Game processing method, game program, and game system
By using both hands to operate the mouse to obtain data and control the movement and rotation of virtual objects, the problem of lack of innovation in existing mouse-operated games is solved, and an innovative and interesting gaming experience is achieved.
Patent Information
- Application Number
- CN202380092937.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-11-16
- Publication Date
- 2025-09-12
AI Technical Summary
Existing games that use a mouse to operate lack innovation, have a single operating method, and are difficult to provide sufficient fun and diversity.
By acquiring the mouse movement data of two-handed operation, the movement and turning of virtual objects in the virtual space are controlled, and innovative game operations are achieved by using the difference in mouse movement amount and speed adjustment. Movement control is combined with factors such as ground tilt and friction resistance, and throwing and braking operations are supported.
It realizes an innovative experience in mouse-operated games, improves the fun and straightness of user operations, and enhances the diversity and sense of control of the game.
Smart Images

Figure CN120641187A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to information processing for games and the like. Background Art
[0002] Conventionally, there are known games that use a mouse as an operating device (for example, Patent Document 1).
[0003] Prior art literature
[0004] Patent Literature
[0005] Patent Document 1: Japanese Patent Application Laid-Open No. 2001-062145 Summary of the Invention
[0006] Problems to be solved by the invention
[0007] In games that use a mouse as an operating device, innovative games are required.
[0008] Therefore, an object of the present invention is to provide a game processing method and the like that can realize an innovative game in a game using a mouse as an operating device.
[0009] Solutions for solving problems
[0010] In order to achieve the above-mentioned object, for example, the following structural examples can be given.
[0011] A structural example is a game processing method, which causes the computer of a game device to perform the following processing: obtaining first data related to the movement of a first mouse operated by one hand of a user on a work surface; obtaining second data related to the movement of a second mouse operated by the other hand of the user on a work surface that is the same as or different from the work surface; when the obtained first data and second data indicate that both the first mouse and the second mouse have moved in a first direction, causing the first virtual object to move forward in the virtual space; when the obtained first data and second data indicate that both the first mouse and the second mouse have moved in a direction opposite to the first direction, causing the first virtual object to move backward; and turning the first virtual object left or right based on the difference between the movement amount of the first mouse represented by the first data and the movement amount of the second mouse represented by the second data.
[0012] According to the above-described configuration example, the user can operate the mouse to execute game processing using an unprecedented operation method, thereby realizing an innovative game and providing innovative fun.
[0013] As another structural example, the computer can also perform the following processing: based on the first data, determine a first parameter that increases as the movement amount of the first mouse increases; based on the second data, determine a second parameter that increases as the movement amount of the second mouse increases; and adjust the value of at least one of the first parameter and the second parameter in a manner that reduces the difference between the first parameter and the second parameter.
[0014] According to the above configuration example, it is possible to assist the user's operation of moving the first virtual object straightly.
[0015] As another configuration example, the adjustment may be an adjustment to bring the value of the smaller parameter of the first parameter and the second parameter closer to the value of the larger parameter.
[0016] According to the above configuration example, the value of the small parameter can be brought closer to the value of the large parameter estimated to indicate the user's intention of large movement, thereby enabling the first virtual object to be moved by an amount corresponding to the user's intention.
[0017] As another configuration example, the computer may further perform the following processing: when the movement speed of the first mouse indicated by the first data and the movement speed of the second mouse indicated by the second data are both greater than a predetermined value, the adjustment is performed.
[0018] According to the above configuration example, the user's intention to go straight can be reflected to improve straightness.
[0019] As another configuration example, the computer may further perform the following processing: decreasing the first parameter as time passes; decreasing the second parameter as time passes; and decreasing the first parameter and the second parameter so as to decrease the difference between the first parameter and the second parameter.
[0020] According to the above-described configuration example, movement control can be performed while being influenced by resistance such as frictional resistance.
[0021] As another structural example, the computer may further perform the following processing: placing a first virtual object on a ground object in a virtual space; and applying an influence on the first parameter and the second parameter corresponding to the state of the ground object where the first virtual object is placed.
[0022] According to the above-described configuration example, movement control can be performed while being affected by the inclination of the ground.
[0023] As another structural example, the computer can also perform the following processing: obtaining third data output based on the user's first operation on the first mouse; obtaining fourth data output based on the user's first operation on the second mouse; reducing the first parameter based on the obtained third data; and reducing the second parameter based on the obtained fourth data.
[0024] According to the above-described configuration example, brake control according to the brake operation can be performed.
[0025] As another structural example, the computer can also perform the following processing: based on the fifth data obtained from at least one of the first mouse and the second mouse, representing the operation of raising the mouse and then swinging it, the first virtual object is caused to perform a throwing action of throwing the second virtual object from the first virtual object to the target in the virtual space.
[0026] According to the above configuration example, when the first virtual object is thrown by swinging the mouse upright, the first virtual object cannot be moved by moving the mouse on the work surface, thereby improving the fun of the operation.
[0027] As another structural example, the computer can also perform the following processing: throwing the second virtual object toward the target based on the throwing action regardless of the orientation of the first virtual object; and determining the success probability of the throwing based on the throwing action according to the orientation of the virtual object relative to the target during the throwing action.
[0028] According to the above configuration example, since the throwing action cannot be performed by moving the mouse used to perform the throwing action, the second virtual object will be thrown toward the target even if the orientation of the first virtual object changes, thereby preventing the throwing operation from being too difficult. Furthermore, the probability of a successful throw is determined by the orientation of the first virtual object. Therefore, during the throwing operation, it is necessary to keep the first virtual object as close to the target as possible, thereby increasing the fun of the operation.
[0029] As another configuration example, the first virtual object may be a wheelchair object, and the computer may further perform processing to vibrate at least one of the first mouse and the second mouse based on at least one of the first data and the second data.
[0030] According to the above configuration example, it is possible to provide the feeling of operating an object of the wheelchair by moving two mice on the work surface.
[0031] As another structural example, the first mouse may be in the shape of a plate, and the side surface extending along the long side direction of the plate shape is the bottom surface facing the working surface when the first mouse is moved and operated on the working surface; the second mouse may be in the shape of a plate, and the side surface extending along the long side direction of the plate shape is the bottom surface facing the working surface when the second mouse is moved and operated on the working surface.
[0032] According to the above-described configuration example, the user can easily hold the mouse and perform movement operations on the work surface.
[0033] Effects of the Invention
[0034] According to the present embodiment, it is possible to provide a game processing method and the like that can realize an innovative game in a game using a mouse as an operation device. BRIEF DESCRIPTION OF THE DRAWINGS
[0035] Figure 1 This is a block diagram showing an example of the internal structure of the game device 10.
[0036] Figure 2 Schematic diagram showing an example of the appearance of a left mouse and a right mouse.
[0037] Figure 3 This figure is used to explain how to operate the left mouse and the right mouse.
[0038] Figure 4 This is a diagram used to explain how to operate this game.
[0039] Figure 5 This is a diagram used to explain how to operate this game.
[0040] Figure 6 This is a diagram used to explain how to operate this game.
[0041] Figure 7 This is a diagram used to explain how to operate this game.
[0042] Figure 8 This is a diagram used to explain how to operate this game.
[0043] Figure 9 It is a diagram for explaining adjustment of the left speed parameter and the right speed parameter.
[0044] Figure 10 It is a diagram for explaining adjustment of the left speed parameter and the right speed parameter.
[0045] Figure 11 It is a diagram for explaining LVP and RVP during a brake operation.
[0046] Figure 12 This is a diagram used to explain how to operate this game.
[0047] Figure 13 This is a diagram used to explain how to operate this game.
[0048] Figure 14 1 is a diagram showing examples of various data stored in the storage unit 12 .
[0049] Figure 15 This is an example of a flowchart for this game process.
[0050] Figure 16 This is an example of a flowchart for this game process.
[0051] Figure 17 This is an example of a flowchart for this game process.
[0052] Figure 18 This is an example of a flowchart for this game process. DETAILED DESCRIPTION
[0053] Hereinafter, one embodiment will be described.
[0054] [Hardware Structure of Information Processing Device]
[0055] The information processing device (information processing system) for performing information processing involved in this embodiment is described. This information processing device is, for example, a fixed or mobile game device, a personal computer, a tablet terminal, a smartphone, a wearable terminal, etc. In addition, the information processing device involved in this embodiment may also be a server, or may be composed of such a game device and a specified server. In this embodiment, a fixed game device (sometimes simply referred to as a "game device") is used as an example of an information processing device for description.
[0056] Figure 1 This is a block diagram showing an example of the internal structure of the game device (game system) 10 involved in this embodiment. The game device 10 includes a processor 11. The processor 11 is an information processing unit that performs various information processing executed in the game device 10. For example, it can be composed of only a CPU (Central Processing Unit) or a SoC (System-on-a-chip) that includes multiple functions such as CPU functions and GPU (Graphics Processing Unit) functions. The processor 11 performs various information processing by executing information processing programs (for example, game programs) stored in the storage unit 12. In addition, the storage unit 12 can be, for example, an internal storage medium such as a flash memory or DRAM (Dynamic Random Access Memory), or a structure that utilizes an external storage medium installed in a slot not shown.
[0057] Furthermore, the game device 10 includes a mouse communication unit 13 for performing wired or wireless communication with the left mouse 16 and the right mouse 17 .
[0058] The game device 10 is connected to a display unit 15 (e.g., a television) via an image and audio output unit 14. The processor 11 outputs images and sounds generated (e.g., by executing the aforementioned information processing) via the image and audio output unit 14 to the display unit 15 capable of outputting sound.
[0059] The game device 10 also includes a network communication unit (not shown) that can communicate with external devices via a network. The network communication unit connects to a wireless LAN, for example, in accordance with the Wi-Fi standard, and performs Internet communication with external devices (other game devices 10). The network communication unit can also perform short-range wireless communication (e.g., infrared communication) with other game devices 10.
[0060] In addition, the left mouse 16 , the right mouse 17 , and the display unit 15 may be included in the game device 10 , or these components may not be included in the game device 10 .
[0061] Figure 2 1 is a schematic diagram showing an example of the appearance of the left mouse 16 and the right mouse 17. Figure 2 As shown in (1) and (2), the left mouse 16 and the right mouse 17 are in the shape of a plate with the y-axis direction as the long side direction (a rectangular parallelepiped or a similar shape in which the thickness in the x-axis direction is smaller than the thickness in the y-axis and z-axis directions and the thickness in the z-axis direction is smaller than the thickness in the y-axis direction), and are the same size.
[0062] The left mouse 16 and the right mouse 17 are equipped with inertial sensors. Specifically, the left mouse 16 and the right mouse 17 are equipped with an acceleration sensor (not shown) and an angular velocity sensor (not shown). The acceleration sensor detects the rotation of the angular velocity along the three axes ( Figure 2 The acceleration in the xyz axis (shown in (1) and (2) of FIG. 1 ) is also detected by the acceleration sensor. In addition, the acceleration sensor can also detect the acceleration in a single axis or a dual axis direction. In addition, the angular velocity sensor detects the acceleration around the specified three axes ( Figure 2 The angular velocity sensor can also detect angular velocity about a single axis or about two axes. The detection results of the acceleration sensor and the angular velocity sensor are repeatedly sent to the mouse communication unit 13 at appropriate times.
[0063] like Figure 2 As shown in (1), the left mouse 16 has a function on the bottom surface to detect when the user (player) moves the left mouse 16 on the working surface (with Figure 2The mouse sensor 20 is a sensor (sometimes referred to as a "mouse sensor") for performing operations such as sliding on the work surface (the work surface in contact with the bottom surface shown in (1)). The mouse sensor 20 is, for example, a general mouse sensor (for example, an optical or laser sensor), and is a sensor for obtaining data for calculating the movement (movement direction, movement distance, movement speed, etc.) of the left mouse 16 on the work surface, which is arranged so that the bottom surface and the work surface face each other. In addition, as Figure 2 As shown in (1), the left mouse 16 includes a button 21 and a button 22. Data indicating the operation status of the button 21 and the button 22 is repeatedly transmitted to the mouse communication unit 13 at appropriate timings.
[0064] In addition, if Figure 2 As shown in (2), the right mouse 17 has a detection function on the bottom surface to detect when the user moves the right mouse 17 to the working surface (with Figure 2 The mouse sensor 30 is the same as the mouse sensor 20. The data obtained by the mouse sensor 20 of the left mouse 16 and the data obtained by the mouse sensor 30 of the right mouse 17 are repeatedly sent to the mouse communication unit 13 at appropriate times. In addition, as Figure 2 As shown in (2), the right mouse 17 includes a button 31 and a button 32. Data indicating the operation status of the button 31 and the button 32 is repeatedly transmitted to the mouse communication unit 13 at appropriate timings.
[0065] The left mouse 16 is provided with a vibration device (not shown) for vibrating the left mouse 16 , and the right mouse 17 is provided with a vibration device (not shown) for vibrating the right mouse 17 .
[0066] Figure 3 16 and 17 are diagrams for explaining how to operate the left mouse 16 and the right mouse 17. Figure 3 As shown, the user holds the left mouse 16 with the left hand 23 and the right mouse 17 with the right hand 33. Figure 3 As shown, the user can move the left mouse 16 along the front-back direction ( Figure 2 (1) y-axis direction) movement operation, in addition, the button 21 can be pressed with the index finger or the middle finger, and the button 22 can be pressed with the thumb. Figure 3 As shown, the user can move the right mouse 17 along the front and back directions ( Figure 2 (2) The operation of moving in the y-axis direction) can be performed. In addition, the button 31 can be pressed with the index finger or the middle finger, and the button 32 can be pressed with the thumb.
[0067] Furthermore, the work surface of the left mouse 16 and the work surface of the right mouse 17 may not be the same work surface (a common work surface), but different work surfaces. For example, the user may use the upper surface (front surface) of the left thigh as the work surface of the left mouse 16 and the upper surface (front surface) of the right thigh as the work surface of the right mouse 17.
[0068] [Regarding the game envisioned in this embodiment]]
[0069] Next, an overview of the game processing performed by the game device 10 involved in this embodiment is described. As an example, the game envisioned in this embodiment is a wheelchair basketball game in which three players (users) play a multiplayer game. Specifically, the player object (an object consisting of a person in a wheelchair, sometimes referred to as a "PO") that performs actions according to the operations of each player moves in a virtual space (game space) where a court and a goal (goal) of the wheelchair basketball game are configured to play the wheelchair basketball game. In addition, a part of the object consisting of a person in a wheelchair may also be a non-player object that is automatically controlled. In addition, this game may also be a game in which one object consisting of a person in a wheelchair appears. In addition, this game is not limited to wheelchair basketball games, but may also be other types of games.
[0070] [Overview of Game Processing in This Embodiment]
[0071] Next, an overview of the operation of the game process executed by the game device 10 according to this embodiment will be described. Figure 4 This diagram explains how to operate PO in this game. Figure 4 (1) is an example of a game image depicting the virtual space of this game. Figure 4 In (1), a PO 100 operated by a player of the game device 10, a PO 200 operated by a player of another game device 10, and a target 300 are displayed. In addition, when the PO moves while holding a ball 400, as an example, the PO moves while placing the ball 400 on his knees.
[0072] Figure 4 (2) is a conceptual diagram (chart) showing the value of the velocity parameter (sometimes referred to as "VP") used to move the PO in the virtual space. VP may or may not be included in the game image. Figure 4As shown in (2), VP includes a left velocity parameter (sometimes referred to as "LVP") and a right velocity parameter (sometimes referred to as "RVP"). LVP and RVP have "forward" and "reverse" values, respectively, and the values (speed values) of "forward" and "reverse" can vary within a range of 0 to 100. LVP indicates the moving speed and direction of the left wheel 101 side (i.e., the left side) of the PO 100. RVP indicates the moving speed and direction of the right wheel 102 side (i.e., the right side) of the PO 100.
[0073] The value of LVP is calculated based on the front-back direction ( Figure 2 The value of RVP is calculated based on the forward and backward direction (y-axis direction) of the right mouse 17 on the work surface based on the data obtained by the mouse sensor 30. Figure 2 (2) y-axis direction) is increased. For example, the average value of the movement amount (hereinafter sometimes referred to as "movement speed") of the mouse in the front-back direction of each drawing frame (processing frame) on the work surface for the last specified number (for example, the last 5) is calculated, and the value obtained by multiplying the calculated average value by a specified coefficient (for example, 2) is added to VP. These addition operations corresponding to the mouse movement speed are sometimes referred to as "mouse operation addition operations". In addition, the values of LVP and RVP are also increased or decreased according to the slope (inclination) of the ground on which PO 100 is located (sometimes referred to as "slope addition operation" or "slope subtraction operation"), decreased to achieve deceleration of PO 100 due to resistance such as friction resistance and air resistance (sometimes referred to as "resistance subtraction operation"), and decreased according to the braking operation performed by the player (sometimes referred to as "brake subtraction operation"), which will be described later. Moreover, the movement direction (including turning direction) and movement speed of PO 100 are determined according to the value of LVP and RVP, which is forward or backward. In the following examples, for simplicity, gradient addition, gradient subtraction, resistance subtraction, and brake subtraction are not performed except where otherwise noted. The VP value may be adjusted, as described later.
[0074] Thus, the player can operate the PO 100 by moving the left mouse 16 on the work surface with the left hand (sometimes referred to as "left mouse movement operation") and by moving the right mouse 17 on the work surface with the right hand (sometimes referred to as "right mouse movement operation"). This allows the player to move the wheelchair, which is a physical object, by moving the left and right wheels with the left and right hands, as will be described in detail later. The left and right mouse movement operations are sometimes collectively referred to as "mouse movement operation."
[0075] Figure 4(3) shows the operating status of the left mouse 16 and the mouse 17. Figure 4 As shown in (3), the left mouse 16 and the right mouse 17 are not moving on the work surface, and no mouse operation addition is performed. In this state, Figure 4 As shown in (2), the values of VP are all 0 (zero), as Figure 4 As shown in (1), the PO 100 is in a state where it neither moves nor rotates at the same position.
[0076] Figure 5 1 is a diagram for explaining the operation of starting the PO 100 to move straight ahead. Consider the following case: From the state where LVP and RVP are 0 (zero) and the PO 100 is stopped, as shown in FIG. Figure 5 As shown in (3) in the forward direction ( Figure 2 (1) y-axis positive direction) while moving the left mouse at the same speed as the left mouse movement operation in the forward direction ( Figure 2 (2) in the positive direction of the y-axis). In this case, Figure 5 As shown in (2), the "advance" value of LVP and the "advance" value of RVP increase from 0 to the same value. And, as Figure 5 As shown in (1), while the left wheel 101 side (left side) of the PO 100 moves forward at a speed corresponding to the value of "forward" of LVP, the right wheel 102 side (right side) of the PO 100 moves forward at a speed corresponding to the value of "forward" of RVP. As a result, Figure 5 As shown in (1), PO 100 starts to move forward in a straight line.
[0077] Figure 6 1 is a diagram for explaining the operation of starting the PO 100 to move straight back. Consider the following case: From the state where LVP and RVP are 0 (zero) and the PO 100 is stopped, as shown in FIG. Figure 6 As shown in (3) of FIG. 1 , while the left mouse is moved in the forward direction, the right mouse is moved in the forward direction at the same speed as the left mouse. In this case, Figure 6 As shown in (2), the value of "backward" of LVP and the value of "backward" of RVP increase from 0 to the same value. And, as Figure 6 As shown in (1), while the left wheel 101 side (left side) of the PO 100 moves backward at a speed corresponding to the "reverse" value of the LVP, the right wheel 102 side (right side) of the PO 100 moves backward at a speed corresponding to the "reverse" value of the RVP. As a result, Figure 6 As shown in (1), PO100 starts to move straight back.
[0078] While the above description describes operations for moving forward or backward in a straight line from a stopped state, if a mouse movement operation during forward or backward movement results in LVP and RVP increasing to the same value, the PO 100 accelerates in a straight line. For example, if a left mouse movement operation is performed forward while the right mouse movement operation is performed forward at a different speed than the left mouse movement operation, if LVP and RVP increase to the same value, the PO 100 accelerates while moving forward in a straight line. The same applies to backward movement. Furthermore, if a mouse movement operation during forward or backward movement results in LVP and RVP decreasing to the same value, the PO 100 decelerates while moving in a straight line. Similarly, if a mouse movement operation during forward or backward movement results in LVP and RVP remaining at the same value, the PO 100 maintains straight movement.
[0079] Figure 7 The diagram is used to explain the operation of starting the PO 100 to move forward while turning (steering). Consider the following case: From the state where LVP and RVP are 0 (zero) and the PO 100 is stopped, as shown in FIG. Figure 7 As shown in (3) of FIG. 1 , while the left mouse is being moved in the forward direction, the right mouse is being moved in the forward direction at a speed smaller than that of the left mouse. In this case, Figure 7 As shown in (2), the value of "forward" of LVP increases from 0, and the value of "forward" of RVP increases to a value smaller than the value of "forward" of LVP. Figure 7 As shown in (1), while the left wheel 101 side (left side) of the PO 100 moves forward at a speed corresponding to the value of "forward" of LVP, the right wheel 102 side (right side) of the PO 100 moves forward at a speed corresponding to the value of "forward" of RVP. As a result, Figure 7 As shown in (1), PO 100 moves forward while turning right (while turning right).
[0080] The same applies to the case where the PO 100 begins to move backward while turning right (not shown). Consider the following scenario: From a state where LVP and RVP are 0 (zero) and the PO 100 is stopped, while the left mouse is being moved backward, the right mouse is also moved backward at a speed slower than the left mouse movement. In this case, the "Backward" value of the LVP increases from 0, and the "Backward" value of the RVP increases to a value smaller than the "Backward" value of the LVP. Furthermore, while the left wheel 101 (left side) of the PO 100 moves backward at a speed corresponding to the "Backward" value of the LVP, the right wheel 102 (right side) of the PO 100 moves backward at a speed corresponding to the "Backward" value of the RVP. As a result, the PO 100 moves backward while turning right (while turning left). The same control structure is used for starting to move forward while turning left and starting to move backward while turning left.
[0081] In the above description, the operation of turning forward or backward while starting from a stopped state is described. However, if LVP and RVP increase to different values as a result of a mouse movement during forward or backward movement, PO 100 accelerates while turning at a turning degree corresponding to the increased LVP and RVP values (not shown). Similarly, if LVP and RVP decrease to different values as a result of a mouse movement during forward or backward movement, PO 100 decelerates while turning at a turning degree corresponding to the decreased LVP and RVP values. Similarly, if LVP and RVP remain the same as a result of a mouse movement during forward or backward movement, PO 100 similarly continues moving while turning.
[0082] In the above description, the left and right mice are moved in the same direction (forward or backward) on the work surface. However, the left and right mice can also be moved in opposite directions on the work surface. For example, consider the following scenario: the left and right mice are moved in opposite directions, resulting in the LVP "Back" value becoming 30 and the RVP "Forward" value becoming 20. In this case, the PO 100 turns left. In this case, appropriate calculations can be used to determine whether the PO 100 moves forward or backward and at what speed. For example, the PO 100 can turn and move backward at a speed corresponding to the difference of 10, which is the difference between the LVP "Back" value of 30 and the RVP "Forward" value of 20. Furthermore, for example, if the LVP "Back" value is 30 and the RVP "Forward" and "Back" values are 0, the PO 100 can also move backward while turning leftward about the right wheel 102, that is, rotating counterclockwise about the point where the right wheel 102 touches the ground.
[0083] Furthermore, if the left and right mice are moved in opposite directions on the work surface and the value of "forward" or "backward" of LVP is the same as the value of "backward" or "forward" of RVP, PO 100 rotates on the spot. For example, if the left mouse is moved forward and the right mouse is moved backward (see Figure 8 (3)) and the value of "forward" of LVP is the same as the value of "backward" of RVP (refer to Figure 8 (2)), PO 100 rotates right (turns) in place (refer to Figure 8 (1)).
[0084] Figure 9 This is a diagram for explaining the adjustment of VP. In this game process, when the left and right mouse movement operations are performed in the same direction at a speed greater than a predetermined movement speed (sometimes referred to as "straight mouse movement speed"), the smaller VP value is adjusted (corrected) to instantaneously match the larger VP value. As an example, the straight mouse movement speed is the mouse movement speed at which the sum of the mouse operations is 35. For example, consider the following case: when the "Forward" value of LVP is 45 and the "Forward" value of RVP is 30 (see Figure 9 (1)), while the left mouse movement operation is performed in the forward direction at a mouse movement speed of 45 (a mouse movement speed higher than the straight mouse movement speed) added to the mouse operation operation, the right mouse movement operation is performed in the forward direction at a mouse movement speed of 40 (a mouse movement speed higher than the straight mouse movement speed) added to the mouse operation operation (refer to Figure 9 (2)). In this case, if VP is not adjusted, the "advance" value of RVP is 70, which is obtained by adding 40 to 30. However, in this embodiment, VP is adjusted in this case, so Figure 9 As shown in (1), the smaller RVP value "70" is adjusted to instantaneously match the larger LVP value "90." As a result, when the player moves the mouse left or right at a relatively fast speed (a speed greater than the straight mouse movement speed) in the forward direction, the PO 100 instantly moves straight forward regardless of the left or right mouse movement speed. This assists the player's operation to move the PO 100 straight forward.
[0085] While the above description describes the case where the left-right mouse movement operation is performed while the PO 100 is moving (VP is not 0), the left-right mouse movement operation is also performed when the PO 100 is stationary (VP is 0). Similarly, the left and right VP values are adjusted to instantaneously match. This assists the player in making the PO 100 move straight forward even when the PO 100 begins to move.
[0086] Furthermore, the aforementioned linear mouse movement speed may include a relatively high linear mouse movement speed (sometimes referred to as a "first linear mouse movement speed") and a relatively low linear mouse movement speed (sometimes referred to as a "second linear mouse movement speed"). Furthermore, when a state in which the mouse speed changes from being above the first linear mouse movement speed to being below the second linear mouse movement speed is referred to as a high-speed movement state, when both mice are in the high-speed movement state, both mice may be considered to be above the linear mouse movement speed, and the VP values of the left and right mice may be made equal.
[0087] The above description has been given of the adjustment for moving the PO 100 straight forward, but the same adjustment can be performed for moving the PO 100 straight backward. This assists the player in the operation of moving the PO 100 straight backward.
[0088] In the above description, the adjustment is performed so that the value of the smaller VP is instantaneously matched with the value of the larger VP (see Figure 9 (1)). However, in other embodiments, the value of the larger VP may be adjusted to match the value of the smaller VP instantaneously, or the left and right VP values may be adjusted to match instantaneously to the average (median) of the left and right VP values. Furthermore, instead of instantaneously matching the left and right VP values, the left and right VP values may be adjusted to match gradually over time.
[0089] Figure 10 This diagram illustrates the control for decelerating a moving (or rotating) wheelchair 100. In this game, the wheelchair's speed is gradually reduced (resistance subtraction) over time to replicate the deceleration of the wheelchair due to resistance (frictional resistance, air resistance). This is described in detail below.
[0090] For example, consider the case where the value of "Forward" of LVP is 85, the value of "Forward" of RVP is 55, and PO 100 is moving in a manner of turning right. In this case, Figure 10As shown in (1), the value of "forward" of LVP and the value of "forward" of RVP are reduced respectively. At this time, the decreasing speed of the value of "forward" of RVP with a small value is reduced at a reference decreasing speed (for example, a decreasing speed of 20 in 1 second; sometimes referred to as "reference decreasing speed"), and the value of "forward" of LVP with a large value is reduced at a decreasing speed greater than the reference decreasing speed. As a result, the difference between the value of "forward" of LVP and the value of "forward" of RVP gradually becomes smaller. Then, in Figure 10 In (2), the left and right VP values are the same, both 30, and then decrease at the reference decreasing speed. In the above description, the drag subtraction calculation when the PO 100 is moving forward is described, but the drag subtraction calculation when the PO 100 is moving backward is also the same.
[0091] In the above description, the larger VP value is brought closer to the smaller VP value during the resistance subtraction operation. However, in other embodiments, the smaller VP value may be brought closer to the larger VP value or closer to the average (intermediate value) of both VPs.
[0092] Next, we'll explain the acceleration or deceleration that occurs when the PO 100 is on a ground object with an incline (slope). A real wheelchair is affected by the inclination of the ground, and therefore, when on an incline, it experiences a force in the direction of descending the incline. For example, when a real wheelchair is heading down an incline, it will accelerate in that direction even without turning the wheels. To replicate the effects of this inclination, this game process performs slope addition or subtraction calculations on the LVP and RVP at increasing or decreasing speeds corresponding to the slope (inclination) of each ground object on the left and right wheels 101 and 102 of the PO 100.
[0093] For example, if the PO 100 is on a slope and moving in a descending direction, the "Forward" values of the left and right VPs are incremented by the slope. For example, if the PO 100 is on a slope and moving in an ascending direction, the "Forward" values of the left and right VPs are decremented by the slope. Furthermore, if the VP switches from "Forward" to "Reverse" due to the slope decrement (i.e., the PO 100's movement state switches from forward to backward due to the slope), the "Reverse" value of the VP is incremented by the slope. Similarly, if the VP switches from "Reverse" to "Forward" due to the slope decrement (i.e., the PO 100's movement state switches from backward to forward due to the slope), the "Forward" value of the VP is incremented (the slope is incremented).
[0094] Furthermore, the degree of slope addition and slope subtraction (increase speed, decrease speed) depends, for example, on the orientation of PO100 relative to the slope and the magnitude of the slope. Specifically, the degree of slope addition increases as the front direction of PO100 faces the descending direction of the slope, and the degree of slope subtraction increases as the front direction of PO100 faces the ascending direction of the slope. Furthermore, the degree of slope addition or slope subtraction increases as the slope of the slope increases. Furthermore, an upper limit (e.g., "70") may be set for the value of VP increased by slope addition. Furthermore, this upper limit may be switched and set according to the magnitude of the slope.
[0095] Figure 11 The figure is used to explain the situation where the player performs a brake operation. The player can apply the brake to the left wheel 101 side of the PO 100 by pressing the button 22 of the left mouse 16, and can apply the brake to the right wheel 102 side of the PO 100 by pressing the button 32 of the right mouse 17 (see Figure 2 、 Figure 3 ).
[0096] Specifically, when the button 22 of the left mouse 16 is pressed, the LVP value is braked and subtracted at a predetermined reduction rate (e.g., a reduction rate of 100 in 1 second; sometimes referred to as "braking reduction rate"). When the button 32 of the right mouse 17 is pressed, the RVP value is braked and subtracted at the braking reduction rate. Furthermore, the braking reduction rate is greater than the reduction rate of the resistance subtraction operation described above. Figure 11 In the process, the button 22 and the button 32 are pressed, and the left and right VPs are reduced at the braking reduction speed. As a result, the PO 100 is rapidly decelerated.
[0097] In addition, in this game process (see Figure 5 (1), (2), etc.), as an example, an animation of the left wheel 101 rotating at a rotation speed and a rotation direction indicated by LVP is displayed, and an animation of the right wheel 102 rotating at a rotation speed and a rotation direction indicated by RVP is displayed.
[0098] In addition, in this game process (see Figure 5 (1) etc.), as an example, when the left mouse is moved in the forward or backward direction, the left hand 103 of the PO 100 grasps the left wheel 101 and rotates the left wheel 101 according to the direction of the left mouse movement operation, and when the right mouse is moved in the forward or backward direction, the right hand 104 of the PO 100 grasps the right wheel 102 and rotates the right wheel 102 according to the direction of the right mouse movement operation.
[0099] In this game process, as an example, the left mouse 16 is vibrated at intervals corresponding to the rotational speed of the left wheel 101 (the left movement speed), and the right mouse 17 is vibrated at intervals corresponding to the rotational speed of the right wheel 102 (the right movement speed). For example, the faster the wheel rotational speed, the shorter the vibration intervals of each mouse. This allows the user to intuitively identify the movement speed of the PO 100. Furthermore, if a wheel leaves the ground due to jumping or single-wheel driving, the mouse corresponding to that wheel may not vibrate. Alternatively, the left and right mice may vibrate based on the movement distance of the PO 100 itself (for example, regardless of the left and right movement speeds). Alternatively, at least one of the left and right mice may be vibrated based on the amount of movement of at least one of the left and right mice. As described above, at least one of the left and right mice may be vibrated based on at least one of the data acquired by the left and right mouse sensors. Alternatively, the mouse may be vibrated based on the condition of the ground on which the PO 100 is located (gravel, sand, soil, concrete, etc.). The factors for vibrating the mouse described above (rotational speed of the wheel, movement distance of the PO 100 itself, movement amount of the mouse, and condition of the ground) may be combined in a complex manner to vibrate the mouse.
[0100] Furthermore, in this game, when the PO 100 collides with another PO, the mouse vibrates. Specifically, when the left wheel 101 of the PO 100 collides with another PO, the left mouse 16 vibrates, and when the right wheel 102 of the PO 100 collides with another PO, the right mouse 17 vibrates. Furthermore, when the front or back of the PO 100 collides with another PO, both left and right mice 17 may vibrate simultaneously.
[0101] Figure 12 This figure is used to explain the operation of putting the PO 100 in a throwing stance (sometimes referred to as a "throwing stance"). The player can put the PO 100 in a throwing stance by raising at least one of the left mouse 16 and the right mouse 17.
[0102] Specifically, when the right mouse 17 is in an upright position (sometimes referred to as a "throwing stance operation state") while the PO 100 is holding the ball 400, the PO 100 is in a throwing stance in which the ball 400 is raised with the right hand 104 (see FIG. Figure 12(1)). Similarly, when the left mouse 16 is in a throwing stance operation state while the PO 100 is holding the ball 400, the PO 100 is in a throwing stance in which the left hand 103 is used to lift the ball 400 (not shown). In addition, when the mouse of one party is in a throwing stance operation state and the mouse of the other party is in a throwing stance operation state (or when both mice are in a throwing stance operation state at the same time), the PO 100 is in a throwing stance in which the ball 400 is lifted with both hands (103 and 104) (not shown). In addition, the method for determining whether the mouse is in an upright state is not particularly limited. As an example, an inertial sensor can be used to determine the state of the mouse being in an upright state from the positive direction of the z-axis toward a direction less than 45 degrees relative to the vertical direction (refer to Figure 2 、 Figure 12 (2)) is changed to a state where the positive direction of the z-axis is directed at a direction greater than 45 degrees relative to the vertical direction (refer to Figure 12 (3)). In addition, the determination may be made based on the movement of the mouse, the direction of movement, or the detection of the mouse leaving the work surface.
[0103] Furthermore, while at least one of the mice is in the throwing stance, the PO 100 maintains the throwing stance. If both mice are no longer in the throwing stance, the PO 100 ends the throwing stance. Furthermore, even if the PO 100 is not holding the ball 400, the PO 100 performs the motion of raising the hand corresponding to the mouse in the throwing stance in response to the mouse being in the throwing stance.
[0104] Figure 13 This figure is used to explain the operation of throwing the PO 100. The player can throw the PO 100 by swinging the mouse in the throwing stance operation state, and always throw the PO 100 toward the opponent's target 300.
[0105] Specifically, if Figure 13 As shown in (2), when the PO 100 raises his right hand and takes a throwing stance, and swings the right mouse 17 in a throwing stance operation state, the PO 100 performs a throwing action, and throws the ball 400 with the right hand 104 toward the target 300 (refer to Figure 13(1)). Similarly, when the PO 100 takes a throwing stance with the left hand, when the left mouse 16 that has been changed to the throwing stance operation state is swung, the PO 100 throws the ball 400 with the left hand 103 toward the target 300 (not shown). In addition, when the PO 100 takes a throwing stance with both hands, when at least one of the left mouse 16 and the right mouse 17 that have been changed to the throwing stance operation state is swung, the PO 100 throws the ball 400 with both hands toward the target 300 (not shown). In addition, there is no limitation on how to determine whether the mouse has been swung. As an example, the determination that the mouse has been swung can be made based on the detection of an acceleration change greater than a specified value in the positive direction of the z-axis, or the determination that the mouse has been swung can be made based on movement or rotation in other directions.
[0106] The thrown ball 400 flies generally toward the target 300 regardless of the orientation of the PO 100. Furthermore, whether the thrown ball 400 enters the target 300 is determined by probability (sometimes referred to as the "throw success rate"). For example, the throw success rate depends on the orientation of the PO 100 at the time the PO 100 throws the ball. Specifically, the throw success rate increases as the front of the PO 100 is facing the target 300 at the time of the throw. Alternatively, the throw success rate may be higher when the PO 100 throws with both hands than when the PO 100 throws with one hand. Furthermore, the throw success rate may be higher when the PO 100 throws from a position closer to the target 300.
[0107] In this game, if the PO 100 collides with another PO while holding the ball 400, the ball 400 will fall. Alternatively, if the PO 100 enters a predetermined range from a falling ball 400 or a ball 400 that is moving due to a pass, the PO 100 will hold the ball 400. Furthermore, by a predetermined mouse operation, the PO 100 will pass the ball 400 to the nearest friendly PO.
[0108] [Details of Information Processing in This Embodiment]
[0109] Next, refer to Figures 14 to 18 The information processing of this embodiment will be described in detail.
[0110] [About usage data]
[0111] Various data used in the processing of this game are explained. Figure 14 FIG. 1 shows an example of data stored in the storage unit 12 of the game device 10. Figure 14As shown, the storage unit 12 is provided with at least a program storage area 301 and a data storage area 302. The program storage area 301 stores a game program 401. The data storage area 302 stores game control data 402, image data 408, virtual camera control data 409, operation data 410, transmission data 411, and reception data 412. The game control data 402 includes object data 403 and velocity parameter (VP) data.
[0112] The game program 401 is a game program for executing the processing of this game.
[0113] Object data 403 is data on objects placed in the virtual space, including POs (this PO 100, other POs 200, etc.), the ground (field), the ball, and the target. Object data 403 also includes data such as the coordinates (position), orientation, posture, and state of the objects.
[0114] Velocity parameter (VP) data 404 is used Figure 4 (2) Figure 5 (2) etc. provide the data for explanation.
[0115] The image data 408 is image data of an animated image of the wheel rotation of the PO 100 , a background, a virtual special effect, and the like.
[0116] The virtual camera control data 409 is data for controlling the operation of a virtual camera placed in a virtual space.
[0117] Operation data 410 is data indicating the content of operations performed on the left mouse 16 and the right mouse 17. Operation data 410 includes, for example, data indicating input states such as movements of the left mouse 16 and the right mouse 17 (including movement on the work surface), posture changes, and the pressed states of various buttons. The content of this operation data is updated at a predetermined period based on signals from the left mouse 16 and the right mouse 17.
[0118] Transmission data 411 is data for transmission to other game devices 10, and includes at least information for identifying the transmission source and the contents of operation data 410. Transmission data 411 includes data related to the PO 100 (data indicating coordinates (position), posture, status, etc.) to be transmitted to other game devices 10 (or servers) of multiplayer game opponents.
[0119] Received data 412 is data that stores transmission data received from other game devices 10 in a manner that allows identification for each other game device 10 (i.e., the transmission source). Received data 412 includes data related to other POs (data indicating coordinates (position), posture, status, etc.) received from other game devices 10 (or servers) that are multiplayer game opponents.
[0120] In addition, the storage unit 12 stores various data used in game processing and rendering processing as needed.
[0121] [Details about game processing]
[0122] Next, the game processing according to this embodiment will be described with reference to a flowchart. Figures 15 to 18 This is an example of a flowchart illustrating the game processing involved in this embodiment. Furthermore, the following mainly describes the characteristic processing of this embodiment, and other descriptions are omitted. For example, descriptions of the reflection processing of received data 412, the rendering processing, and the transmission processing of transmission data are omitted.
[0123] When the game process starts and the match of the wheelchair basketball game begins, Figure 15 and Figure 16 The game progress process starts. This process is executed at regular intervals (for example, every rendering frame). In addition, when the game of the wheelchair basketball game ends, this game process ends.
[0124] First, in Figure 15 In step S100, the processor 11 performs the PO movement control process. The PO movement control process is a process of moving the PO 100 based on the player's operation. Figure 17 and Figure 18 Let's explain this PO mobile control processing.
[0125] First, in Figure 17 In step S100 , the processor 11 performs slope addition or slope subtraction on the left and right VPs according to the slope of the terrain where the PO 100 is located, based on the object data 403 , as described above.
[0126] In step S102, the processor 11 determines whether at least one of the left and right mice is in the process of moving the mouse based on the operation data 410. If the determination in step S102 is "yes", the process moves to step S103. If the determination is "no", the process moves to step S104. Figure 18 Step S106.
[0127] In step S103, the processor 11 increases the VP corresponding to the mouse determined to be in the mouse movement operation in step S102 based on the operation data 410. Specifically, the processor 11 uses Figures 4 to 8 As described above, the mouse operation addition is performed on at least one of the left and right VPs according to the mouse movement operation. Thereafter, the process proceeds to step S104.
[0128] In step S104, the processor 11 determines whether to use the Figure 9 As described above, the left and right mouse movement operations are performed in the same direction at a speed higher than the straight mouse movement speed. If the determination in step S104 is "yes", the process moves to step S105. If the determination is "no", the process moves to Figure 18 Step S106.
[0129] In step S105, the processor 11 uses Figure 9 As explained above, the values of the left and right VPs are made equal to the larger one. Figure 18 Step S106.
[0130] exist Figure 18 In step S106, the processor 11 determines whether the PO 100 is moving based on the object data 403. If the determination in step S106 is "yes", the process proceeds to step S107, and if the determination is "no", the process proceeds to step S112.
[0131] In step S107, the processor 11 determines whether the left and right VPs have the same value based on the VP data 404. If the determination in step S107 is "yes", the process proceeds to step S108, and if the determination is "no", the process proceeds to step S109.
[0132] In step S108, the processor 11 uses Figure 10 As described above, the left and right VPs are reduced at the same reduction speed (reference reduction speed) (resistance subtraction). Thereafter, the process proceeds to step S110.
[0133] In step S109, the processor 11 uses Figure 10 As described above, the left and right VPs are reduced (resistance subtraction) so that the larger VP value gradually catches up with the smaller VP value. Thereafter, the process proceeds to step S110.
[0134] In step S110, the processor 11 determines whether the brake operation is in progress based on the operation data 410. Specifically, the processor 11 determines whether the brake operation is in progress as shown in FIG. Figure 11As described above, at least one of the button 22 of the left mouse 16 and the button 32 of the right mouse 17 is pressed. If the determination in step S110 is "yes", the process proceeds to step S111, and if the determination is "no", the process proceeds to step S112.
[0135] In step S111, the processor 11 reduces VP. Specifically, the processor 11 uses Figure 11 As described above, the value of VP corresponding to the mouse determined to be in the pressed state in step S110 is reduced at the braking reduction speed (brake subtraction). Thereafter, the process proceeds to step S112.
[0136] In step S112, the processor 11 updates the movement state of the PO 100 based on the VP calculated by the processing of steps S101 to S111 (processing of increasing / decreasing LVP and RVP). Specifically, the processor 11 determines the movement direction (including the turning direction) and the movement speed based on the calculated LVP and RVP values, and moves the PO 100. Thereafter, the processing moves to Figure 15 Step S201.
[0137] exist Figure 15 In step S201, the processor 11 determines whether the PO 100 has collided with another PO based on the object data 403. If the determination in step S201 is "yes", the process proceeds to step S202, and if the determination is "no", the process proceeds to step S205.
[0138] In step S202, the processor 11 vibrates the mouse using a vibration device provided in the mouse. The process then proceeds to step S203.
[0139] In step S203, the processor 11 determines whether the PO 100 is holding the ball based on the object data 403. If the determination in step S203 is "yes", the process proceeds to step S204, and if the determination is "no", the process proceeds to step S205.
[0140] In step S204, the processor 11 causes the PO 100 to drop the ball. Thereafter, the process proceeds to step S205.
[0141] In step S205, the processor 11 determines whether the PO 100 is located within a predetermined distance from the falling ball or the passing ball based on the object data 403. If the determination in step S205 is "yes", the process proceeds to step S206. If the determination is "no", the process proceeds to step S207. Figure 16 Step S207.
[0142] In step S206, the processor 11 causes the PO 100 to pick up the falling ball or the passing ball. Figure 16 Step S207.
[0143] exist Figure 16 In step S207, the processor 11 determines whether the PO 100 is holding the ball based on the object data 403. If the determination in step S207 is "yes", the process moves to step S208. If the determination is "no", the process returns to step S209. Figure 15 Step S100.
[0144] In step S208, the processor 11 determines whether a pass operation has been performed based on the operation data 410. If the determination in step S208 is "yes", the process proceeds to step S209, and if the determination is "no", the process proceeds to step S210.
[0145] In step S209, the processor 11 causes the PO 100 to pass the ball to the friendly PO closest to the PO 100 based on the object data 403. Figure 15 Step S100.
[0146] In step S210, the processor 11 determines whether the mouse is in a standing position based on the operation data 410. Specifically, the processor 11 determines whether the mouse is in a standing position as shown in FIG. Figure 12 As described above, at least one of the left mouse 16 and the right mouse 17 is in the throwing stance operation state. If the determination in step S210 is "yes", the process moves to step S211. If the determination is "no", the process returns to step S212. Figure 15 Step S100.
[0147] In step S211, the processor 11 uses Figure 12 As described above, the PO 100 is caused to assume a throwing stance (or maintain a throwing stance). Thereafter, the process proceeds to step S212. When the throwing stance operation state ends, the PO 100 ends the throwing stance.
[0148] In step S212, the processor 11 determines whether to use the Figure 13 If the determination in step S212 is "yes", the process moves to step S205. If the determination is "no", the process returns to step S206. Figure 15 Step S100.
[0149] In step S205, the processor 11 uses the object data 403 to Figure 13 As described above, the probability of success of the throw is determined, and a lottery is performed based on the determined probability of success of the throw to determine whether the throw is successful.
[0150] In step S206, the processor 11 throws the PO 100 toward the target 300 regardless of the direction of the PO 100. Figure 15 In addition, in another control flow (not shown), the thrown ball moves toward the target 300 in the process of step S206. If the throw is determined to be successful in step S205, the ball enters the target 300, and the friendly team scores. If the throw is not determined to be successful in step S205, the ball does not enter the target 300, and the throw failure process is executed.
[0151] According to the embodiment described above, if the Figures 4 to 9 As described above, the player can operate the left and right wheels of the PO 100 like the wheels of a real wheelchair by moving the left and right mice on the work surface to play the game.
[0152] In addition, according to this embodiment, when using Figure 9 As described above, when left and right mouse movements are performed in the same direction at a speed faster than the straight mouse movement speed, the left and right VP values are instantly adjusted to match each other. This assists the operation of moving the PO 100 straight (or accelerating straight).
[0153] In addition, according to this embodiment, if using Figure 10 As described above, the straight movement of the PO 100 can be assisted by performing resistance subtraction on the moving speed (VP) of the PO 100 or by reducing the resistance while making the value of LVP close to the value of RVP during resistance subtraction.
[0154] Furthermore, according to this embodiment, the slope of the ground (court) is added or subtracted from the moving speed (VP) of the PO 100. This allows the actual wheelchair behavior that accelerates or decelerates due to the slope to be reproduced.
[0155] In addition, according to this embodiment, it is possible to Figure 12 and use Figure 13As described above, by raising the mouse and swinging it, the PO 100 assumes a throwing stance and then throws. This provides an operational feel similar to that of a real-life throwing motion. While using two mice to accurately aim at the target while moving the PO 100 forward, backward, and turning can be difficult, determining the success or failure of a throw based on a probability corresponding to the direction relative to the target provides a game with an appropriate level of difficulty. Furthermore, in this embodiment, the thrown ball flies toward the target, thus preventing the user from immediately realizing that the ball will not enter the target due to it flying in a direction completely different from the target, which would reduce the game's enjoyment.
[0156] [Modification]
[0157] In addition, in the above embodiment, a wheelchair basketball game is used as an example, but the present invention is not limited thereto. For example, a game in which a boat is moved may also be used. For example, in a game in which the PO 100 is riding a boat that is moved by left and right oars in a direction opposite to the forward direction and uses the left oar with the left hand and the right oar with the right hand, the wheelchair basketball game can be played by moving the left and right mice from the back side to the front side ( Figure 2 (1) moves in the negative direction of the y-axis), and the front ends of the left and right oars stir the water from the front to the deep side to move the boat forward.
[0158] Furthermore, in the embodiment described above, after the left and right VPs are calculated, the overall movement speed and direction of the PO 100 are calculated based on the calculated left and right VPs, and the movement of the PO 100 is controlled based on these calculations. However, the method for controlling the movement of the PO 100 is not limited to this. For example, the movement of the PO 100 may be controlled by actually rotating the left wheel according to the LVP and actually rotating the right wheel according to the RVP (i.e., performing physical calculations), and the movement of the PO 100 may be controlled as a result.
[0159] Furthermore, in the present embodiment described above, VP is calculated and used for various controls. However, the parameters used for various controls are not limited to VP, and appropriate parameters may be calculated and appropriate controls may be executed.
[0160] In addition, in the above embodiment, if the Figure 13 As described above, the throw success rate is determined based on the direction of the PO 100 at the time of the throw, but the present invention is not limited thereto. For example, the movement of the thrown ball may be controlled by physical calculation processing, and the throw may be considered successful if the ball enters the target.
[0161] Furthermore, in the embodiment described above, the pass is made to the friendly PO closest to PO 100, but it may be to another friendly PO. For example, the pass may be made to the friendly PO closest to PO 100 in front of PO 100. The selection of the pass target may also take into account the movement speed and direction of PO 100 and the movement speed and direction of the friendly PO. Furthermore, the user may be able to select the pass target using various buttons.
[0162] In addition, in the above-mentioned embodiment, Figure 9 and use Figure 10 As described above, the adjustment is performed to bring the left and right VP values closer together, but this adjustment does not necessarily have to be performed.
[0163] In addition, in the above-mentioned embodiment (refer to Figure 2 ), the mouse sensor (20, 30) detects the movement of the mouse (16, 17) on the work surface and outputs its movement direction, movement amount, etc. In other embodiments, the mouse sensor may only output data related to the reflected light from the work surface, and the game device 10 may calculate whether the mouse has moved on the work surface, the movement direction, movement amount, etc. based on this data. In addition, the game device 10 or the mouse may also calculate the current position of the mouse in the mouse coordinate system and perform various processes based on this. The same is true for the inertial sensor of the mouse, and the actual posture, etc. may be calculated by either the game device 10 or the mouse.
[0164] In the above embodiment, VP is calculated based on the mouse's movement speed in the y-axis direction. However, the movement speed in the x-axis direction may also be used in the calculation of VP. For example, VP may be calculated based on the mouse's movement speed in the xy plane.
[0165] In addition, the shapes of the left mouse 16 and the right mouse 17 in the above-mentioned embodiment (see Figure 2 ) is an example. For example, the left mouse 16 and the right mouse 17 may have the same shape. In addition, for example, the mouse may also have a handle that makes it easy for the user to hold and lift it. As an example, the left mouse 16 and the right mouse 17 may also be used like a general game controller. That is, a game controller having a mouse sensor (20, 30) is included in the scope of the mouse in the present disclosure. In addition, the left mouse 16 and the right mouse 17 may also be able to be loaded and unloaded relative to other devices. In addition, in other embodiments, the mouse may also have a ball on the surface that can be rotated. In this case, the mouse may also output data that is essentially the same as the case of moving the mouse on the work surface by freely rotating the ball instead of or on the basis of the movement operation on the work surface. Moreover, game processing may also be performed based on such data obtained from the two mice.
[0166] In addition, in the above-mentioned embodiment, the situation in which the series of processes involved in the game processing are executed in a single game device 10 is described. In other embodiments, the above-mentioned series of processes may also be executed in an information processing system composed of multiple information processing devices. For example, it is also possible that in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, the server-side device executes a portion of the above-mentioned series of processes. Further, it is also possible that in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, the server-side device executes the main processes in the above-mentioned series of processes, and the terminal-side device executes a portion of the processes. In addition, it is also possible that in the above-mentioned information processing system, the server-side system is composed of multiple information processing devices, and the multiple information processing devices share the execution of the processes that should be executed on the server side. For example, it is also possible to have the following structure: the game device 10 sends operation data representing the user's operation to a specified server, and various game processes are executed in the server, and the execution results are distributed to the game device 10 in a streaming manner as video and sound.
[0167] Industrial applicability
[0168] The game processing method, game program, and game system disclosed herein can provide an innovative game processing method using a mouse.
[0169] Description of Reference Numerals
[0170] 10: Game device; 11: Processor; 12: Storage unit (memory); 15: Display unit; 16, 17: Mouse; 20, 30: Mouse sensor; 100: Player object.
Claims
1. A game processing method, causing a computer of a game device to perform the following processing: acquiring first data related to movement of a first mouse operated by one hand of a user on a work surface; acquiring second data related to movement of a second mouse operated by the other hand of the user on a work surface that is the same as or different from the work surface; When the acquired first data and the acquired second data indicate that both the first mouse and the second mouse have moved in a first direction, causing the first virtual object to move forward in the virtual space; When the acquired first data and the acquired second data indicate that both the first mouse and the second mouse have moved in a direction opposite to the first direction, moving the first virtual object backward; as well as The first virtual object is turned left or right based on a difference between the movement amount of the first mouse indicated by the first data and the movement amount of the second mouse indicated by the second data.
2. The game processing method according to claim 1, wherein: The computer is further configured to perform the following processing: determining, based on the first data, a first parameter that increases as the amount of movement of the first mouse increases; determining, based on the second data, a second parameter that increases as the movement amount of the second mouse increases; as well as The value of at least one of the first parameter and the second parameter is adjusted so as to reduce the difference between the first parameter and the second parameter.
3. The game processing method according to claim 2, wherein: The adjustment is an adjustment to bring the value of the smaller parameter of the first parameter and the second parameter closer to the value of the larger parameter.
4. The game processing method according to claim 2 or 3, wherein: The computer is further configured to perform the following processing: The adjustment is performed when the movement speed of the first mouse represented by the first data and the movement speed of the second mouse represented by the second data are both greater than a specified value.
5. The game processing method according to any one of claims 2 to 4, wherein: The computer is further configured to perform the following processing: causing the first parameter to decrease according to a passage of time; causing the second parameter to decrease according to the passage of time; and The first parameter and the second parameter are reduced in such a manner that the difference between the first parameter and the second parameter is reduced.
6. The game processing method according to any one of claims 2 to 5, wherein: The computer is further configured to perform the following processing: placing the first virtual object on a ground object in the virtual space; and An influence corresponding to the state of the position of the ground object at which the first virtual object is arranged is applied to the first parameter and the second parameter.
7. The game processing method according to any one of claims 2 to 6, wherein: The computer is further configured to perform the following processing: Acquiring third data output according to the first operation of the user on the first mouse; acquiring fourth data output according to the first operation performed by the user on the second mouse; reducing the first parameter based on the acquired third data; as well as The second parameter is reduced based on the acquired fourth data.
8. The game processing method according to any one of claims 1 to 7, wherein: The computer is further configured to perform the following processing: Based on the fifth data obtained from at least one of the first mouse and the second mouse indicating an operation of raising and swinging the mouse, the first virtual object is caused to perform a throwing action of throwing the second virtual object from the first virtual object to a target in the virtual space.
9. The game processing method according to claim 8, wherein: The computer is further configured to perform the following processing: throwing the second virtual object toward the target according to the throwing action regardless of the direction of the first virtual object; and The success probability of the throwing based on the throwing action is determined according to the orientation of the virtual object relative to the target during the throwing action.
10. The game processing method according to any one of claims 1 to 9, wherein: The first virtual object is a wheelchair object, The computer is further caused to perform a process of vibrating at least one of the first mouse and the second mouse based on at least one of the first data and the second data.
11. The game processing method according to any one of claims 1 to 10, wherein: The first mouse is in the shape of a plate, and the side surface extending along the long side of the plate is the bottom surface facing the working surface when the first mouse is moved and operated on the working surface. The second mouse is in a plate shape, and a side surface extending along a longitudinal direction of the plate shape serves as a bottom surface facing the work surface when the second mouse is moved and operated on the work surface.
12. A game program that causes a computer of a game device to perform the following processing: acquiring first data related to movement of a first mouse operated by one hand of a user on a work surface; acquiring second data related to movement of a second mouse operated by the other hand of the user on a work surface that is the same as or different from the work surface; When the acquired first data and the acquired second data indicate that both the first mouse and the second mouse have moved in a first direction, causing the first virtual object to move forward in the virtual space; When the acquired first data and the acquired second data indicate that both the first mouse and the second mouse have moved in a direction opposite to the first direction, moving the first virtual object backward; as well as The first virtual object is turned left or right based on a difference between the movement amount of the first mouse indicated by the first data and the movement amount of the second mouse indicated by the second data.
13. The game program according to claim 12, wherein: The computer is further configured to perform the following processing: determining, based on the first data, a first parameter that increases as the amount of movement of the first mouse increases; determining, based on the second data, a second parameter that increases as the movement amount of the second mouse increases; as well as The value of at least one of the first parameter and the second parameter is adjusted so as to reduce the difference between the first parameter and the second parameter.
14. A gaming system comprising a processor, wherein: The processor performs the following processing: acquiring first data related to movement of a first mouse operated by one hand of a user on a work surface; acquiring second data related to movement of a second mouse operated by the other hand of the user on a work surface that is the same as or different from the work surface; When the acquired first data and the acquired second data indicate that both the first mouse and the second mouse have moved in a first direction, causing the first virtual object to move forward in the virtual space; When the acquired first data and the acquired second data indicate that both the first mouse and the second mouse have moved in a direction opposite to the first direction, moving the first virtual object backward; as well as The first virtual object is turned left or right based on a difference between the movement amount of the first mouse indicated by the first data and the movement amount of the second mouse indicated by the second data.
15. The gaming system according to claim 14, wherein: The processor also performs the following processing: determining, based on the first data, a first parameter that increases as the amount of movement of the first mouse increases; determining, based on the second data, a second parameter that increases as the movement amount of the second mouse increases; as well as The value of at least one of the first parameter and the second parameter is adjusted so as to reduce the difference between the first parameter and the second parameter.
Citation Information
Patent Citations
Video game device, and information record medium storing game program
JP2001062145A