Computer program for football game, game system and control method thereof
Patent Information
- Application Number
- CN202280043238.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2021-06-18
- Filing Date
- 2022-05-13
- Publication Date
- 2026-09-08
- Estimated Expiration
- 2042-05-13
AI Technical Summary
[0012] One aspect of the present invention relates to a game system control method that provides a user with a football game through computer control, in which a player, as the subject of the operation, performs actions based on the user's input operations on an input device. The control method enables the computer to function as the following units: a dribbling control unit that controls the dribbling action according to the amount of operation of a specific operation unit, such that the player's dribbling action speeds up as the amount of operation on the specific operation unit of the input device increases; a determination unit that determines whether a specific operation has been performed that reduces the amount of operation on the specific operation unit by a predetermined amount or more within a predetermined time; and a dribbling action change unit that, if the specific operation is determined to have been performed, temporarily changes the dribbling action relative to the dribbling action that the dribbling control unit should produce based on the amount of operation, regardless of whether there is a subsequent operation on the specific operation unit.
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Figure CN117500571B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to a computer program for providing a football game to a user. Background Technology
[0002] As a type of computer-based video game, the following football game is known: A player is selected from a large number of players playing on the field as the user's target, and that player performs actions based on the user's input device. In this game, it is necessary to differentiate between the limited number of operation units on the input device while instructing the player on various actions such as stopping the ball, dribbling, and passing. Therefore, sometimes different operation methods are set for the same operation unit, causing the player to perform different actions depending on the operation method. For example, the following football game is known: Regarding the player's dribbling action, a sprint dribbling action with a higher speed than usual occurs when a specific operation button is pressed; on the other hand, when the same operation button is pressed twice quickly during a sprint dribbling action, a burst action is caused, such as an attempt to create distance from the defending player, resulting in a sudden increase in dribbling speed (see Non-Patent Document 1). There are also examples where, based on the use of an input device with an operation unit capable of outputting a signal corresponding to the user's operation amount, the dribbling action is made faster as the operation amount increases.
[0003] Existing technical documents
[0004] Non-patent literature
[0005] Non-patent document 1: Winning Eleven 2019ONLINE MANUAL, カーソルプレイヤーのoperation, KONAMI [online], [Retrieved on June 10, 2021], Internet<URL,https: / / dds.konami.com / games / manual / pes2019 / PS4 / ja / control_player.html> Summary of the Invention
[0006] The problem the invention aims to solve
[0007] When the same control unit used for increasing dribbling speed is also used to cause temporary changes in dribbling action, if two consecutive operations on this control unit are set as the trigger condition, the operation on the control unit must be temporarily canceled, and the trigger condition will not be met until the control unit is operated again. Regarding the determination of whether two consecutive operations have been performed, an appropriate time allowance needs to be set considering individual differences in users and input devices. In particular, the time required for a subsequent press is relatively greatly affected by individual differences, and a corresponding margin needs to be estimated. Therefore, there is concern that the following action may occur to a degree that is clearly visible: during the period until the trigger condition is met, corresponding to the cancellation of the operation on the control unit, the dribbling speed temporarily decreases, and upon a subsequent press, the dribbling speed increases. In this case, an action different from the user's original intention to increase dribbling speed will occur; the player's action will not be as continuous as the user intended, resulting in a feeling of disharmony for the user.
[0008] Therefore, the object of the present invention is to provide a computer program for a football game, etc., suitable for ensuring or improving the continuity of a player's dribbling movements.
[0009] Solution for solving the problem
[0010] One aspect of the present invention relates to a computer program for a football game, which enables a computer to function to provide a user with a football game in which a player, as the subject of the operation, performs actions based on the user's input operations on an input device. The computer program is configured to function as the following units: a dribbling control unit that controls the dribbling action according to the amount of operation of a specific operation unit on the input device, such that the player's dribbling action speeds up as the amount of operation of that specific operation unit increases; a determination unit that determines whether a specific operation has been performed that reduces the amount of operation of the specific operation unit by a predetermined amount or more within a predetermined time; and a dribbling action modification unit that, if the specific operation is determined to have been performed, temporarily changes the dribbling action relative to the dribbling action that the dribbling control unit should produce based on the amount of operation, regardless of whether there is a subsequent operation on the specific operation unit.
[0011] One aspect of the present invention relates to a game system that provides a user with a football game controlled by a computer, in which a player, as the subject of the operation, performs actions based on the user's input operations on an input device. The game system is configured such that the computer functions as follows: a dribbling control unit that controls the dribbling action according to the amount of operation of a specific operation unit on the input device, such that the player's dribbling action speeds up as the amount of operation of that specific operation unit increases; a determination unit that determines whether a specific operation has been performed that reduces the amount of operation of the specific operation unit by a predetermined amount or more within a predetermined time; and a dribbling action modification unit that, if the specific operation is determined to have been performed, temporarily changes the dribbling action relative to the dribbling action that the dribbling control unit should produce based on the amount of operation, regardless of whether there is a subsequent operation on the specific operation unit.
[0012] One aspect of the present invention relates to a game system control method that provides a user with a football game through computer control, in which a player, as the subject of the operation, performs actions based on the user's input operations on an input device. The control method enables the computer to function as the following units: a dribbling control unit that controls the dribbling action according to the amount of operation of a specific operation unit, such that the player's dribbling action speeds up as the amount of operation on the specific operation unit of the input device increases; a determination unit that determines whether a specific operation has been performed that reduces the amount of operation on the specific operation unit by a predetermined amount or more within a predetermined time; and a dribbling action change unit that, if the specific operation is determined to have been performed, temporarily changes the dribbling action relative to the dribbling action that the dribbling control unit should produce based on the amount of operation, regardless of whether there is a subsequent operation on the specific operation unit. Attached Figure Description
[0013] Figure 1 This is a diagram illustrating an example of the overall structure of a game system according to one aspect of the present invention.
[0014] Figure 2 This is a diagram illustrating an example of a controller.
[0015] Figure 3 This is an example of a game screen.
[0016] Figure 4 This is an example of the changes in an image when a sharp-touch action occurs.
[0017] Figure 5 This is a diagram illustrating an example of the relationship between the controller's input and the player's movement speed and the distance the ball is kicked during dribbling.
[0018] Figure 6 This is a functional block diagram illustrating an example of the structure of a control system in a gaming device.
[0019] Figure 7 This is a flowchart illustrating an example of the dribbling control processing performed by the control unit of the operating object in order to control the dribbling action.
[0020] Figure 8 yes Figure 7 The flowchart involved in the variation example. Detailed Implementation
[0021] The following description, with reference to the accompanying drawings, will illustrate a game system, etc., according to one aspect of the present invention. Figure 1 This illustrates an example of the overall structure of the game system 1 involved in this method. The game system 1 is configured as a client-server type system, which includes multiple game devices 2 acting as clients and a server 3 connected to the game devices 2 via a network NT (for example, the Internet).
[0022] The gaming device 2 is a device for users to play games, and is a type of information communication terminal device with the function of information communication via a network NT. As an example, the gaming device 2 includes a fixed gaming console 5 configured primarily for providing games, a controller 6 as an example of an input device connected to the gaming console 5, and a monitor 7 as an example of an output device. The gaming console 5 is sometimes referred to as a home game console or game control unit. A PC (short for personal computer) may also be used instead of the gaming console 5. The input device is not limited to the controller 6; various input devices can be used as long as they have an operable part that can be operated by the user. However, the input device must include at least one operable part that detects changes in the amount of user operation, unlike an on / off operable part that detects the presence or absence of user operation. The output device includes the monitor 7 and may also include a speaker unit for outputting sound, etc., but these are not shown in the diagram. Multiple monitors 7 may also be connected to the gaming console 5. The gaming device 2 is not limited to the structure shown in the diagram; for example, it may be a portable gaming console, a mobile PC, etc. Furthermore, so-called arcade game machines, which are designed for commercial (or business) use, can also be used as game devices.
[0023] Server 3 can be configured by combining multiple server units or by using a single server unit. Server 3 can also be configured as a cloud server utilizing cloud computing technology. Server 3 provides various game-related services to game device 2, such as matchmaking services for players who should be battling in the game, and relaying game information that should be shared between game devices 2. Furthermore, various information communication terminal devices such as mobile phones, smartphones, and commercial game consoles can be appropriately added to game system 1. For example, a commercial game console can be used as a client for providing game collaboration with the game provided by game device 2. Of course, as mentioned above, commercial game consoles, etc., can also be used as game device 2 for playing the games involved in this method.
[0024] Figure 2 An example of the specific structure of the controller 6 is shown. The controller 6 has a main body housing 10 whose shape and size are selected for use by a user holding it with both hands. The main body housing 10 has grip portions 11L and 11R for holding with the left and right hands. Four directional keys 12 are provided on the upper front of the left grip portion 11L, and four operation buttons 13 are provided on the upper front of the right grip portion 11R. A pair of joysticks 14L and 14R are provided between the grip portions 11L and 11R. The joysticks 14L and 14R are set to a neutral position when not in use, and can be operated in any direction, i.e., 360°, from this neutral position. Furthermore, two operation buttons 15L1 and 15L2 are provided on the upper end face of the left grip portion 11L, and two operation buttons 15R1 and 15R2 are provided on the upper end face of the right grip portion 11R. In the following, the left joystick 14L is sometimes referred to as L-joystick 14L, and the right joystick 14R as R-joystick 14R. Starting from the front side of the controller 6, the left operation buttons 15L1 and 15L2 are sequentially referred to as L1 button 15L1 and L2 button 15L2, and the right operation buttons 15R1 and 15R2 are sequentially referred to as R1 button 15R1 and R2 button 15R2, in order to distinguish them. On the other hand, sometimes joysticks 14L and 14R are collectively referred to as joystick 14, and operation buttons 15L1, 15L2, 15R1, and 15R2 are collectively referred to as operation buttons 15.
[0025] The directional pad 12, operation button 13, joystick 14, and operation button 15 of the controller 6 function as examples of operation units of the input device. Furthermore, these operation units include operating members that shift according to the user's operation, the amount of which corresponds to the operation amount. At least some of these operation units are configured as operation amount detection type operation units that detect the user's operation amount and whose output signal changes according to that operation amount. For example, the joystick 14 and operation button 15 are configured as such operation units. Therefore, regarding the operation of the joystick 14, its operation direction and operation amount (the angle of tilt from the neutral position) are detected and reflected in the output signal. Regarding the operation of the operation button 15, its press amount is detected and reflected in the output signal. On the other hand, the directional pad 12 and operation button 13 are both configured as switch type operation units that detect the presence or absence of a press operation and reflect the presence or absence of the operation in the output signal. However, their differences are minor and can be appropriately configured. Alternatively, even an operation unit that detects the amount of operation can be switched in the software, for example, by user settings, to function as a switch-type operation unit that only detects the presence or absence of an operation.
[0026] Next, the game provided by the gaming device 2 will be described. In the game system 1 of this method, a football game is provided whereby the user of the gaming device 2 plays against other users using a football. The opponent can be either an actual user using any gaming device 2, or a virtual entity controlled by the computer of the gaming device 2 or the server 3. The match does not have to be one-on-one. For example, football can also be played in a so-called group match format, where a group of at least one user plays against other groups.
[0027] Figure 3 This image shows an example of a game screen in a football game played using a gaming device 2. As is well known, in a football game, the player (PL) and their opponent (only some players are labeled in the attached image) move within a virtual field (FD) just like a real football, thus advancing the game. The player (PL) is an example of an object that performs actions within the virtual space of the game. Figure 3 The game screen 100 is a viewpoint observing the player (PL) moving within the arena (FD). The viewpoint automatically switches to the optimal position based on the battle situation. A map 101 showing the positions of the player (PL) within the entire arena (FD) is displayed in the lower center of the game screen 100. Alternatively, information indicating the battle situation, such as the user's and opponent's team names, scores, and elapsed time, can be displayed in appropriate locations.
[0028] A portion of the players on the court (FD) are designated as the players to be controlled by the user. One player (PL) is selected as the control target for each user. For example, if the user is on the attacking side, the player PL who should control the ball is designated as the user's control target; if the user is on the defensive side, the player PL responsible for defending against the player controlling the ball is designated as the control target. On the game screen 100, the player PL designated as the control target can be identified, for example, by the cursor 102. An information section 103, such as the name of the player PL designated as the control target, can also be added to the game screen 100. The actions of the player PL designated as the control target are controlled based on the user's operation of the controller 6. On the other hand, the actions of other player PLs are automatically controlled according to the situation of the game.
[0029] In order to enable the player PL, which is the object of operation, to perform various actions according to the user's operation, an appropriate correspondence is set between the operation of each operation unit of the controller 6 and the actions of the player PL, which is the object of operation.
[0030] For example, regarding the player PL during an attack, in order for the user to instruct the player PL on various actions such as stopping the ball, dribbling, and passing, the operation units of the controller 6 are appropriately configured as operation units for instructing these actions. Furthermore, regarding dribbling actions, in the game system 1 of this method, the relationship between the operation units of the controller 6 and dribbling actions is configured as follows.
[0031] The dribbling action of player PL is determined by various parameters such as the player PL's direction of movement, speed of movement, and the amount (or intensity) of the ball's kick. In game system 1, as an example, controller 6 corresponds to the dribbling action as follows: the direction of movement of player PL is determined by the operation of L-stick 14L, and the speed of movement and the amount of kick are determined by the operation of R2 button 15R2. Therefore, L-stick 14L is equivalent to an example of a direction control unit, and R2 button 15R2 is equivalent to an example of a specific control unit. R2 button 15R2 is an operation amount detection type control unit, so by utilizing its characteristics, the dribbling action is controlled according to the amount of pressing R2 button 15R2, in a way that the player's speed of movement and the amount of the ball's kick increase with the increase of the amount of pressing R2 button 15R2, thereby speeding up the dribbling action.
[0032] As an example, such as Figure 4 As shown, the relationship between the input amount U of button R2 15R2 and the movement speed V and kick-out amount ΔK is set such that as the input amount U increases, the movement speed V and the kick-out amount ΔK increase proportionally. Furthermore, Figure 4This is one example of a corresponding relationship, which is not limited to a direct proportional relationship. For example, a corresponding relationship with a curvilinear change can also be set as follows: within a small range of input amount U, the changes in movement speed V and kick amount ΔK are small; within a large range of input amount U, the changes in movement speed V and kick amount ΔK increase. The maximum values of movement speed V (Vmax) and kick amount ΔK (ΔKmax) when input amount U is at its maximum value Umax can be appropriately set according to the game specifications. The maximum values Vmax and ΔKmax can be appropriately changed by referring to various factors such as the ability parameters set for player PL, user level, and status. Regarding the minimum values of movement speed V (Vmin) and kick amount ΔK (ΔKmin) when input amount U is at its minimum value Umin, for example, if the state of player PL holding the ball and stopping is represented as part of the dribbling action, then they can be set to 0 respectively. On the other hand, for example, if the L joystick 14L is operated from the neutral position and indicates the dribbling direction, it can be determined that there is a user's instruction to dribble. The minimum values Vmin and ΔKmin can be set to be greater than 0 to show the state of player PL dribbling and moving at a very slow speed.
[0033] exist Figure 4 In this context, lines representing the relationship between the input amount U and the movement speed V, and lines representing the relationship between the input amount U and the kicking amount ΔK, can be set separately. That is, the changes in movement speed V and kicking amount ΔK relative to the input amount U are not necessarily the same; they can also change independently. However, in order for the ball to follow the player PL's movement, the kicking amount of the ball needs to increase relatively in conjunction with the increase in movement speed. Therefore, the concept of increasing the speed of dribbling is achieved through increasing the player PL's movement speed and the accompanying increase in the kicking amount of the ball. Furthermore, the kicking amount of the ball is the amount of ball movement when the player PL kicks the ball once; it can also be expressed as the intensity of the kicking action or the intensity of the contact with the ball.
[0034] By controlling the direction and speed of dribbling movements based on the operations described above, users can adjust the direction using the L stick 14L while increasing or decreasing the amount of pressing the R2 button 15R2, thus achieving a feeling of continuously changing the direction and speed of the dribble while manipulating the ball. For example, it is possible to give the player PL (the controlled player) actions such as slightly accelerating and looking for a passing lane when there is space in the middle of the court, or dribbling past the defensive player in a narrow space in front of the paint while continuing to dribble.
[0035] Furthermore, in actual football, players dribbling sometimes intend to dribble past defenders by using techniques that drastically change the speed and distance of the ball's trajectory compared to previous dribbling actions. To replicate this technique in the game, this method allows for a special dribbling action by specifically manipulating the R2 button 15R2. This special dribbling action temporarily increases the distance of the ball's trajectory compared to the original trajectory, which is determined by the depth of the R2 button 15R2 press. Hereinafter, this action will be referred to as a "sharp touch" action, while the dribbling action controlled by the depth of the R2 button 15R2 press will be referred to as a normal dribbling action, thus distinguishing the two dribbling actions.
[0036] Figure 5 This illustrates an example of a sharp-touch action. Figure (a) shows player PL performing a normal dribbling motion while keeping the ball BL near their feet. The kicking distance ΔK of the ball BL is adjusted so that it remains near the player PL's feet in accordance with their movement speed V. When a sharp-touch action occurs from this state, as shown in Figure (b), the forward kicking distance ΔK of the ball BL temporarily increases. Then, as shown in Figure (c), player PL continues dribbling, chasing the kicked ball BL. In the case of a sharp-touch action, the ball BL temporarily moves away from player PL, creating a risk of it being taken away by the defending player. On the other hand, it allows for techniques such as unexpectedly passing the defending player. This enriches the user's options related to player PL's actions and increases the game's enjoyment.
[0037] To ensure a smooth and continuous transition between normal dribbling and sharp-touch actions, the conditions for the sharp-touch action are set to be met when a specific operation is performed on the same operating unit as the dribbling operation unit corresponding to the controller 6. In the example above, the R2 button 15R2, used to adjust the speed of the dribbling action, is set as an example of a specific operating unit for causing the sharp-touch action, and the operation of reducing the pressing amount of the R2 button 15R2 by a predetermined amount within a predetermined time is set as an example of a specific operation. Furthermore, the specific operation is set as follows: from the R2 button 15R2 being pressed to its maximum position, the user releases their finger, causing the R2 button 15R2 to automatically return to an inactive state. This self-return is the action of the R2 button 15R2 automatically returning to its inactive state by the spring force (elastic restoring force) that returns it to the inactive state. Furthermore, the operation of releasing the pressing force while the R2 button 15R2 is being touched, causing it to return to an inactive state, is also included within the scope of the specific operation. The specified amount in a specific operation corresponds to the amount by which the pressed amount of button R2 15R2 decreases from its maximum value to its minimum value, and the specified time corresponds to the length of time it takes for button R2 15R2 to return to its inactive state after being pressed to its maximum value. However, considering individual differences in controller 6, the maximum and minimum pressed amounts, as well as the length of time from the maximum to the minimum value, can be set to values obtained by estimating a reasonable margin or allowable range.
[0038] The specific operation that triggers the sharp touch action is to automatically return the R2 button 15R2 from its maximum pressed state to a non-operated state. Once this specific operation is performed, the sharp touch action occurs regardless of whether there are any subsequent operations on the R2 button 15R2. By setting the conditions for the sharp touch action in this way, the user can trigger the sharp touch action by temporarily releasing the R2 button 15R2 from its maximum pressed state, causing the player PL to dribble at maximum speed. This temporarily increases the kicking distance of the ball BL. If the R2 button 15R2 is pressed again after this operation, the player PL can be manipulated to catch up with the kicked ball BL and continue dribbling. On the other hand, if the user releases R2 button 15R2 relatively slowly after it has been pressed to its maximum value (and the time required for R2 button 15R2 to return to its inactive state from its maximum pressed state exceeds a specified time), the conditions for a sharp-touch action are not met, and player PL's dribbling action gradually decelerates. Therefore, based on the speed at which the R2 button 15R2 is pressed down, it is easy to distinguish between deceleration during normal dribbling and a temporary increase in kicking force caused by a sharp-touch action.
[0039] Temporarily releasing the press of button R2 15R2 involves releasing the finger or temporarily eliminating the pressing force. This process has minimal individual variation among users, and the time it takes for the pressing force to decrease to its minimum value is also short. Therefore, compared to setting two consecutive presses of button R2 15R2 as the occurrence condition, the estimated time for the occurrence condition of a specific operation can also be set quite short. Thus, a sharp-touch action can occur rapidly in response to a specific operation performed by the user. Furthermore, if a press of button R2 15R2 occurs following a sharp-touch action, control of the dribbling action corresponding to the pressing force can be immediately restored. This ensures or improves the continuity of the dribbling action before and after a sharp-touch action.
[0040] Furthermore, according to the aforementioned settings, the condition that the R2 button (15R2) is pressed to its maximum value during a normal dribbling action becomes the prerequisite for a sharp touch action. Therefore, a sharp touch action occurs when the normal dribbling action reaches its maximum speed, causing the ball (BL) to be temporarily and significantly propelled forward. Consequently, the change in dribbling action before and after the sharp touch action is relatively increased, allowing the sharp touch action to fully and reliably exert an unexpected effect on the offensive and defensive actions between players, such as the contest for the ball (BL). This enhances the value of sharp touch actions in dribbling operations, thereby increasing the game's enjoyment.
[0041] Next, refer to Figure 6 and Figure 7 Here is an example of the structure and processing of the control system of the game device 2 used to control the dribbling action described above. Figure 6 The outline structure of the control system of the game device 2 is shown. As described above, the game device 2 includes a game console 5, a controller 6, and a monitor 7. The game console 5 includes a control unit 30 and a storage unit 31. The control unit 30 is configured as a computer including a CPU and internal storage devices required for the CPU to operate, such as cache memory, RAM, frame memory, etc. The storage unit 31 is a storage device using a non-volatile storage medium such as magnetic storage medium or flash memory, which functions as an external storage device for the control unit 30. In addition to the controller 6, which is an example of an input device, and the monitor 7, which is an example of an output device, the control unit 30 is also connected to a communication control unit 32 for controlling communication with the server 3 and other game devices 2. Furthermore, the control unit 30 is also connected to a speaker unit, etc., for outputting sound, but these are not shown in the illustration.
[0042] The storage unit 31 stores the game program Pg, game data Dg, and game data Dp. The game program Pg is an application program used to cooperate with the operating system that controls the basic actions of the control unit 30, enabling the control unit 30 to perform the computational processing and action control required for the game. The game data Dg is data that should be appropriately referenced in the control of the game. For example, the game data Dg may contain values of various parameters set for players appearing in the game, information about attributes such as player names, and image data representing the player's appearance. The game data Dp is data associated with each user playing the game on the user device 3. For example, the game data Dp describes information such as the user's game history and status. When the values of a player's parameters change based on the player's performance in the game, information showing the current value of the parameters can be recorded in the game data Dp.
[0043] The aforementioned program Pg and game data Dg are appropriately distributed from server 3 to the game console 5 and stored in storage unit 31. Game data Dp is appropriately updated according to the game progress in the game device 2 and is stored in server 3 at appropriate times in correspondence with the user's identification information. In addition, when a user authenticates with server 3 while playing the game, the game data Dp corresponding to that user is provided from server 3 to the game device 2 and stored in storage unit 31.
[0044] The control unit 30 executes the game program Pg, and thereby sets up a game control unit 35, an action control unit 36, and an image rendering unit 37 within the control unit 30. Each of the units 35 to 37 is a logic device implemented by the computer hardware of the control unit 30 in cooperation with the game program Pg, which is software. The game control unit 35 is responsible for various processes required to make the game progress according to the prescribed process. The game control unit 35 generates status data Ds for determining the state of the battle in the game and stores the status data Ds in the internal storage device of the control unit 30, and updates the status data Ds appropriately as the game progresses. The status data Ds may include, for example, the progress of the battle, such as various information indicating the state of the battle, such as the current positions of the user and the opponent's players on the field, the position of the ball, the elapsed time of the game, and the score status.
[0045] The motion control unit 36 is a logical calculation unit that performs actions according to the control of the game control unit 35 and calculates the actions of each player in the game. Based on the information about the game situation described in the status data Ds, the motion control unit 36 repeatedly calculates the game situation, including the actions of each player, at a cycle corresponding to the frame rate of the monitor 7. The motion control unit 36 also includes an operation object control unit 38 and an automatic control unit 39. The motion control unit 36 refers to the status data Ds to determine which player should be set as the user's operation object, and the operation object control unit 38 controls the actions of that player, while the automatic control unit 39 controls the actions of other players. The operation object control unit 38 controls the actions of the player being operated by the user based on the user's input to the controller 6. When the user's player is the player on the attacking side who controls the ball, the operation object control unit 38 controls various actions of that player, such as stopping the ball, dribbling, and passing. On the other hand, the automatic control unit 39 controls the actions of each player according to the game situation shown by the status data Ds. This control is similar to other football games that use a computer.
[0046] The player's movements calculated by the motion control unit 36 are reflected in the update of the status data Ds by the game control unit 35. The image rendering unit 37 generates image data for rendering the game screen 100 according to the status data Ds at a period corresponding to the frame rate, and displays the game screen 100 on the monitor 7 by outputting the image data to the monitor 7.
[0047] The various controls performed by the game control unit 35 and the motion control unit 36 are essentially the same as those in various football games that control the actions of the player being operated on based on user input and automatically control the actions of the other players. However, this method has a unique feature in controlling the player's dribbling actions. Therefore, an example of dribbling control processing will be described below.
[0048] Figure 7 This illustrates an example of a dribbling control process where the control unit 38 repeatedly executes dribbling control procedures at fixed intervals to control the action while the player being controlled is dribbling. Furthermore, regarding whether dribbling is in progress, as an example, dribbling can be determined as long as the player being controlled has possession of the ball and the user does not instruct the controller 6 to perform actions other than dribbling, such as stopping the ball or passing. Figure 7 At the start of the process, firstly, the operation object control unit 38 sequentially acquires the operation direction of the L joystick 14L and the pressed amount of the R2 button 15R2 (steps S1, S2). Next, the operation object control unit 38 determines whether the pressed amount of the R2 button 15R2 has reached its maximum value Umax. Figure 4(Step S3). When the maximum value Umax is reached, the operation object control unit 38 starts timing from the initial value of the time elapsed since the time point when the pressing operation with the maximum pressing amount Umax was detected (Step S4).
[0049] Next, the operation object control unit 38 determines whether the pressed amount of button R2 15R2 has reached the minimum value Umin (step S5). In this process, if a positive judgment was made in step S3, a negative judgment is made in step S5. If it is determined in step S3 that the maximum value Umax has not been reached, the operation object control unit 38 skips step S4 and proceeds to step S5. In this case, a positive or negative judgment is made in step S5 based on the pressed amount of button R2 15R2.
[0050] If, in step S5, it is determined that the pressed amount is the minimum value Umin, the operation object control unit 38 determines whether the elapsed time starting in step S4 is within a specified time (step S6). In this case, the specified time is a time set as a condition for the occurrence of a sharp touch action. It can be set as the time required for button R2 15R2 to return to its inactive state (minimum pressed amount Umin) from a state where it has been pressed to its maximum value until the user releases their finger, at which point button R2 15R2 returns to its inactive state. This time is calculated by adding a margin considering individual differences in controller 6. For example, the specified time is set to an extremely short time such as 0.15 seconds. In summary, step S6 involves determining whether the pressed amount of button R2 15R2 has decreased from the maximum value Umax to the minimum value Umin within the specified time. In other words, it determines whether the decrease in the pressed amount has reached an amount equivalent to the difference between the maximum value Umax and the minimum value Umin within the specified time, thereby determining whether a specific operation to cause a sharp touch action has been performed.
[0051] If it is determined in step S6 that the specified time has elapsed, the operation object control unit 38 performs a process that temporarily increases the kicking amount ΔK of the ball (step S7). For example, step S7 can be performed in a manner such as setting a flag indicating that the conditions for the occurrence of a sharp touch action have been met, or setting a correction amount that increases the kicking amount ΔK. Step S7 is performed with the specific operation that causes the R2 button 15R2 to return to an inactive state from its maximum pressed state as a necessary and sufficient condition, regardless of whether there is any subsequent operation on the R2 button 15R2.
[0052] Next, the operation object control unit 38 determines the values of the dribbling parameters used to determine the dribbling action (step S8). For example, the dribbling direction is determined according to the operation direction of the L joystick 14L obtained in step S1, and the movement speed V and kicking amount ΔK are determined according to the amount of pressing the R2 button 15R2 obtained in step S2. In this case, when the process of increasing the kicking amount ΔK is executed in step S7, the kicking amount ΔK is determined to be a value larger than the kicking amount ΔK that should be set corresponding to the amount of pressing the R2 button 15R2 U. As an example, the kicking amount ΔK is determined to be a value larger than the kicking amount ΔKmax when the amount of pressing the R2 button 15R2 U is the maximum value Umax. Figure 4 However, the increase in the kicking amount ΔK can be adjusted appropriately as long as the situation of the ball being kicked out temporarily and significantly is clearly visible in the game screen 100.
[0053] On the other hand, if the operation object control unit 38 performs a negative judgment in step S5, it skips the processing of steps S6 and S7; if it performs a negative judgment in step S6, it skips the processing of step S7 and proceeds to step S8. In this case, it is determined that the conditions for the occurrence of a sharp touch action are not met; in other words, it is determined that no specific operation for causing the sharp touch action has been performed. The moving speed V and the kicking amount ΔK are determined to be the values corresponding to the pressing amount U of button R2 15R2 (according to...). Figure 4 (The value is determined by the line graph). When the value of the dribbling parameter is determined in step S8, the operation object control unit 38 ends the current routine.
[0054] In the above manner, the operation object control unit 38 executes... Figure 7 Step S8 functions as an example of the ball handling control unit by executing... Figure 7 The processing of steps S5 and S6 serves as an example of the discrimination unit, and is performed by executing... Figure 7 The processing of step S7 serves as an example of the dribbling action change unit.
[0055] This invention is not limited to the methods described above, and can be implemented in various ways with modifications or alterations. For example, the temporary change in the dribbling action that should occur in response to a specific operation is not limited to the sharp contact action described above. The temporary change in the dribbling action can be appropriately set as long as it differs from the dribbling action that should occur in response to the amount of operation of a specific operating unit. For example, it is also possible to change the dribbling action by temporarily increasing the moving speed V and the kicking amount ΔK compared to the maximum values Vmax and ΔKmax of a normal dribbling action when a specific operation is performed. An example of the dribbling control process performed by the operation object control unit 38 in this case is shown in... Figure 8 As shown in the image.
[0056] exist Figure 8 In the dribbling control, the process from step S1 to step S6 involves... Figure 7 The same process applies. If a positive judgment is made in both steps S5 and S6, that is, if it is determined that the amount pressed on button R2 15R2 decreases from the maximum value Umax to the minimum value Umin within a specified time, in step S7A, the operation object control unit 38 performs a process that temporarily increases the moving speed V and the ball kicking amount ΔK. Then, after performing the process in step S7A, in step S8, the moving speed V and kicking amount ΔK are set to values greater than the maximum values Vmax and ΔKmax, respectively. The process in step S7A can be performed in a manner such as setting a flag indicating an increase in speed V and kicking amount ΔK, or setting the increase amount or rate of increase as a correction value. Figure 8 In the example, the operation object control unit 38 functions as a dribbling action change unit by executing the processing of step S7A.
[0057] In addition to the above, various temporary changes to the dribbling motion can be made corresponding to specific operations. In actual football, the following techniques are sometimes used: temporarily adding movements specific to the speed of the dribbling motion, such as feints, or movements that cause specific movement of the ball, thereby deceiving the defending player. As a unit for implementing such movements in the game, the dribbling motion modification unit of the present invention can be used.
[0058] In the above method, a specific operation is determined by whether the amount of R2 button 15R2 pressed decreases from the maximum value Umax to the minimum value Umin within a specified time. However, this determination method is not necessarily limited to detecting only the change in the amount of operation (decrease) and the time. For example, if the speed or acceleration of R2 button 15R2 when it returns to a non-operational state after being pressed to its maximum extent is within a range that would not occur under other operations, the speed and acceleration of the change in the amount of R2 button 15R2 pressed can be detected based on the output signal of the controller 6 corresponding to R2 button 15R2, and it can be determined whether the obtained value is within the range of its inherent value when it returns to its original state, thereby determining whether a specific operation has occurred.
[0059] The specific operation is not limited to the example of reducing the operation amount of the specific operation unit from its maximum value to its minimum value. Any operation in which the operation amount of the specific operation unit decreases by a specified amount or more within a specified time can be set as a specific operation. The specified time and specified amount used to define the specific operation can be appropriately set as long as it functions as a threshold for recognizing operations that can be considered as adjusting the speed of dribbling movements by changing the range of the operation amount of the specific operation unit, as well as operations that cause the operation amount to decrease rapidly beyond that range. The specific operation unit is not limited to the R2 button 15R2; any suitable operation unit can be set as the specific operation unit. For example, various operation units that can change the operation amount, such as joysticks, analog sticks, and sliders, can be set as specific operation units.
[0060] The input device is not limited to a device configured for operation by a user holding and using both hands, such as the controller 6 described above. Input devices that can be operated with one hand or fixed-side input devices are also possible. The input device does not necessarily need to be a physical object. For example, the operating section of an input device that displays a two-dimensional image on a screen can be used as a specific operating section. Furthermore, the operating section of an input device that displays a three-dimensional image to the user using virtual reality technology can be used as a specific operating section. The amount of operation of the specific operating section is not limited to examples that are detected as a displacement of distance or angle. For example, even a pressure-sensitive operating section whose output signal changes in response to pressure can be used as a specific operating section by evaluating the magnitude of that pressure as the magnitude of the operation. Detection of the operation amount does not necessarily require contact with the specific operating section; a camera or a non-contact sensor can also be used to detect the user's operation.
[0061] The game system involved in this invention is not limited to examples configured as client-server systems. A game system can also be configured using a standalone game device that is not connected to a network. Furthermore, the computer program of this invention is not limited to examples executed on the client side of a client-server system or on a standalone game device. For example, the computer program can be configured to execute on a server or to be executed in a manner shared by the server and the client.
[0062] The following describes various embodiments and variations of the present invention derived from the above-described implementations and modifications. Furthermore, in the following description, for ease of understanding of the various embodiments of the present invention, the corresponding constituent elements illustrated in the accompanying drawings are indicated in parentheses; however, the present invention is not limited to the illustrated embodiments.
[0063] One aspect of the present invention relates to a computer program for a football game (Pg) that enables a computer (30) to function to provide a user with the ability for a player (PL) to perform actions based on the user's input to an input device (6). The computer program is configured to enable the computer to function as the following units: a dribbling control unit (38, S8) that controls the dribbling action according to the amount of operation of a specific operation unit (15R2) on the input device, such that the player's dribbling action speeds up as the amount of operation of the specific operation unit (15R2) on the input device increases; a determination unit (38, S5, S6) that determines whether a specific operation has been performed that reduces the amount of operation of the specific operation unit by a predetermined amount or more within a predetermined time; and a dribbling action change unit (38, S7) that, if the specific operation is determined to have been performed, causes the dribbling action to temporarily change relative to the dribbling action that the dribbling control unit should produce, regardless of whether there is a subsequent operation on the specific operation unit.
[0064] One aspect of the present invention relates to a game system that provides a user with a football game controlled by a computer (30) in which a player (PL) performs actions based on the user's input operation to an input device (6). The game system is configured such that the computer functions as the following units: a dribbling control unit (38, S8) that controls the dribbling action according to the amount of operation of a specific operation unit (15R2) on the input device, such that the player's dribbling action speeds up as the amount of operation of the specific operation unit (15R2) on the input device increases; a discrimination unit (38, S5, S6) that determines whether a specific operation has been performed that reduces the amount of operation of the specific operation unit by a specified amount or more within a specified time; and a dribbling action change unit (38, S7) that, if the specific operation is determined to have been performed, causes the dribbling action to temporarily change relative to the dribbling action that the dribbling control unit should produce, regardless of whether there is a subsequent operation on the specific operation unit.
[0065] One aspect of the present invention relates to a game system control method that provides a user with a football game through the control of a computer (30), in which a player (PL) is the subject of the operation, and performs actions based on the user's input operation to an input device (6). The control method enables the computer to function as the following units: a dribbling control unit (38, S8) that controls the dribbling action according to the operation amount of a specific operation unit (15R2) of the input device, such that the player's dribbling action speeds up as the operation amount of the specific operation unit (15R2) of the input device increases; a discrimination unit (38, S5, S6) that determines whether a specific operation has been performed that reduces the operation amount of the specific operation unit by a specified amount or more within a specified time; and a dribbling action change unit (38, S7) that, if the specific operation is determined to have been performed, causes the dribbling action to temporarily change relative to the dribbling action that the dribbling control unit should produce, regardless of whether there is a subsequent operation to the specific operation unit.
[0066] According to the above method, during periods when the user does not perform a specific operation on a specific control unit to increase or decrease its operation amount, the speed of the dribbling action changes accordingly with the operation amount. On the other hand, if a specific operation is performed that reduces the operation amount of the specific control unit by a specified amount or more within a specified time, the dribbling action temporarily changes relative to the action that should occur based on the operation amount of the specific control unit. This change occurs regardless of whether there is a subsequent operation on the specific control unit. Therefore, when a specific operation is performed, the change corresponding to that specific operation occurs immediately. Compared to the case where an additional operation that increases the operation amount of the control unit is considered as a condition for occurrence, the immediacy related to the temporary change in the dribbling action is improved. Moreover, if the specific control unit is operated again after the specific operation, control of the dribbling action corresponding to that operation amount can be immediately restored. As a result, regarding the change in the dribbling action before and after a specific operation, the possibility of inserting actions that the user does not intend can be suppressed or eliminated, thereby ensuring or improving the continuity of the dribbling action.
[0067] Furthermore, the computer program involved in one aspect of the present invention can also be provided stored in a storage medium. If such a storage medium is used, the system of the present invention can be implemented using that computer, for example, by installing and executing the computer program involved in the present invention in a computer. The storage medium storing the computer program can also be a non-transitory storage medium such as a CD-ROM.
[0068] In one embodiment of the invention, the specific operation unit may include an operation member (15R2) that is displaced according to the user's operation, the operation amount being equivalent to the displacement amount of the operation member. Thus, an operation that reduces the displacement amount of the operation member by a predetermined amount or more within a predetermined time can be defined as a specific operation, thereby temporarily changing the dribbling action.
[0069] Alternatively, the operating component can be configured to be pressed by the user, with the amount of pressing corresponding to the amount pressed by the operating component. This allows an operation that reduces the amount pressed by a specific operating component by a specified amount within a specified time to be defined as a specific operation, thereby temporarily changing the dribbling motion. In a typical example, the operating component targeted by the pressing operation is configured to return to a state of no operation, i.e., a state where the amount pressed is at its minimum, and the time required for this return is short. Therefore, if a specific operation is set in association with the self-return of the operating component, temporary changes in dribbling motion can occur rapidly, helping to ensure and improve the continuity of dribbling motion.
[0070] Alternatively, the specified amount can be equivalent to the reduction in the amount of operation of the specific operation unit when it decreases from the maximum value (Umax) to the minimum value (Umin). Therefore, by defining the operation that causes the amount of operation to change from the maximum value to the minimum value in a short period of time as the specific operation, it is possible to clearly distinguish and control the dribbling action from the operation of increasing or decreasing the amount of operation to adjust the pace of the dribbling action.
[0071] Alternatively, the discrimination unit may determine whether the specific operation has been performed by judging whether the reduction in the amount of operation related to the specific operation unit has reached the predetermined amount within the predetermined time. Thus, it is possible to reliably determine whether a specific operation has been performed based on the change in the operation amount and the time required for that change.
[0072] Alternatively, the dribbling control unit can control the direction of the player's dribbling movement by operating a direction operation unit (14L) provided on the input device in a manner distinct from the specific operation unit. Thus, the direction of the dribbling movement can be adjusted by operating the direction operation unit, and the speed of the dribbling movement can be adjusted or temporary changes in the dribbling movement corresponding to the specific operation unit can be made by operating the specific operation unit. This provides the user with the feeling of freely manipulating the ball while continuously dribbling using both the direction operation unit and the specific operation unit, thereby enhancing the game's enjoyment.
[0073] Alternatively, upon determining that the specific operation has been performed, the dribbling action change unit temporarily changes the dribbling action by temporarily increasing the kicking amount (ΔK) of the ball (BL) during the dribbling action. Thus, when the specific operation is performed, the change in dribbling action causes the ball to be kicked out significantly for a temporary period. This allows, for example, a technique in the game that catches the defending player off guard: temporarily kicking the ball forward significantly, causing the specific operation unit to immediately increase its input to catch up with the ball and continue the dribbling action. Furthermore, the ability to make this change occur quickly and smoothly enhances the value of the technique, thereby increasing the game's enjoyment.
[0074] Alternatively, when the specific operation is determined to have been performed, the dribbling action change unit temporarily changes the dribbling action by temporarily increasing its speed compared to the dribbling action when the operation amount of the specific operation unit is at its maximum value (Umax). This allows for the temporary occurrence of a higher speed dribbling action that is impossible to achieve in dribbling action control corresponding to the operation amount. In this case, the change in dribbling action can also occur quickly and smoothly, thus enhancing the value of the technology and increasing the game's enjoyment.
[0075] Explanation of reference numerals in the attached figures
[0076] 1: Game system; 2: Game device; 5: Game console body; 6: Controller (input device); 7: Monitor; 14L: Joystick (directional control unit); 15R2: R2 button (specific operation unit); 30: Control unit (computer); 38: Operation object control unit (dribbling control unit, discrimination unit, dribbling action change unit).
Claims
1. A computer-readable recording medium containing a computer program for a football game, said computer program enabling a computer to function and provide a user with a football game in which players, as the subjects of the game, perform actions based on input operations by the user to an input device. The computer program is configured to enable the computer to function as the following unit: A dribbling control unit that controls the dribbling action according to the amount of operation of a specific operating part of the input device, such that the player's dribbling action speeds up as the amount of operation of a specific operating part of the input device increases; The discrimination unit determines whether a specific operation has been performed that reduces the operation amount of the specific operation unit by more than a specified amount within a specified time. as well as When the dribbling action change unit determines that the specific operation has been performed, regardless of whether there is any subsequent operation on the specific operation unit, the dribbling action change unit temporarily changes the dribbling action relative to the dribbling action that the dribbling control unit should produce based on the operation amount.
2. The computer-readable recording medium according to claim 1, wherein, The specific operating unit includes an operating member that is displaced according to the user's operation. The amount of operation is equivalent to the displacement of the operating component.
3. The computer-readable recording medium according to claim 2, wherein, The operating component is configured to be pressed by the user. The amount of operation is equivalent to the amount of pressing in the operating component.
4. The computer-readable recording medium according to claim 2, wherein, The specified amount is equivalent to the reduction amount when the operation amount of the specific operating unit is reduced from the maximum value to the minimum value.
5. The computer-readable recording medium according to claim 1, wherein, The discrimination unit determines whether the specific operation has been performed by determining whether the reduction amount related to the operation amount of the specific operation unit has reached the specified amount within the specified time.
6. The computer-readable recording medium according to any one of claims 1 to 5, wherein, The dribbling control unit controls the direction of the player's dribbling action based on the operation of the direction operation unit provided on the input device in a manner different from the specific operation unit.
7. The computer-readable recording medium according to any one of claims 1 to 5, wherein, When it is determined that the specific operation has been performed, the dribbling action change unit temporarily changes the dribbling action by temporarily increasing the amount of ball kicked out in the dribbling action.
8. The computer-readable recording medium according to any one of claims 1 to 5, wherein, When it is determined that the specific operation has been performed, the dribbling action change unit temporarily changes the dribbling action by temporarily increasing the speed of the dribbling action compared to the dribbling action when the amount of operation on the specific operation unit is at its maximum.
9. A game system that, through computer control, provides a user with a football game in which a player, as the subject of manipulation, performs actions based on input operations by the user onto an input device. The game system is configured to enable the computer to function as the following unit: A dribbling control unit that controls the dribbling action according to the amount of operation of a specific operating part of the input device, such that the player's dribbling action speeds up as the amount of operation of a specific operating part of the input device increases; The discrimination unit determines whether a specific operation has been performed that reduces the operation amount of the specific operation unit by more than a specified amount within a specified time. as well as When the dribbling action change unit determines that the specific operation has been performed, regardless of whether there is any subsequent operation on the specific operation unit, the dribbling action change unit temporarily changes the dribbling action relative to the dribbling action that the dribbling control unit should produce based on the operation amount.
10. A method for controlling a game system, wherein a computer controls a football game in which a player, as the object of manipulation, performs actions based on input operations by the user on an input device. The control method enables the computer to function as a unit in the following ways: A dribbling control unit that controls the dribbling action according to the amount of operation of a specific operating part of the input device, such that the player's dribbling action speeds up as the amount of operation of a specific operating part of the input device increases; The discrimination unit determines whether a specific operation has been performed that reduces the operation amount of the specific operation unit by more than a specified amount within a specified time. as well as When the dribbling action change unit determines that the specific operation has been performed, regardless of whether there is any subsequent operation on the specific operation unit, the dribbling action change unit temporarily changes the dribbling action relative to the dribbling action that the dribbling control unit should produce based on the operation amount.
Citation Information
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