit for moving its own object in a virtual space in response to player input; an other-object control unit for controlling the movement of other objects in the virtual space; and a correction processing unit for performing correction processing on images acquired and generated by a virtual camera arranged in the virtual space when the self-object enters a correction range set for the other objects.

[0015] The effects of the invention

[0016] According to the present invention, players are able to notice the proximity of their own objects to other objects. Attached Figure Description

[0017] Figure 1 It is an explanatory diagram that roughly shows the configuration of an information processing system.

[0018] Figure 2A This is a diagram used to illustrate the hardware configuration of a player's terminal. Figure 2B This is a diagram used to illustrate the hardware configuration of the server.

[0019] Figure 3A This shows an example of a team organization screen used to organize teams. Figure 3B This is a diagram used to illustrate an example combat game.

[0020] Figure 4A This is a diagram used to illustrate the correction range and the mixed correction range. Figure 4B This is a diagram showing the correction range and the mixed correction range viewed in the z-axis direction.

[0021] Figure 5A This diagram illustrates the correction process performed when the player character's PC enters the mixed correction range. Figure 5B This is a diagram showing the image obtained after the correction process was performed.

[0022] Figure 6A This diagram illustrates the correction process performed when the player character's PC enters the correction range. Figure 6B This is a diagram showing the image obtained after the correction process was performed.

[0023] Figure 7A This diagram illustrates the correction process performed when a player character (PC) enters an area where multiple correction ranges or mixed correction ranges based on multiple enemy characters overlap. Figure 7B This is a diagram illustrating the correction process.

[0024] Figure 8 It is a diagram used to illustrate the process of handling at the player's terminal and the server during the execution of a combat game.

[0025] Figure 9 It is a diagram used to illustrate the memory configuration at the player's terminal and the functions of the computer.

[0026] Figure 10 This is a flowchart illustrating an example of terminal-side combat game control processing.

[0027] Figure 11 This is a flowchart illustrating an example of the correction process.

[0028] Figure 12 It is a diagram used to illustrate the configuration of the storage at the server and the functions of the computer.

[0029] Figure 13 This is a flowchart illustrating an example of server-side combat game control processing. Detailed Implementation

[0030] One aspect of an embodiment of the present invention will now be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​given in this embodiment are merely examples for ease of understanding and do not limit the invention unless specifically mentioned. Note that in this specification and the drawings, repetitions in description are omitted by assigning the same reference numerals to elements having substantially the same function and configuration, and elements not directly related to the present invention are not shown.

[0031] (Overall configuration of the Information Processing System (IS))

[0032] Figure 1 This is a schematic diagram illustrating the configuration of the Information Processing System IS. The Information Processing System IS is a so-called client / server system that includes a player terminal 1, a server 100, and a communication network 200 with a communication base station 200a.

[0033] Each player terminal 1 can establish communication with the server 100 via the communication network 200. Player terminals 1 broadly include electronic devices that can be connected to the server 100 via wired or wireless communication. Examples of player terminals 1 include mobile phones such as smartphones, tablet devices, personal computers, or game consoles. In this embodiment, a description of the case where a smartphone is used as a player terminal 1 will be given.

[0034] Server 100 is communicatively connected to multiple player terminals 1. Server 100 accumulates various information for each player playing the game. Furthermore, server 100 updates the accumulated information and controls the game's progress based on operations input from player terminals 1.

[0035] Communication base station 200a is connected to communication network 200 and wirelessly sends and receives information from player terminal 1. Communication network 200 consists of mobile phone network, Internet, local area network (LAN), or leased line, etc., to realize wireless or wired communication connection between player terminal 1 and server 100.

[0036] In the information processing system IS according to this embodiment, player terminal 1 and server 100 are used as information processing devices G. Player terminal 1 and server 100 respectively play the role of controlling the game, thereby enabling the game to be played through cooperation between player terminal 1 and server 100.

[0037] (Hardware configuration of player terminal 1 and server 100)

[0038] Figure 2A This is a diagram used to illustrate the hardware configuration of player terminal 1. Furthermore, Figure 2B This is a diagram used to illustrate the hardware configuration of server 100. For example... Figure 2A As shown, the player terminal 1 is configured to include a central processing unit (CPU) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0039] In addition, such as Figure 2B As shown, server 100 is configured to include CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122 and output unit 124.

[0040] Note that the configuration and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of server 100 are basically the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of player terminal 1. Therefore, the hardware configuration of player terminal 1 will be described below, and the description of server 100 will be omitted.

[0041] The CPU 10 runs a program stored in the memory 12 to control the game. The memory 12 is composed of read-only memory (ROM) or random access memory (RAM) and stores the program and various data required to control the game. The memory 12 is connected to the CPU 10 via bus 14. Although it is assumed in this embodiment that the memory 12 is composed of RAM, the memory 12 may also be composed of ROM, or may be composed of both RAM and ROM.

[0042] Input / output interface 16 is connected to bus 14. Storage unit 18, communication unit 20, input unit 22, and output unit 24 are connected to input / output interface 16.

[0043] Storage unit 18 is composed of semiconductor memory such as dynamic random access memory (DRAM) and stores various types of programs and data. At player terminal 1, CPU 10 loads the programs and data stored in storage unit 18 into memory 12 (RAM).

[0044] The communication unit 20 is wirelessly connected to the communication base station 200a and sends and receives information such as various data and programs from the server 100 via the communication network 200. At the player terminal 1, programs and the like received from the server 100 are stored in the memory 12 or the storage unit 18.

[0045] The input unit 22 may consist, for example, a touchscreen, button, keyboard, mouse, D-pad, or analog controller for inputting player actions (receiving actions). Alternatively, the input unit 22 may be a dedicated controller disposed in or connected (externally attached) to the player terminal 1. Alternatively, the input unit 22 may consist of an accelerometer for detecting tilt or movement of the player terminal 1 or a microphone for detecting the player's voice. That is, the input unit 22 may broadly include means that enable the player to input his or her intentions in a distinguishable manner.

[0046] Output unit 24 is configured to include a display device and a speaker. Note that output unit 24 may be a device connected (externally attached) to player terminal 1. In this embodiment, player terminal 1 includes display 26 as output unit 24 and touch screen as input unit 22, the touch screen being disposed in display 26 in a manner superimposed on display 26.

[0047] (Game content)

[0048] Next, an example of the game content provided by the information processing system IS (information processing device G) of this embodiment will be described. In this embodiment, a so-called action role-playing game (RPG) is provided. Specifically, in the game of this embodiment, multiple allied characters are provided. The player selects a portion (here, four) of the provided allied characters to form a party. Furthermore, one of the allied characters organized into the party is set as the target character (self-object, hereinafter referred to as "player character PC") that can be operated by the player himself or her.

[0049] Figure 3A This example shows a team organization screen used for team formation. Experience points (Ex) and levels (Lv) are stored in association for each ally character. Experience points (Ex) increase when a battle game (described later) is won or when a pre-defined item is used. Levels (Lv) are set based on experience points (Ex), and increase whenever experience points (Ex) reach a pre-defined value. Note that the maximum level (Lv) is set for each ally character, and levels (Lv) only increase within the range defined by the maximum value.

[0050] Furthermore, basic combat stats such as HP, AP, and DP are set for each ally character based on their level. As the ally characters' combat abilities increase, the player can gain a greater advantage in combat. Additionally, the basic stats set for ally characters increase with their level.

[0051] Furthermore, in the team formation screen, players can equip allied characters who have been formed into the team with gear such as weapons and armor (equipment is set specifically for allied characters). Each piece of equipment has bonus values ​​for attack power (AP), defense power (DP), etc. When an allied character equips this gear, these bonus values ​​are added to the aforementioned base stats, thus enhancing the allied character's combat capabilities.

[0052] Note that each ally has pre-set attributes. In this embodiment, three attributes are provided: "Fire," "Wind," and "Water," and one of these three attributes is set for each ally.

[0053] Players can utilize teams organized as described above in the battle game. The objective of the battle game is to win by defeating enemy characters (other objects) using allied characters organized into teams. In the battle game, players operate the input unit 22 of player terminal 1 to cause the player character PC to perform movement or attack actions.

[0054] In addition, it allows allied characters other than the player character (PC) to move or attack under computer control or by other players. When an attack is performed, damage points are allocated to the enemy character, and these damage points are deducted from the enemy character's HP. When HP reaches 0, the enemy character disappears.

[0055] Enemy characters move and attack using computer control. When an attack is performed, damage points are allocated to allied characters and deducted from their HP. The game ends when all allied characters' HP reaches 0.

[0056] Figure 3B This is an illustration used to demonstrate a fighting game. While detailed descriptions will be omitted, players can select and play one of several fighting games. When a player selects a fighting game, the following will be displayed: Figure 3A The image shows the team organization screen. The battle begins when the player completes team organization on the team organization screen and performs the pre-planned battle start action.

[0057] In combat games, such as Figure 3B As shown, the virtual game space (VR) GS is displayed. The VR GS provides allied and enemy characters, including the player character (PC). Note that in Figure 3B, only the player character (PC) is shown among the allied characters, and all other allied characters are omitted. Furthermore, several battle games are provided, including one where only the boss character (BC) is set as an enemy, and another where the boss character (BC) is included along with the enemy mage character (SF).

[0058] As described in detail later, at player terminal 1, image processing is performed to generate the game space GS and characters (including allied and enemy characters) and display the game space GS and characters on display 26. For example, player terminal 1 reads various data and generates a three-dimensional game space GS. Then, a virtual camera is used to capture the generated game space GS from a predetermined viewpoint, generating a two-dimensional image as viewed virtually. This two-dimensional image is displayed on display 26.

[0059] In the Game Space (GS), a definition based on... Figure 3BThe display shows the three-axis position information of the x, y, and z axes, and controls the character's actions based on this position information. Furthermore, on the display 26, the boss character's health gauge 30 and the player character's health gauge 32 are displayed in a manner superimposed on the game space GS.

[0060] The boss character's HP gauge (30) displays the boss character BC's HP points. The boss character BC's HP points decrease as allied characters attack. In the battle, the player wins when the boss character BC's HP points reach 0.

[0061] In addition, the player character's HP meter 32 displays the player character's PC's HP in the form of a meter. The player character's PC's HP decreases as they are attacked by enemy characters. Note that the HP of allied characters other than the player character's PC who have been organized into the party can be displayed on monitor 26. In the battle game, the player is defeated when the player character's PC's HP or all the allied characters' HP reaches 0.

[0062] Furthermore, during the battle game, the angle control unit 22a, the movement control unit 22b, the normal attack control unit 22c, and the special attack control unit 22d are configured as the input unit 22 of the player terminal 1. That is, the input unit 22 in this embodiment is composed of a touch screen, and the angle control unit 22a, the movement control unit 22b, the normal attack control unit 22c, and the special attack control unit 22d are provided at different positions on the touch screen during the battle game.

[0063] An angle control unit 22a is located in the upper right area of ​​the horizontally arranged display 26. The angle control unit 22a receives operations to change the angle of the game space GS displayed on the display 26. For example, when a sliding operation is performed to slide the player's finger horizontally in the angle control unit 22a, the angle of the game space GS displayed on the display 26 changes according to the direction of the operation.

[0064] like Figure 3B As indicated by the single-dotted line, the movement control unit 22b is positioned across the entire width of the horizontally arranged display 26. The movement control unit 22b accepts operations for moving the player character PC (hereinafter referred to as "movement operations"); for example, the movement control unit 22b detects a swipe operation using the player's finger as a movement operation. When a movement operation is input to the movement control unit 22b, the player character PC moves in the direction of the movement operation.

[0065] like Figure 3BAs indicated by the double-dotted line, the normal attack operation unit 22c is located in the right half of the horizontally arranged display 26. Note that here, the normal attack operation unit 22c is located inside the movement operation unit 22b. That is, the movement operation unit 22b and the normal attack operation unit 22c partially overlap each other. However, the movement operation unit 22b and the normal attack operation unit 22c can be arranged in completely different positions. For example, the movement operation unit 22b can be located in the left half of the display 26.

[0066] In this embodiment, normal attack actions and special attack actions are defined as attack actions performed by the player character PC to attack enemy characters. A normal attack action is an action performed using the weapon equipped by the player character PC to attack an enemy character. On the other hand, a special attack action is an action performed using skills (special abilities) preset in the player character PC to attack an enemy character. Compared to normal attack actions, special attack actions can inflict greater damage on the enemy character.

[0067] The normal attack operation unit 22c accepts operations (hereinafter referred to as "normal attack operations") used to cause the player character PC to perform a normal attack action; for example, the normal attack operation unit 22c detects the player's finger touching or approaching (tapping) as a normal attack operation. When a normal attack operation is input to the normal attack operation unit 22c, the player character PC performs a normal attack operation on the enemy character.

[0068] The special attack operation unit 22d is located in the lower right area of ​​the horizontally arranged display 26. The special attack operation unit 22d accepts operations (hereinafter referred to as "special attack operations") to cause the player character PC to perform special attack actions; for example, the special attack operation unit 22d will detect the player's finger touching or approaching (tapping) as a special attack operation.

[0069] When a special attack action is input to the special attack action unit 22d, the player character PC performs a special attack action against the enemy character. Note that special attack actions are only effective when preset conditions are met; for example, special attack actions are only activated at predetermined intervals. Hereinafter, normal attack actions and special attack actions will be collectively referred to as attack actions. Furthermore, normal attack actions and special attack actions will be collectively referred to as attack actions.

[0070] The player character (PC) attacks one of the enemy characters positioned in the game space (GS) as the target. In other words, if multiple enemy characters exist in the game space (GS), one of them is selected as the target. When an attack is input, the attack is performed on the targeted enemy character.

[0071] like Figure 3BThe crossed-out shadow indicates the target area (TA) set for the player character's PC. Enemy characters included in the target area TA will be set as targets. Note that if no enemy characters are included in the target area TA, no target will be set.

[0072] As described above, enemy characters are moved using computer control. For example, when the player character PC enters a pre-defined area, enemy characters are moved to approach the player character PC. At this time, since a two-dimensional image captured by a virtual camera is displayed on the monitor 26 of the player terminal 1, the enemy character may not be included in the two-dimensional image depending on the position of the virtual camera. In this case, the player cannot notice that an enemy character is approaching.

[0073] Therefore, in the information processing system IS according to this embodiment, a correction range and a mixed correction range are set for the enemy character. Then, at the player terminal 1, when the player character PC enters the correction range or mixed correction range set for the enemy character, correction processing for changing the hue (saturation) is performed on the image acquired and generated by the virtual camera. Note that examples of the player character PC entering the correction range or mixed correction range set for the enemy character include: the player character PC moving in response to player operation, thereby entering the correction range or mixed correction range; and the enemy character moving under computer control, thereby causing the player character PC to enter the correction range or mixed correction range.

[0074] The following sections will describe the correction range and the mixed correction range, followed by a description of the correction process.

[0075] Figure 4A This is a diagram used to illustrate the correction range 33 and the mixed correction range 34. Figure 4B This is a diagram showing the correction range 33 and the mixed correction range 34 viewed from the z-axis direction. Figure 4A and Figure 4B The calibration range 33 and the mixed calibration range 34 are shown for the boss character BC. Note that calibration range 33 and mixed calibration range 34 can be set for all enemy characters, or they can be set for only one of the enemy characters (e.g., the boss character BC).

[0076] like Figure 4A and Figure 4BAs shown, a hemispherical correction range 33 and a hybrid correction range 34 are set for the boss character BC. The correction range 33 is set as a hemispherical range with a predetermined radius centered on the boss character BC. The hybrid correction range 34 is set as a range located outside the correction range 33, and extends from the correction range 33 to a hemispherical outer circumference with a radius larger than the radius of the correction range 33, centered on the same reference position as the reference position of the correction range 33.

[0077] Because the correction range 33 and the mixed correction range 34 are set for the boss character BC in this way, the correction range 33 and the mixed correction range 34 move according to the movement of the boss character BC when the boss character BC moves.

[0078] Note that the position used as the reference (three-dimensional position) can be, for example, the position of the center of gravity of the boss character BC, a position vertically downward (negative direction in the z-axis direction) on the ground in the z-axis direction from the center of gravity of the boss character BC, or other positions. Furthermore, the correction range 33 can be formed in a spherical shape, a cuboid shape, or other shapes.

[0079] Furthermore, hue parameters and priorities are set for both correction range 33 and mixed correction range 34 as parameters used to correct images acquired and generated by the virtual camera. Within the hue parameters, saturation (S) in the HSV color space is defined. Additionally, priorities are set at any step within the multiple steps.

[0080] Figure 5A This diagram illustrates the correction process performed when the player character PC enters the hybrid correction range 34. Figure 5B This is a diagram showing the image obtained after the correction process was performed. Figure 6A This diagram illustrates the correction process performed when the player character PC enters correction range 33. Figure 6B This is a diagram showing the image obtained after the correction process was performed.

[0081] like Figure 5A and Figure 6A As shown, when the player character PC enters the correction range 33 or the mixed correction range 34 set for the boss character BC, the player terminal 1 performs the correction process.

[0082] Here, the image generated by capturing the game space GS using a virtual camera is represented in RGB color space. Therefore, when performing correction processing, player terminal 1 converts the image represented in RGB color space to an image represented in HSV color space.

[0083] Then, player terminal 1 derives the minimum radial distance (shortest distance) d from the correction range 33 to the player character PC. Furthermore, player terminal 1 derives the shortest distance from the correction range 33 to the outer circumference of the mixed correction range 34, i.e., the radius difference between the correction range 33 and the mixed correction range 34, as the maximum distance D. Here, when the player character PC enters the correction range 33, the minimum distance d is derived as 0.

[0084] Then, player terminal 1 derives the blending parameter b using the following expression (1):

[0085] b = 1 - {(d / 2)} 2 / (D / 2) 2} (1)

[0086] Here, since the minimum distance d can range from 0 to D, the blending parameter b can range from 0 to 1. Furthermore, player terminal 1 sets the blending parameter b to 1 when it is greater than 1, and sets it to 0 when it is less than 0.

[0087] Therefore, when the player character PC is within the correction range 33, the blending parameter b becomes 1. On the other hand, when the player character PC is within the blending correction range 34, the value of the blending parameter b increases as the player character PC approaches the correction range 33. Then, when the player character PC is outside the blending correction range 34, the blending parameter b becomes 0.

[0088] After deriving the blending parameter b, player terminal 1 derives the saturation S used in the correction process using the following expression (2):

[0089] S = S BASE +(S A -S BASE )×b (2)

[0090] Among them, S BASE This represents the saturation (base saturation) in the range outside of correction range 33 and mixed correction range 34, and S. A This indicates the hue parameter for a correction range of 33.

[0091] According to expression (2), when the player character PC is within the correction range 33, the saturation S becomes S. A (Hue parameter of correction range 33). On the other hand, when the player character PC is within the blend correction range 34, as the player character PC approaches the correction range 33, the saturation S approaches S. A Then, when the player character PC is outside the blend correction range of 34, the saturation S becomes S. BASE .

[0092] In this way, after deriving the saturation S used in the correction process using expressions (1) and (2), player terminal 1 converts the saturation S at each pixel of the image expressed in HSV color space to the saturation S derived using expression (2). Then, player terminal 1 reconverts the image obtained after correction processing into an image represented in RGB color space that can be displayed on display 26, and displays the reconverted image on display 26.

[0093] Here, the hue parameter set for correction range 33 is, for example, set to be lower than S. BASE The value of S BASE This is for ranges other than correction range 33 and mixed correction range 34. Therefore, as... Figure 5B and Figure 6B As shown, the image obtained after correction becomes darker overall.

[0094] In this way, when the player character PC enters the correction range 33 set for the enemy character, hue-correcting processing is performed on the image acquired and generated by the virtual camera. Therefore, even when the enemy character moves via computer control, the correction range 33 also moves according to the enemy character's movement, allowing the player to notice the approach between the player character PC and the enemy character. This is particularly advantageous when the player terminal 1 is a smartphone with a limited display screen.

[0095] Note that when the player character PC enters the correction range 33 set for enemy characters, the saturation is converted to the saturation corresponding to the hue parameter set for correction range 33, regardless of the player character PC's position. Therefore, when the player character PC is moving within correction range 33, the same correction process is performed, and the saturation S remains unchanged. This prevents situations where the image's hue changes during battles with boss characters BC, making it difficult to concentrate on the game.

[0096] Furthermore, when the player character PC enters the blending correction range 34, the saturation S is determined based on the distance (minimum distance d) between the correction range 33 and the player character PC. Thus, as the player character PC approaches the correction range 33, the entire image darkens. Therefore, it allows the player to notice the process of the player character PC approaching the boss character BC.

[0097] Figure 7A This diagram illustrates the correction process performed when the player character PC enters an area where multiple correction ranges 33 or mixed correction ranges 34 overlap. Figure 7B This is a diagram illustrating the correction process.

[0098] like Figure 7A As shown, when the player character PC enters an area where multiple (here, two) correction ranges 33 or mixed correction ranges 34 overlap based on multiple enemy characters, the player terminal 1 performs correction processing based on the priority of the correction range 33 or mixed correction range 34 that the player character PC has entered. Note that in Figure 7A In this context, it is assumed that the low-priority correction range 33 is set as correction range 33A, the low-priority blend correction range 34 is set as blend correction range 34A, the high-priority correction range 33 is set as correction range 33B, and the high-priority blend correction range 34 is set as blend correction range 34B. Furthermore, it is assumed that the hue parameter set for correction range 33A and blend correction range 34A is S. A Furthermore, the hue parameter set for correction range 33B and mixed correction range 34B is S. B .

[0099] Player terminal 1 first performs the above-mentioned correction process for the correction range 33A or the mixed correction range 34A with low priority, and then performs the above-mentioned correction process for the correction range 33B or the mixed correction range 34B with high priority.

[0100] Specifically, player terminal 1 converts the image generated by capturing the game space using a virtual camera—that is, an image represented in RGB color space—into an image represented in HSV color space. Then, as... Figure 7B As shown, player terminal 1 derives the hybrid parameter b for the low-priority correction range 33A or the hybrid correction range 34A using expressions (1) and (2). A And saturation S.

[0101] After that, as Figure 7B As shown, player terminal 1 derives the hybrid parameter b for the high-priority correction range 33B or the hybrid correction range 34B using expressions (1) and (2). B And saturation S. In this case, in expression (2), S is replaced by the saturation S derived for the correction range 33A or the mixed correction range 34A with lower priority. BASE and use S B Replace S A To derive the saturation S.

[0102] Next, player terminal 1 converts the saturation S at each pixel in the image represented in HSV color space to the saturation S derived for either the high-priority correction range 33B or the blend correction range 34B. Then, player terminal 1 reconverts the image with the converted saturation S back to an image represented in RGB color space that can be displayed on monitor 26, and displays the image obtained after the reconversion on monitor 26.

[0103] In this way, when the player character PC enters an area where multiple correction ranges 33 or mixed correction ranges 34 overlap, correction processing is first performed on the correction ranges 33 or mixed correction ranges 34 with lower priority. Therefore, it is possible for the player to notice that multiple enemy characters are approaching the player character PC.

[0104] The functional configurations and processes used to execute the aforementioned combat game will be described below. Note that descriptions of basic configurations and processes used for playing the game, as well as configurations and processes unrelated to the combat game, will be omitted here. Furthermore, single-player mode, where the player plays alone, will be described below, while descriptions of multiplayer mode, where multiple players play together, will be omitted.

[0105] Figure 8 This diagram illustrates the processing flow at player terminal 1 and server 100 during the execution of a battle game. When the game application is activated on player terminal 1, a menu screen is displayed on monitor 26. The player can select one of several battle games from the menu screen (S1). When a battle game is selected, a team organization screen is displayed, which allows for various settings for allied characters (S2). After team organization is completed, when the player initiates the battle, game information is output to server 100 (S3).

[0106] Here, as game information, for example, various information required in the battle game is output, such as the type of battle game selected by the player, the allied characters organized into the team, the player character's PC and equipment, etc.

[0107] At server 100, in response to the input of game information, the battle game start process (S101) required to start the battle game is executed. Here, for example, a region of memory 112 for conducting the battle game is allocated, the game information input from player terminal 1 is stored, and a predetermined program is loaded from storage unit 118 into memory 112. In addition, server 100 outputs predetermined data to player terminal 1 and allows player terminal 1 to download data.

[0108] Then, at player terminal 1, the battle game start processing (S4) required to start the battle game is also executed. Here, for example, an area of ​​memory 12 for the battle game is allocated, game information is stored, and program and image data downloaded from server 100 are stored in memory 12. Note that programs and other data required for the battle game can be loaded from storage unit 18 into memory 12.

[0109] When the preparation for the battle game ends, as described above, both the terminal-side battle game control processing at player terminal 1 and the server-side battle game control processing at server 100 are executed simultaneously. In both the terminal-side and server-side battle game control processing, update processing for updating various information is performed (S5 and S102). The update processing is repeated frame by frame until the conditions for terminating the battle game are met ("No" in S6 and S103).

[0110] Note that there is no particular limit to the frame rate; for example, the frame rate is 30 to 60 frames per second. Therefore, during the battle game, information is updated at intervals of approximately 16ms to 33ms at both player terminal 1 and server 100. Furthermore, during the update process, update information is sent and received between player terminal 1 and server 100. Then, when the conditions for terminating the battle game are met ("Yes" in S6 and S103), termination processing (S7 and S104) is executed to terminate the terminal-side battle game control processing and the server-side battle game control processing. Note that although the update process and the sending and receiving of update information are performed on a per-frame basis here, the update process and the sending and receiving of update information can be performed at intervals shorter or longer than per-frame.

[0111] Figure 9 This diagram illustrates the configuration of the memory 12 at the player terminal 1 and the functions of the computer. The memory 12 includes a program storage area 12a and a data storage area 12b. When a battle game begins, the CPU 10 stores the program (module) for battle game control processing on the terminal side in the program storage area 12a.

[0112] The program used for terminal-side combat game control processing includes a game space generation program 40, a status information update program 42, a character action control program 44, an image generation program 46, a correction processing program 48, and an image display program 50. Note that... Figure 9 The programs listed are merely examples, and numerous other programs are also included in the programs used for terminal-side combat game control processing.

[0113] In data storage area 12b, game space information storage unit 60, enemy character status information storage unit 62, and ally character status information storage unit 64 are set up as storage units for storing data. Note that the above storage units are just examples, and many other storage units are also set up in data storage area 12b.

[0114] The CPU 10 executes the programs stored in the program storage area 12a and updates the data in the storage units of the data storage area 12b. Then, the CPU 10 executes the programs stored in the program storage area 12a, thereby enabling the player terminal 1 (computer) to function as a battle game control unit.

[0115] Specifically, the CPU 10 runs the game space generation program 40, thereby enabling the computer to function as a game space generation unit 40a. Similarly, the CPU 10 runs the status information update program 42, the character motion control program 44, the image generation program 46, the correction processing program 48, and the image display program 50, thereby enabling the computer to function as the status information update unit 42a, the character motion control unit 44a, the image generation unit 46a, the correction processing unit 48a, and the image display unit 50a, respectively.

[0116] The game space generation unit 40a generates a game space GS based on the game space information stored in the game space information storage unit 60.

[0117] Status information update unit 42a updates the status information used to indicate the status of enemy and ally characters.

[0118] The status information update unit 42a updates the status information in the enemy character status information storage unit 62 based on the update information output from the server 100. The enemy character's status information includes position, posture (tilt), orientation, action, correction range 33, blending correction range 34, hue parameter, and enemy character priority in the x, y, and z axis directions.

[0119] In addition, the status information update unit 42a updates the status information in the allied character status information storage unit 64. The allied character status information includes position, posture (tilt), orientation, actions, and equipment / weapon information of each allied character organized into the team along the x, y, and z axes. The status information update unit 42a primarily updates the player character PC's status information based on movement and attack operations input from the input unit 22. Furthermore, it updates the status information of allied characters other than the player character PC based on the automatic control of these allied characters.

[0120] The character motion control unit 44a, based on status information, causes enemy and ally characters to move within the game space GS. In other words, the character motion control unit 44a moves ally characters within the game space GS in response to player input.

[0121] The image generation unit 46a generates an image represented in RGB color space, obtained by capturing the game space GS using a virtual camera.

[0122] The correction processing unit 48a converts the image generated by the image generation unit 46a into an image represented in the HSV color space, and then performs the correction processing described above. Furthermore, the correction processing unit 48a converts the image that has undergone correction processing back into an image represented in the RGB color space.

[0123] The image display unit 50a displays the image, which has been reconverted and is represented in RGB color space, on the display 26.

[0124] Next, the terminal-side combat game control processing will be described below. Note that the following will primarily describe image-related processing.

[0125] Figure 10 This is a flowchart illustrating an example of terminal-side battle game control processing. As described above, terminal-side battle game control processing at player terminal 1 and server-side battle game control processing at server 100 are performed simultaneously. Furthermore, terminal-side battle game control processing and server-side battle game control processing are performed on a per-frame basis, and update information is sent and received per frame.

[0126] In the terminal-side combat game control processing, the game space generation unit 40a generates the game space GS (S10). The status information update unit 42a updates the status information in the enemy character status information storage unit 62 based on the update information input from the server 100 (S11). In addition, the status information update unit 42a updates the status information in the ally character status information storage unit 64 based on the update information input from the server 100 (S12).

[0127] The character action control unit 44a causes the enemy character to act based on the status information in the enemy character status information storage unit 62, and causes the ally character to act based on the status information in the ally character status information storage unit 64 (S13).

[0128] Image generation unit 46a generates an image in RGB color space obtained by capturing the game space GS using a virtual camera (S14). Correction processing unit 48a converts the image generated by image generation unit 46a into an image in HSV color space (S15), and then executes... Figure 11The correction process shown is (S16).

[0129] Figure 11 This is a flowchart illustrating the calibration process. Calibration processing unit 48a determines whether the player character PC has entered calibration range 33 or mixed calibration range 34 (S16-1). If the player character PC has entered calibration range 33 or mixed calibration range 34 ("Yes" in S16-1), calibration processing unit 48a selects the calibration range 33 or mixed calibration range 34 that has not yet been selected and has the lowest priority from the calibration range 33 or mixed calibration range that the player character PC has entered (S16-2).

[0130] Then, the correction processing unit 48a derives the saturation S using the above expressions (1) and (2) (S16-3). Afterwards, the correction processing unit 48a determines whether the saturation S has been derived for all correction ranges 33 or mixed correction ranges 34 entered by the player character PC (S16-4). Then, if it is determined that the saturation S has not yet been derived for all correction ranges 33 or mixed correction ranges 34 entered by the player character PC ("No" in S16-4), the correction processing unit 48a returns to step S16-2.

[0131] On the other hand, if it is determined that the player character PC has not yet entered the correction range 33 or the mixed correction range 34 ("No" in S16-1), the correction processing unit 48a extracts the basic saturation (S16-5).

[0132] Subsequently, the correction processing unit 48a converts the saturation S at each pixel of the image represented in the HSV color space into the saturation S derived in step 16-3 or extracted in step 16-6.

[0133] Return to Figure 10 The correction processing unit 48a converts the image that has undergone correction processing back into an image represented in RGB color space that can be displayed on the display 26 (S17), and displays the reconverted image on the display 26 (S18).

[0134] Figure 12 This diagram illustrates the configuration of the memory 112 at server 100 and the functions of the computer. The memory 112 includes a program storage area 112a and a data storage area 112b. When a battle game begins, the CPU 110 stores the program (module) for server-side battle game control processing in the program storage area 112a.

[0135] The program used for server-side combat game control processing includes a status information update program 140, a damage calculation program 142, and an enemy character action processing program 144. Note that... Figure 12 The programs listed are merely examples, and numerous other programs are set up within the programs used for server-side combat game control processing.

[0136] In data storage area 112b, enemy character status information storage unit 160 and ally character status information storage unit 162 are set up as storage units for storing data. Note that the above storage units are just examples, and a large number of other storage units are also set up in data storage area 112b.

[0137] The CPU 110 executes the programs stored in the program storage area 112a and updates the data in the storage units of the data storage area 112b. Then, the CPU 110 executes the programs stored in the program storage area 112a, thereby enabling the server 100 (computer) to function as a control unit for the battle game.

[0138] Specifically, the CPU 110 runs a status information update program 140, thereby enabling the computer to function as a status information update unit 140a. Similarly, the CPU 110 runs a damage calculation program 142 and an enemy character action processing program 144, thereby enabling the computer to function as a damage calculation unit 142a and an enemy character action processing unit 144a, respectively.

[0139] The status information update unit 140a updates the status information used to indicate the status of enemy and ally characters.

[0140] The status information update unit 140a updates the status information in the enemy character status information storage unit 160 based on the processing of the enemy character action processing program 144. The status information of the boss character BC managed in the server 100 includes position, posture (tilt), orientation, action (type of action, etc.), health points (HP), correction range 33, mixed correction range 34, saturation, and priority in the x-axis, y-axis, and z-axis directions.

[0141] In addition, the status information update unit 140a updates the status information in the ally character status information storage unit 162. The ally character status information includes the position, posture (tilt), and actions of each ally character organized into the team in the x, y, and z axis directions, equipment information related to weapons, HP, normal attack power, and special attack power. The status information update unit 140a updates the status information related to the position of the ally characters (such as position, posture (tilt), and actions) based on the status information input from the player terminal 1.

[0142] Furthermore, the status information update unit 140a updates the health points (HP) based on the damage points calculated through damage calculation processing. Note that when a battle game begins, the status information update unit 140a sets the equipment, normal attack power, and special attack power in the status information based on the player information accumulated in the memory 112.

[0143] The enemy character motion processing unit 144a controls the enemy character's movement and attack actions according to a predetermined algorithm.

[0144] The server-side combat game control processing will be described below.

[0145] Figure 13 This is a flowchart illustrating an example of server-side combat game control processing. The status information update unit 140a updates the ally character status information storage unit 162 based on the ally character's status information input from the player terminal 1 (S110). Furthermore, the enemy character action processing unit 144A causes the enemy character to perform movement and attack actions according to a predetermined algorithm (S111). Then, when an ally character attacks an enemy character and when an enemy character attacks an ally character, the damage calculation unit 142a performs damage calculation processing (S112).

[0146] Then, when the player character PC's HP becomes 0 or when the boss character BC's HP becomes 0, it is determined that the conditions for terminating the battle game are met ("Yes" in S113), and the battle game termination process is executed (S114).

[0147] Furthermore, when the conditions for terminating the battle game are not met ("No" in S113), update information containing the status information of the boss character BC and the player character PC is output to the player terminal 1 (S115), and the server-side battle game control processing ends; and when the battle game termination processing has been executed, update information containing the status information of the boss character BC and the player character PC is output to the player terminal 1 (S115), and the server-side battle game control processing ends.

[0148] The battle game is implemented through the aforementioned terminal-side battle game control processing at player terminal 1 and the aforementioned server-side battle game control processing at server 100.

[0149] Note that in the above embodiments, the saturation S of the image represented in the HSV color space is corrected during the correction process. However, the correction process is not limited to this. For example, the hue H or value V of the image represented in the HSV color space can also be corrected. Furthermore, the R, G, and B of the image represented in the RGB color space can also be corrected. In this case, it is not necessary to convert the image represented in the RGB color space to an image represented in the HSV color space.

[0150] Furthermore, in the above embodiments, correction processing is performed on the images acquired and generated (drawn) by the virtual camera. However, correction processing can be performed during the acquisition and generation process (drawing process) of the virtual camera.

[0151] Furthermore, in the above embodiments, a correction range 33 and a mixed correction range 34 are set for enemy characters (other objects). However, other objects are not limited to enemy characters; they can also be, for example, fire, water, etc., as long as their movement is controlled by a computer.

[0152] Furthermore, the above embodiments describe a scenario where the player character (PC) performs actions in response to player input. However, the player character (PC) can also perform actions using program-based automated operations.

[0153] Furthermore, the above embodiments describe the case where a program storage area, a battle game control unit, and a data storage area are each provided in the player terminal 1 and the server 100, respectively. However, the program storage area, battle game control unit, and data storage area provided in the player terminal 1 and the server 100 may be provided only in the player terminal 1 or the server 100, or the program storage area, battle game control unit, and data storage area may be provided in a location different from that in the above embodiments.

[0154] Furthermore, in the above embodiments, the program for implementing the combat game can be stored in a computer-readable storage medium. Additionally, the above embodiments can be implemented as an information processing method for implementing the functions and steps shown in the flowchart.

[0155] Although aspects of the embodiments have been described above with reference to the accompanying drawings, it is self-evident that the present invention is not limited to the above embodiments. It will be apparent to those skilled in the art that various modifications and variations will arise within the scope of the claims, and it should be understood that such modifications and variations clearly fall within the technical scope of the present invention.

[0156] Industrial availability

[0157] This invention applies to information processing programs, information processing methods, and information processing devices.

[0158] List of Possession Markers

[0159] G Information Processing Device

[0160] 1. Player Terminal

[0161] 44A Character Motion Control Unit (Own Object Control Unit)

[0162] 48a Correction Processing Unit

[0163] 100 servers

[0164] 144a Enemy character motion processing unit (other object control unit).

Claims

1. A computer-readable storage medium storing an information processing program, the information processing program being used to cause a computer to perform an information processing method, the information processing method comprising: The object moves itself in virtual space in response to player actions; Control the movement of other objects in the virtual space; as well as When the object itself enters the correction range set for the other objects, correction processing is performed on the images acquired and generated by the virtual camera arranged in the virtual space. Specifically, for the other objects, a mixed correction range is set outside the correction range, and The correction process for the image is as follows: when the object itself enters the mixed correction range, the correction process is performed on the image in such a way that the smaller the first distance, the larger the correction value, based on the ratio of a first distance from the correction range to the object itself to a second distance from the correction range to the outer circumference of the mixed correction range.

2. A computer-readable storage medium storing an information processing program, the information processing program being used to cause a computer to perform an information processing method, the information processing method comprising: The object moves itself in virtual space in response to player actions; Control the movement of other objects in the virtual space; as well as When the object itself enters the correction range set for the other objects, correction processing is performed on the images acquired and generated by the virtual camera arranged in the virtual space. Specifically, for each of the other objects, the correction range, priority, hue parameter, and other parameters are set respectively. The correction process for the image is as follows: when the object itself enters a region where the correction ranges set for multiple other objects overlap, the hue parameter of the correction range set for other objects with low priority is derived, the saturation of the correction range set for other objects with high priority is set based on the hue parameter, and the correction process is performed on the image.

3. The computer-readable storage medium according to claim 2, in, For the other objects, a mixed correction range is set outside the correction range, and Specifically, performing the correction process on the image involves performing the correction process on the image based on the distance between the correction range and the object when the object itself enters the mixed correction range.

4. An information processing method, comprising: The object moves itself in virtual space in response to player actions; Control the movement of other objects in the virtual space; as well as When the object itself enters the correction range set for the other objects, correction processing is performed on the images acquired and generated by the virtual camera arranged in the virtual space. Specifically, for the other objects, a mixed correction range is set outside the correction range, and The correction process for the image is as follows: when the object itself enters the mixed correction range, the correction process is performed on the image in such a way that the smaller the first distance, the larger the correction value, based on the ratio of a first distance from the correction range to the object itself to a second distance from the correction range to the outer circumference of the mixed correction range.

5. An information processing method, comprising: The object moves itself in virtual space in response to player actions; Control the movement of other objects in the virtual space; as well as When the object itself enters the correction range set for the other objects, correction processing is performed on the images acquired and generated by the virtual camera arranged in the virtual space. Specifically, for each of the other objects, the correction range, priority, hue parameter, and other parameters are set respectively. The correction process for the image is as follows: when the object itself enters a region where the correction ranges set for multiple other objects overlap, the hue parameter of the correction range set for other objects with low priority is derived, the saturation of the correction range set for other objects with high priority is set based on the hue parameter, and the correction process is performed on the image.

6. An information processing apparatus, comprising: The self-object control unit is used to move the self-object in virtual space in response to player actions; Other object control unit, used to control the movement of other objects in the virtual space; as well as The correction processing unit is configured to perform correction processing on images acquired and generated by virtual cameras arranged in the virtual space when the object itself enters a correction range set for the other objects. Specifically, for the other objects, a mixed correction range is set outside the correction range, and Specifically, when the object itself enters the mixed correction range, the correction processing unit performs the correction processing on the image in such a way that the smaller the first distance, the larger the correction value, based on the ratio of a first distance from the correction range to the object itself to a second distance from the correction range to the outer circumference of the mixed correction range.

7. An information processing apparatus, comprising: The self-object control unit is used to move the self-object in virtual space in response to player actions; Other object control unit, used to control the movement of other objects in the virtual space; as well as The correction processing unit is configured to perform correction processing on images acquired and generated by virtual cameras arranged in the virtual space when the object itself enters a correction range set for the other objects. Specifically, for each of the other objects, the correction range, priority, hue parameter, and other parameters are set respectively. Specifically, when the object itself enters a region where the correction ranges set for multiple other objects overlap, the correction processing unit derives the hue parameter of the correction range set for other objects with low priority, sets the saturation of the correction range set for other objects with high priority based on the hue parameter, and performs the correction processing on the image.

8. A computer program product comprising a program that, when executed by a processor, implements the steps of the information processing method according to claim 4 or 5.