Computer program for soccer game, game system and control method thereof
Patent Information
- Application Number
- JP2021167852
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2021-10-13
- Publication Date
- 2025-04-01
- Estimated Expiration
- 2041-06-18
AI Technical Summary
Existing soccer games face issues with the continuity of dribbling motions due to the reliance on consecutive operations of the same button, which can lead to unintended speed changes and user discomfort, especially when individual differences in operation timing are considered.
A computer program and game system that control dribbling speed based on the operation amount of a specific input device button, determining if a predetermined decrease in operation occurs within a set time, allowing for temporary changes in dribbling motion without requiring subsequent operation, such as a 'chop touch' action.
Ensures smooth and continuous dribbling motions by enhancing responsiveness to user inputs, reducing unintended speed changes, and increasing the game's interest through dynamic dribbling techniques.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a computer program for providing a soccer game to a user. [Background technology]
[0002] Soccer games are a well-known type of computer-based electronic game in which a user selects a player to be controlled from a large number of players playing on the field and controls the player based on the user's input using an input device. In this type of game, the player must use limited control elements of the input device to instruct the player to perform a variety of actions, such as trapping, dribbling, and passing. Therefore, different control methods may be assigned to the same control element, causing the player to perform different actions depending on the control method. For example, a soccer game is known in which, when a specific control button is pressed, a sprint dribble is performed, which is faster than a normal dribble. However, when the same control button is pressed twice quickly during a sprint dribble, a burst action is performed, momentarily increasing the dribbling speed with the intention of, for example, separating a defensive player (see Non-Patent Document 1). There are also examples in which, assuming the use of an input device with a control element capable of outputting a signal corresponding to the amount of user input, the greater the amount of input, the faster the dribbling action. [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] Winning Eleven 2019 ONLINE MANUAL, Cursor Player Controls, KONAMI [online], [Retrieved June 10, 2021], Internet <URL, https: / / dds.konami.com / games / manual / pes2019 / PS4 / ja / control_player.html> Summary of the Invention [Problem to be solved by the invention]
[0004] When the same operating unit used to speed up a dribbling motion is also used as an operating unit to cause a temporary change in a dribbling motion, if the condition for the change is set to two consecutive operations of the operating unit, the condition will not be met until the operating unit is released and then operated again. When determining whether two consecutive operations have occurred, an appropriate time tolerance must be set, taking into account individual differences between users and between input devices. In particular, the time required for the second press operation is relatively highly influenced by individual differences, so a reasonable margin of error must be allowed for. Therefore, there is a risk that, until the condition for the change is met, the dribbling speed may noticeably decrease in response to the release of the operating unit, followed by an increase in the dribbling speed with a subsequent press operation. In this case, the resulting action will differ from the user's intended action to speed up the dribbling motion, resulting in a player's movements not continuing as intended by the user, causing inconvenience to the user, such as a sense of discomfort.
[0005] Therefore, an object of the present invention is to provide a computer program for a soccer game that is suitable for ensuring or improving the continuity of a player's dribbling movements. [Means for solving the problem]
[0006] A computer program according to one aspect of the present invention is a computer program for a soccer game that causes a computer to function so as to provide a user with a soccer game in which a player to be controlled moves based on input operations made by the user on an input device, and is configured to cause the computer to function as: a dribbling control means that controls the dribbling action in accordance with the amount of operation of a specific operation unit of the input device so that the greater the amount of operation made to the specific operation unit, the faster the dribbling action of the player; a determination means that determines whether a specific operation has been performed that reduces the amount of operation of the specific operation unit by more than a predetermined amount within a predetermined time; and a dribbling action change means that, when it is determined that the specific operation has been performed, temporarily changes the dribbling action from the dribbling action that should be produced by the dribbling control means in accordance with the amount of operation, regardless of whether there is any operation of the specific operation unit subsequent to the specific operation.
[0007] A game system according to one aspect of the present invention is a game system that provides a user with a soccer game in which a player to be controlled moves based on input operations made by the user on an input device, through the control of a computer. The computer is configured to function as: a dribbling control means that controls the dribbling action in accordance with the amount of operation of a specific operation unit of the input device, so that the greater the amount of operation made on the specific operation unit, the faster the dribbling action of the player; a determination means that determines whether a specific operation has been made that reduces the amount of operation of the specific operation unit by more than a predetermined amount within a predetermined time; and a dribbling action change means that, when it is determined that the specific operation has been made, temporarily changes the dribbling action from the dribbling action that should have been produced by the dribbling control means in accordance with the amount of operation, regardless of whether there is any operation of the specific operation unit subsequent to the specific operation.
[0008] A control method for a game system according to one aspect of the present invention is a control method for a game system that provides a user with a soccer game in which a player to be controlled moves based on input operations made by the user on an input device through control of the computer, and causes the computer to function as: a dribbling control means that controls the dribbling operation in accordance with the amount of operation of a specific operation unit of the input device so that the player's dribbling operation becomes faster the greater the amount of operation made on the specific operation unit of the input device; a determination means that determines whether a specific operation has been performed that reduces the amount of operation of the specific operation unit by more than a predetermined amount within a predetermined time; and a dribbling operation change means that, when it is determined that the specific operation has been performed, temporarily changes the dribbling operation from the dribbling operation that should be performed by the dribbling control means in accordance with the amount of operation, regardless of whether there is an operation of the specific operation unit subsequent to the specific operation. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of a controller. [Figure 3] FIG. 10 is a diagram showing an example of a game screen. [Figure 4] 10A and 10B are diagrams showing an example of a change in an image when a chop touch operation occurs. [Figure 5] 10 is a diagram showing an example of the correspondence between the operation amount of the controller and the movement speed of a player during dribbling and the kick amount of the ball. [Figure 6] FIG. 2 is a functional block diagram showing an example of the configuration of a control system in the game device. [Figure 7] 10 is a flowchart showing an example of the procedure of a dribbling control process executed by an operation object control unit to control a dribbling action. [Figure 8] 8 is a flowchart according to a modification of FIG. 7. DETAILED DESCRIPTION OF THE INVENTION
[0010] A game system according to one embodiment of the present invention will be described below with reference to the accompanying drawings. Fig. 1 shows an example of the overall configuration of a game system 1 according to this embodiment. The game system 1 is configured as a client-server system including a plurality of game devices 2 as clients and a server 3 connected to the game devices 2 via a network NT (for example, the Internet).
[0011] The game device 2 is a device used by users to play games and is a type of information communication terminal device equipped with information communication functions via a network NT. As an example, the game device 2 includes a stationary game console 5 configured primarily for providing games, a controller 6 as an example of an input device connected to the game console 5, and a monitor 7 as an example of an output device. The game console 5 is sometimes called a consumer game machine or a game console. A PC (short for personal computer) may be used instead of the game console 5. The input device is not limited to the controller 6, and various input devices may be used as long as they have an operation unit operable by a user. However, the input device must include at least one operation amount detection type operation unit that detects changes in the amount of user operation, as opposed to an on-off type operation unit that detects the presence or absence of a user operation. The output device may include a speaker unit for audio output in addition to the monitor 7, but is not illustrated. Multiple monitors 7 may be connected to the game console 5. The game device 2 is not limited to the configuration shown in the figure and may be, for example, a portable game console, a mobile PC, or the like. Furthermore, the game device 2 may be a so-called arcade game machine configured as an arcade (or commercial) game machine.
[0012] The server 3 may be configured by appropriately combining multiple server units, or may be configured by a single server unit. The server 3 may be configured as a cloud server using cloud computing technology. The server 3 provides various game-related services to the game devices 2, such as a service for matching players to compete in a game, and a service for relaying game information to be shared between game devices 2. Note that various information communication terminal devices, such as mobile phones, smartphones, and commercial game machines, may be added to the game system 1 as appropriate. For example, the commercial game machine may be used as a client that provides a game linked to the game provided by the game device 2. Of course, as described above, a commercial game machine or the like may be used as the game device 2 for playing the game according to this embodiment.
[0013] FIG. 2 shows an example of a specific configuration of the controller 6. The controller 6 has a main housing 10 whose shape and size are selected on the assumption that the user will hold it with both hands. The main housing 10 is equipped with grips 11L and 11R for holding with the left and right hands. Four directional keys 12 are provided on the upper front surface of the left grip 11L, and four operation buttons 13 are provided on the upper front surface of the right grip 11R. A pair of sticks 14L and 14R are provided between the grips 11L and 11R. The sticks 14L and 14R are neutrally positioned when not in operation, and can be operated in any direction from this neutral position, i.e., in any direction within a 360° range. Furthermore, two operation buttons 15L1 and 15L2 are provided on the upper end surface of the left grip 11L, and two operation buttons 15R1 and 15R2 are provided on the upper end surface of the right grip 11R. In the following, the left stick 14L may be referred to as the L stick 14L, the right stick 14R as the R stick 14R, the left operation buttons 15L1 and 15L2 may be referred to as the L1 button 15L1 and the L2 button 15L2 from the front side of the controller 6, and the right operation buttons 15R1 and 15R2 may be referred to as the R1 button 15R1 and the R2 button 15R2 from the front side of the controller 6. On the other hand, the sticks 14L and 14R may be collectively referred to as the stick 14, and the operation buttons 15L1, 15L2, 15R1, and 15R2 may be collectively referred to as the operation buttons 15.
[0014] The directional key 12, the operation buttons 13, the stick 14, and the operation buttons 15 of the controller 6 each function as an example of an operation unit of an input device. These operation units include operation members that are displaced by a user's operation, and the amount of displacement corresponds to the amount of operation. At least some of these operation units are provided as operation amount detection type operation units that detect the amount of operation by the user and change an output signal depending on the amount of operation. For example, the stick 14 and the operation buttons 15 are provided as this type of operation unit. Therefore, with respect to the operation of the stick 14, the operation direction and amount (angle of tilt from the neutral position) are detected and reflected in an output signal. With respect to the operation of the operation button 15, the amount of depression is detected and reflected in an output signal. On the other hand, the directional key 12 and the operation buttons 13 are both provided as on-off type operation units that detect whether or not a depression operation is performed and reflect the presence or absence of the operation in an output signal. However, this distinction is merely an example, and appropriate settings are possible. Even if the operation unit is an operation amount detection type, it may be possible to switch it on software, for example, by user settings, so that it functions as an on / off type operation unit that only detects whether or not an operation is performed.
[0015] Next, a game provided via the game device 2 will be described. The game system 1 of this embodiment provides a soccer game in which a user of the game device 2 plays soccer against an opposing user. The opposing user may be a real user using one of the game devices 2, or may be a virtual entity controlled by a computer of the game device 2 or the server 3. The match does not necessarily have to be one-on-one. For example, soccer may be played in a so-called group match format in which a group including at least one user plays against another group.
[0016] FIG. 3 shows an example of a game screen of a soccer game played on the game device 2. As is well known, in a soccer game, the match progresses as the players PL (reference numbers are assigned to only some of the players) of the user and the opponent act within a virtual field FD in the same way as in real soccer. The players PL are an example of objects that move within the virtual space of the game. The game screen 100 of FIG. 3 shows the players PL's actions on the field FD observed from a predetermined viewpoint. The viewpoint is automatically switched to an optimal position depending on the situation of the match. A map 101 showing the position of the players PL within the entire field FD is displayed in the center of the bottom of the game screen 100. Furthermore, information showing the situation of the match, such as the team names of the user and the opponent, the score, and the elapsed time, may be displayed in an appropriate position.
[0017] Some of the players on the field FD are set as players to be operated by the user. One player PL is selected for each user as the operation target. For example, if the user is on the attacking side, the player PL who should control the ball is set as the operation target for that user, and for the user on the defensive side, the player PL who should play defense against the player PL who has control of the ball is set as the operation target. On the game screen 100, the operation target player PL can be identified by, for example, a cursor 102. An information section 103 indicating the name or the like of the operation target player PL may be added to the game screen 100. The operation target player PL's movements are controlled based on the user's operation of the controller 6. On the other hand, the movements of players PL other than the operation target player PL are automatically controlled according to the situation of the game.
[0018] In order to cause the controlled player PL to perform various actions in response to user operations, an appropriate correspondence is set between the operation of each operation unit of the controller 6 and the actions of the controlled player PL. For example, with respect to the attacking player PL, the user can instruct the player PL to perform various actions such as trapping, dribbling, and passing, and the respective operation units of the controller 6 are appropriately set as operation units for instructing these actions. In the game system 1 of this embodiment, the relationship between the operation units of the controller 6 and dribbling actions is set as follows regarding dribbling actions.
[0019] The dribbling action of the player PL is determined by various parameters such as the player PL's movement direction, movement speed, and kick amount (or kick strength) of the ball. In the game system 1, as an example, the controller 6 and the dribbling action are associated such that the player PL's movement direction is determined based on the operation of the L stick 14L, and the movement speed and kick amount are determined based on the operation of the R2 button 15R2. Thus, the L stick 14L corresponds to an example of a direction operation unit, and the R2 button 15R2 corresponds to an example of a specific operation unit. Because the R2 button 15R2 is an operation amount detection type operation unit, its characteristics are utilized to control the dribbling action according to the amount of depression (operation amount) of the R2 button 15R2 so that the greater the amount of depression of the R2 button 15R2, the greater the player's movement speed and the amount of kick amount of the ball, thereby speeding up the dribbling action.
[0020] As an example, as shown in FIG. 4, a correspondence relationship between the amount of depression U of the R2 button 15R2 and the movement speed V and the kick amount ΔK is set so that the movement speed V and the kick amount ΔK increase proportionally as the amount of depression U of the R2 button 15R2 increases. Note that FIG. 4 is only an example of the correspondence relationship, and the relationship is not limited to a direct proportional relationship. For example, a correspondence relationship involving a curved change may be set such that the change in the movement speed V and the kick amount ΔK is small within a range where the amount of depression U is relatively small, and the change in the movement speed V and the kick amount ΔK is large within a range where the amount of depression U is relatively large. The maximum value Vmax of the movement speed V and the maximum value ΔKmax of the kick amount ΔK when the amount of depression U is the maximum value Umax may be set appropriately according to the specifications of the game. The maximum values Vmax and ΔKmax may be changed appropriately by referring to various factors such as the ability parameters set for the player PL, the user's level, and status. The minimum value Vmin of the movement speed V when the push amount U is at its minimum value Umin, and the minimum value ΔKmin of the kick amount ΔK, may be set to 0 if, for example, the state in which the player PL is holding the ball and standing still is to be represented as part of a dribbling action. On the other hand, if it is determined that the user has instructed a dribbling action, for example, when the left stick 14L is operated from the neutral position to indicate a dribbling direction, the minimum values Vmin and ΔKmin may be set to greater than 0 to represent the state in which the player PL is moving while dribbling at a slight speed.
[0021] In FIG. 4 , the line showing the correspondence relationship between the push amount U and the movement speed V and the line showing the correspondence relationship between the push amount U and the kick amount ΔK may be set separately. In other words, the changes in the movement speed V and the kick amount ΔK with respect to changes in the push amount U do not necessarily have to be the same, and they may change independently of each other. However, in order for the ball to follow the movement of the player PL, the kick amount of the ball must also increase relatively as the movement speed increases. Therefore, the concept of increasing the speed of a dribbling motion is realized by increasing the movement speed of the player PL and the corresponding increase in the kick amount of the ball. Furthermore, the kick amount of the ball is the amount of movement of the ball when the player PL kicks it once, and can also be expressed as the strength of the kicking motion or the strength of the touch of the ball.
[0022] By controlling the direction and speed of the dribbling movement based on the above operations, the user can get the feeling of manipulating the ball by continuously changing the direction and speed of the dribble by adjusting the direction with the left stick 14L and increasing or decreasing the amount of depression of the R2 button 15R2. For example, when there is space in the middle of the field, the controlled player PL can be given the action of gradually accelerating while searching for a passing route, or continuing to dribble while passing the feet of defensive players in a narrow space just before the penalty area.
[0023] Furthermore, in actual soccer, a dribbling player may suddenly change the speed of his dribble or the amount of ball kicking compared to his previous dribbling motion, with the intention of outwitting a defending player. To implement such a technique in the game, this embodiment allows a special dribbling motion to be performed by a specific operation of the R2 button 15R2, which temporarily increases the amount of ball kicking compared to the original amount that should be determined depending on the amount of pressing of the R2 button 15R2. Hereinafter, this type of motion will be referred to as a chop-touch motion, while a dribbling motion that should be controlled depending on the amount of pressing of the R2 button 15R2 will be referred to as a normal dribbling motion, to distinguish between the two dribbling motions.
[0024] FIG. 5 shows an example of a chop-touch motion. In FIG. 5(a), the player PL is performing a normal dribbling motion, moving while keeping the ball BL close to his feet. The kick-off distance ΔK of the ball BL at this time is adjusted to match the player PL's moving speed V so that the ball BL remains close to his feet. When a chop-touch motion is performed from this state, as shown in FIG. 5(b), the forward kick-off distance ΔK of the ball BL temporarily increases. Then, as shown in FIG. 5(c), the player PL moves to chase the kicked ball BL and continue the dribbling motion. When a chop-touch motion is performed, the ball BL temporarily moves away from the player PL, creating a risk of the ball being stolen by a defensive player. On the other hand, it is possible to use a technique in a game to catch a defensive player off guard and get past him. This increases the user's options for controlling the player PL and enhances the enjoyment of the game.
[0025] To smoothly transition between a normal dribbling motion and a chop-touch motion, the condition for generating the chop-touch motion is set to be satisfied when a specific operation is performed on the same operation unit of the controller 6 as the operation unit associated with the dribbling motion. In the above example, the R2 button 15R2, which adjusts the speed of the dribbling motion, is set as an example of a specific operation unit for generating the chop-touch motion, and an operation in which the depression amount of the R2 button 15R2 decreases by a predetermined amount or more within a predetermined time is set as an example of a specific operation. Furthermore, the specific operation is set as an operation in which the user releases their finger from a state in which the R2 button 15R2 is fully depressed, causing the R2 button 15R2 to automatically return to a non-operated state. The self-return is an operation in which the R2 button 15R2 automatically returns to a non-operated state due to a spring force (elastic restoring force) that returns it to the non-operated state. Note that the specific operation also includes an operation in which the user releases the depression force while touching the R2 button 15R2, causing the R2 button 15R2 to return to a non-operated state. The predetermined amount in the specific operation corresponds to the amount of depression of the R2 button 15R2 that decreases from its maximum to its minimum, and the predetermined time corresponds to the length of time it takes for the R2 button 15R2 to automatically return to its no-operation state from its fully depressed state. However, taking into account individual differences between controllers 6, the maximum and minimum values of depression and the length of time it takes to change from the maximum to the minimum value may be set to values that allow for a moderate margin or tolerance.
[0026] The specific operation for generating a chop-touch motion is an operation for automatically returning the R2 button 15R2 from its fully depressed state to a non-operated state. When this specific operation is performed, the chop-touch motion occurs regardless of whether or not the R2 button 15R2 is subsequently operated. By setting the conditions for generating the chop-touch motion in this manner, the user can generate a chop-touch motion and temporarily increase the kick-off distance of the ball BL simply by releasing the R2 button 15R2 when the R2 button 15R2 is fully depressed to cause the player PL to dribble at maximum speed. By pressing the R2 button 15R2 again following this operation, the player PL can be controlled to continue dribbling in pursuit of the kicked ball BL. On the other hand, if the user releases the R2 button 15R2 relatively slowly after the R2 button 15R2 has reached its maximum depression (if the time required for the R2 button 15R2 to return from its fully depressed state to its no-operation state exceeds a predetermined time), the conditions for the chop-touch action are not met, and the dribbling action of player PL gradually slows down. Therefore, by varying the speed of the operation to reduce the depression of the R2 button 15R2, it is possible to easily switch between a normal dribbling deceleration and a temporary increase in the kick-off amount caused by a chop-touch action.
[0027] The operation of temporarily releasing the R2 button 15R2 involves lifting a finger or temporarily releasing the pressing force. This operation varies little between users, and the time it takes for the pressing force to decrease to a minimum is short. Therefore, compared to when two consecutive pressings of the R2 button 15R2 are set as the condition for the specific operation, the predetermined time required for the specific operation to occur can be set significantly shorter. This allows for a chop-touch motion to be quickly generated in response to a specific operation by the user. Furthermore, if the R2 button 15R2 is pressed following the chop-touch motion, the dribbling motion control corresponding to the pressing force can be immediately restored. This ensures or improves the continuity of the dribbling motion before and after the chop-touch motion.
[0028] Furthermore, with the above settings, the occurrence of a chop touch action is predicated on the R2 button 15R2 reaching its maximum pressing amount during a normal dribbling action. Therefore, when the normal dribbling action reaches its maximum speed, a chop touch action occurs, and the ball BL is kicked out. This also results in a relatively large change in the dribbling action before and after the chop touch action, which can fully and reliably exert the effect of adding surprise to the offense and defense between players, for example, in the fight for the ball BL. This increases the value of the chop touch action in controlling the dribbling action, and ultimately makes the game more interesting.
[0029] Next, with reference to FIGS. 6 and 7, an example of the configuration of a control system of the game device 2 for realizing the above-described dribbling motion control and its processing will be described. FIG. 6 shows a schematic configuration of the control system of the game device 2. As described above, the game device 2 includes a game console 5, a controller 6, and a monitor 7. The game console 5 is equipped with 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 its operation, such as cache memory, RAM, and frame memory. The storage unit 31 is a storage device that uses a non-volatile storage medium such as a magnetic storage medium or flash memory and functions as an external storage device for the control unit 30. In addition to the controller 6 as an example of an input device and the monitor 7 as 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. In addition, a speaker unit for outputting sound and the like are connected to the control unit 30, but these are not shown in the figures.
[0030] The storage unit 31 stores a game program Pg, game data Dg, and play data Dp. The game program Pg is an application program that cooperates with an operating system that controls the basic operations of the control unit 30 to cause the control unit 30 to execute calculations and operational control required for the game. The game data Dg is data that is to be referenced as appropriate in controlling the game. For example, the game data Dg may include values of various parameters to be set for players appearing in the game, attribute information such as the names of players, and image data for representing the appearances of players. The play data Dp is data for each user associated with the game play by the user of the user device 3. For example, information such as the user's play history and status is described in the play data Dp. If the values of a player's parameters are changed depending on the player's game play performance, information indicating the current values of the parameters may be recorded in the play data Dp.
[0031] The above-described program Pg and game data Dg are appropriately distributed from the server 3 to the game console 5 and stored in the storage unit 31. The play data Dp is appropriately updated in accordance with the game being played on the game device 2, and is stored in the server 3 at appropriate times in association with the user's identification information. Furthermore, when a user is authenticated by the server 3 when playing a game, the play data Dp corresponding to that user is provided from the server 3 to the game device 2 and stored in the storage unit 31.
[0032] As the control unit 30 executes the game program Pg, the control unit 30 is provided with a game control unit 35, an action control unit 36, and an image rendering unit 37. Each of the units 35 to 37 is a logical device realized by cooperation between the computer hardware of the control unit 30 and the game program Pg as software. The game control unit 35 is responsible for various processes required to progress the game according to a predetermined procedure. The game control unit 35 generates status data Ds for determining the status of the game match, stores this in the internal storage device of the control unit 30, and appropriately updates the status data Ds as the game progresses. The status data Ds may include various information indicating the status of the match, such as the progress of the match, for example, the current positions of the user's and opponent's players on the field, the position of the ball, the elapsed time of the match, and the score status.
[0033] The movement control unit 36 is a logical calculation unit that operates under the control of the game control unit 35 and calculates the movements of each player in the match. The movement control unit 36 repeatedly calculates the match situation, including the movements of each player, at a period corresponding to the frame rate of the monitor 7, based on the match situation information described in the status data Ds. The movement control unit 36 also includes an operation object control unit 38 and an automatic control unit 39. The movement control unit 36 references the status data Ds to determine a player to be set as the user's operation object, and causes the operation object control unit 38 to control the movements of that player and the automatic control unit 39 to control the movements of the other players. The operation object control unit 38 controls the movements of the user's operation object player based on the user's input operation to the controller 6. If the user's player is an attacking player who controls the ball, the operation object control unit 38 controls the player's various movements, such as trapping, dribbling, and passing. Meanwhile, the automatic control unit 39 controls the movements of each player by reference to the match situation indicated by the status data Ds. This control may be similar to that of other computer-based soccer games.
[0034] The player's movements calculated by the movement control unit 36 are reflected in the update of the status data Ds by the game control unit 35. The image drawing unit 37 generates image data for drawing the game screen 100 in accordance with the status data Ds at a period corresponding to the frame rate, and outputs this to the monitor 7, thereby displaying the game screen 100 on the monitor 7.
[0035] The various controls performed by the game control unit 35 and the movement control unit 36 may be basically similar to those performed in various soccer games, in which the movements of a player controlled by a user are controlled based on input operations by the user, and the movements of the remaining players are automatically controlled. On the other hand, this embodiment is characterized by the control of the dribbling movements of the players. Therefore, an example of dribbling control processing will be described below.
[0036] FIG. 7 shows an example of the procedure for a dribbling control process that the operation object control unit 38 periodically executes to control the movement of the operation object player while he or she is dribbling. For example, whether or not the operation object player is dribbling may be determined as long as the operation object player has control of the ball and the user does not instruct the operation object player to trap or pass the ball, other than dribbling, via operation of the controller 6. When the process shown in FIG. 7 starts, the operation object control unit 38 first sequentially acquires the operation direction of the L stick 14L and the amount of depression of the R2 button 15R2 (steps S1 and S2). Next, the operation object control unit 38 determines whether the amount of depression of the R2 button 15R2 has reached its maximum value Umax ( FIG. 4 ) (step S3). If the maximum value Umax has been reached, the operation object control unit 38 starts timing from an initial value to measure the elapsed time since the depression operation of the maximum value Umax was detected (step S4).
[0037] Thereafter, the operation object control unit 38 determines whether the depression amount of the R2 button 15R2 has reached the minimum value Umin (step S5). If the determination in step S3 is affirmative in this process, the determination in step S5 is negative. If the determination in step S3 is negative, the operation object control unit 38 skips step S4 and proceeds to step S5. In this case, the determination in step S5 is affirmative or negative depending on the depression amount of the R2 button 15R2.
[0038] If the pressing amount is determined to be the minimum value Umin in step S5, the operation object control unit 38 determines whether the elapsed time since the start of step S4 is within a predetermined time (step S6). The predetermined time is a predetermined time set as a condition for generating a chop-touch action. It may be set based on the time required for the R2 button 15R2 to return from its fully pressed state to its no-operation state (i.e., the pressing amount reaches the minimum value Umin) after the user releases his / her finger, with a margin taken into account, for example, differences between individual controllers 6. As an example, the predetermined time is set to a very short time, such as 0.15 seconds. In short, step S6 is a process for determining whether a specific operation for generating a chop-touch action has been performed by determining whether the pressing amount of the R2 button 15R2 has decreased from the maximum value Umax to the minimum value Umin within the predetermined time—in other words, whether the decrease in the pressing amount has reached an amount equivalent to the difference between the maximum value Umax and the minimum value Umin within the predetermined time.
[0039] If it is determined in step S6 that the predetermined time has elapsed, the operation object control unit 38 executes processing to temporarily increase the kick amount ΔK of the ball (step S7). For example, the processing of step S7 may be executed by setting a flag indicating that the condition for generating a chop touch motion has been met, or by setting a correction amount to increase the kick amount ΔK. The processing of step S7 is executed on the condition that a specific operation that automatically returns the R2 button 15R2 from a state in which it is fully pressed to a no-operation state is performed as a necessary and sufficient condition, regardless of whether the R2 button 15R2 is operated subsequent to the specific operation.
[0040] Thereafter, the operation object control unit 38 determines values of dribbling parameters that determine the dribbling action (step S8). For example, the dribbling direction is determined according to the operation direction of the left stick 14L obtained in step S1, and the movement speed V and the kick amount ΔK are determined according to the depression amount of the R2 button 15R2 obtained in step S2. In this case, when the process of increasing the kick amount ΔK is executed in step S7, the kick amount ΔK is determined to be larger than the kick amount ΔK that should be set corresponding to the depression amount U of the R2 button 15R2. As an example, the kick amount ΔK is determined to be larger than the kick amount ΔKmax ( FIG. 4 ) when the depression amount U of the R2 button 15R2 is the maximum value Umax. However, the increment of the kick amount ΔK may be adjusted as appropriate as long as the ball appears to be temporarily kicked out a large distance on the game screen 100.
[0041] On the other hand, if a negative judgment is made in step S5, the operation object control unit 38 skips the processing of steps S6 and S7, and if a negative judgment is made in step S6, the operation object control unit 38 skips the processing of step S7 and proceeds to step S8. In this case, it is determined that the conditions for generating a chop-touch motion are not satisfied, in other words, that a specific operation for generating a chop-touch motion has not been performed, and the movement speed V and kick amount ΔK are determined to be values corresponding to the depression amount U of the R2 button 15R2 (values determined by the diagram in FIG. 4). Once the values of the dribbling parameters are determined in step S8, the operation object control unit 38 ends this routine.
[0042] In the above embodiment, the operation object control unit 38 functions as an example of a dribbling control means by executing step S8 of FIG. 7, functions as an example of a discrimination means by executing the processing of steps S5 and S6 of FIG. 7, and functions as an example of a dribbling action modification means by executing the processing of step S7 of FIG. 7.
[0043] The present invention is not limited to the above-described embodiment, and may be embodied in various modified or altered forms. For example, the temporary change in the dribbling motion that should occur in response to a specific operation is not limited to the chop-touch operation described above. The temporary change in the dribbling motion can be set as appropriate, as long as it is different from the dribbling motion that should occur in response to the amount of operation of the specific operation unit. For example, when a specific operation is performed, the dribbling motion may be changed so that the movement speed V and the kick amount ΔK are temporarily increased above the maximum values Vmax and ΔKmax in a normal dribbling motion. An example of the processing procedure for dribbling control by the operation target control unit 38 in this case is shown in FIG. 8.
[0044] In the dribbling control of FIG. 8, steps S1 to S6 are the same as those in FIG. 7. If both steps S5 and S6 are determined to be positive, that is, if it is determined that the depression amount of the R2 button 15R2 has decreased from the maximum value Umax to the minimum value Umin within a predetermined time, the operation object control unit 38 executes processing to temporarily increase the movement speed V and the kick amount ΔK of the ball in step S7A. Then, if the processing of step S7A is executed, in step S8, the movement speed V and the kick amount ΔK are set to values greater than the maximum values Vmax and ΔKmax. The processing of step S7A may be performed in such a manner that a flag indicating an increase in the speed V and the kick amount ΔK is set, or the increase amount or rate of increase is set as a correction value. In the example of FIG. 8, the operation object control unit 38 executes processing of step S7A to function as an example of a dribbling action modification means.
[0045] In addition to the above, various temporary changes may be made to the dribbling action in response to specific operations. In actual soccer, techniques are sometimes used to outwit defensive players by temporarily adding unique actions to the speed and speed of the dribbling action, such as feint-like actions or actions that give the ball a unique movement. The dribbling action modification means of the present invention may be used as a means for realizing such actions in the game.
[0046] In the above embodiment, whether a specific operation has occurred is determined by determining whether the amount of depression of the R2 button 15R2 has decreased from the maximum value Umax to the minimum value Umin within a predetermined time, but the determination method is not necessarily limited to detecting both the amount of change (decrease) in the amount of operation and the time. For example, if the speed or acceleration of the R2 button 15R2 when it self-returns from a fully depressed state to a no-operation state is within a range that does not occur with other operations, it is also possible to determine whether a specific operation has occurred by detecting the speed or acceleration of the change in the amount of depression of the R2 button 15R2 based on the output signal of the controller 6 corresponding to the R2 button 15R2 and determining whether the obtained value is within a range of values specific to self-return.
[0047] The specific operation is not limited to an example in which the amount of operation of the specific operation unit decreases from a maximum value to a minimum value. Any operation that decreases the amount of operation of the specific operation unit by a predetermined amount or more within a predetermined time can be set as a specific operation. The predetermined time and predetermined amount that define the specific operation may be set as appropriate as long as they function as thresholds for distinguishing between operations within a range that can be considered to change the amount of operation of the specific operation unit to adjust the speed of the dribbling motion and operations that exceed that range and rapidly decrease the amount of operation. The specific operation unit is not limited to the R2 button 15R2, and any appropriate operation unit may be set as the specific operation unit. For example, various operation units that can change the amount of operation, such as a lever, a stick, or a slider, may be set as the specific operation unit.
[0048] The input device is not limited to a device designed to be operated by a user while holding it with both hands, such as the controller 6 described above. Input devices that can be operated with one hand, stationary input devices, and the like may also be used. The input device does not necessarily have to be a physical object. For example, an operation unit of an input device displayed as a two-dimensional image on a screen may be used as the specific operation unit. Furthermore, an operation unit of an input device displayed three-dimensionally to the user using virtual reality technology or the like may be used as the specific operation unit. The operation amount of the specific operation unit is not necessarily limited to being detected as a displacement amount of the distance or angle. For example, even a pressure-sensitive operation unit whose output signal changes depending on pressure can be used as the specific operation unit by evaluating the magnitude of the pressure. The operation amount does not necessarily have to be detected by touching the specific operation unit; a camera or a non-contact sensor may be used to detect the user's operation.
[0049] The game system according to the present invention is not limited to being configured as a client-server system. The game system may also be configured with only stand-alone game devices that are not connected to a network. Meanwhile, the computer program according to the present invention is not limited to being executed on the client side of a client-server system or on a stand-alone game device. For example, the computer program may be configured to be executed on a server, or to be executed in a shared manner by the server and the client.
[0050] Various aspects of the present invention derived from the above-described embodiments and modifications will be described below. In the following description, corresponding components shown in the accompanying drawings will be written in parentheses to facilitate understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms.
[0051] A computer program according to one aspect of the present invention is a computer program (Pg) for a soccer game that causes a computer (30) to function so as to provide a user with a soccer game in which a player (PL) to be controlled moves based on input operations by the user to an input device (6), and is configured to cause the computer to function as: a dribbling control means (38, S8) that controls the dribbling action in accordance with the amount of operation of a specific operation unit (15R2) of the input device so that the greater the amount of operation of the specific operation unit, the faster the dribbling action of the player; a determination means (38, S5, S6) that determines whether a specific operation has been performed that reduces the amount of operation of the specific operation unit by more than a predetermined amount within a predetermined time; and a dribbling action change means (38, S7) that, when it is determined that the specific operation has been performed, temporarily changes the dribbling action from the dribbling action that should have been performed by the dribbling control means in accordance with the amount of operation, regardless of whether there is any operation of the specific operation unit subsequent to the specific operation.
[0052] A game system according to one aspect of the present invention is a game system (1) that provides a user with a soccer game in which a player (PL) to be controlled moves based on input operations by the user to an input device (6) through the control of a computer (30), and is configured to make the computer function as: a dribbling control means (38, S8) that controls the dribbling action in accordance with the amount of operation of a specific operation unit (15R2) of the input device so that the player's dribbling action becomes faster the greater the amount of operation of the specific operation unit; a determination means (38, S5, S6) that determines whether a specific operation has been performed that reduces the amount of operation of the specific operation unit by more than a predetermined amount within a predetermined time; and a dribbling action change means (38, S7) that, when it is determined that the specific operation has been performed, temporarily changes the dribbling action from the dribbling action that should have been performed by the dribbling control means in accordance with the amount of operation, regardless of whether there is any operation of the specific operation unit subsequent to the specific operation.
[0053] A control method for a game system according to one aspect of the present invention is a control method for a game system (1) that provides a user with a soccer game in which a player (PL) to be controlled moves based on input operations by the user to an input device (6) through control of the computer (30), and causes the computer to function as: a dribbling control means (38, S8) that controls the dribbling action in accordance with the amount of operation of a specific operation unit (15R2) of the input device so that the player's dribbling action becomes faster the greater the amount of operation of the specific operation unit; a determination means (38, S5, S6) that determines whether a specific operation has been performed that reduces the amount of operation of the specific operation unit by more than a predetermined amount within a predetermined time; and a dribbling action change means (38, S7) that, when it is determined that the specific operation has been performed, temporarily changes the dribbling action from the dribbling action that should have been performed by the dribbling control means in accordance with the amount of operation, regardless of whether there is any operation of the specific operation unit subsequent to the specific operation.
[0054] According to the above aspect, while the user is increasing or decreasing the amount of operation of the specific operation unit without performing a specific operation on the specific operation unit, the speed of the dribbling motion changes according to the amount of operation. On the other hand, when a specific operation is performed that decreases the amount of operation of the specific operation unit by a predetermined amount or more within a predetermined time, the dribbling motion temporarily changes from the motion that should occur according to the amount of operation of the specific operation unit. This change occurs regardless of whether or not a specific operation unit is operated subsequent to the specific operation. Therefore, when a specific operation is performed, the corresponding change occurs immediately. Compared to when an additional operation that increases the amount of operation of the operation unit is incorporated as a generation condition, responsiveness to the temporary change in the dribbling motion is improved. Furthermore, when the specific operation unit is further operated following the specific operation, the dribbling motion can immediately return to control according to the amount of operation. As a result, the possibility of an unintended action by the user intervening in the change in the dribbling motion before and after the specific operation can be reduced or eliminated, thereby ensuring or improving the continuity of the dribbling motion.
[0055] The computer program according to one aspect of the present invention may be provided in a state stored in a storage medium. By using this storage medium, for example, the computer program according to the present invention can be installed on a computer and executed, thereby realizing the system of the present invention using the computer. The storage medium storing the computer program may be a non-transitory storage medium such as a CD-ROM.
[0056] In one aspect of the present invention, the specific operation unit may include an operation member (15R2) that is displaced by the user's operation, and the amount of operation may correspond to the amount of displacement of the operation member. In this way, an operation that reduces the amount of displacement of the operation member by a predetermined amount or more within a predetermined time period can be regarded as a specific operation, and the dribbling motion can be temporarily changed.
[0057] The operating member may be configured to be capable of being pressed by the user, and the amount of operation may correspond to the amount of pressing of the operating member. In this way, an operation of decreasing the amount of pressing of the specific operating member by a predetermined amount or more within a predetermined time period can be regarded as a specific operation, thereby temporarily changing the dribbling motion. The operating member that is the target of the pressing operation is typically configured to self-return to a non-operated state, i.e., a state where the amount of pressing is minimized, and the time required for self-return is also typically short. Therefore, by setting a specific operation in association with the self-return of the operating member, it is possible to quickly cause a temporary change in the dribbling motion, which is advantageous for ensuring and improving the continuity of the dribbling motion.
[0058] The predetermined amount may correspond to the amount of decrease when the operation amount of the specific operation unit decreases from a maximum value (Umax) to a minimum value (Umin). By positioning an operation that changes the operation amount from a maximum value to a minimum value in a relatively short time as a specific operation, it is possible to control the dribbling movement by clearly distinguishing between an operation that adjusts the speed of the dribbling movement by increasing or decreasing the operation amount and the specific operation.
[0059] The determination means may determine whether the specific operation has been performed by determining whether a decrease in the amount of operation of the specific operation unit has reached the predetermined amount within the predetermined time period. This makes it possible to reliably determine whether the specific operation has been performed based on a change in the amount of operation and the time required for that change.
[0060] The dribbling control means may control the direction of the player's dribbling movement in response to operation of a direction operation unit (14L) provided on the input device separately from the specific operation unit. This allows the direction of the dribbling movement to be adjusted by operation of the direction operation unit, while the speed of the dribbling movement can be adjusted by operation of the specific operation unit, or a temporary change can be made to the dribbling movement in response to the specific operation unit. This gives the user the feeling of continuing a dribbling movement while freely manipulating the ball using the direction operation unit and the specific operation unit, thereby increasing the enjoyment of the game.
[0061] When it is determined that the specific operation has been performed, the dribbling action modification means may temporarily change the dribbling action by temporarily increasing the kicking distance (ΔK) of the ball (BL) in the dribbling action. In this way, when the specific operation is performed, the dribbling action is changed so that the ball is temporarily kicked further forward. This allows a player to realize techniques in the game that take the defensive players by surprise, such as temporarily kicking the ball further forward, immediately increasing the operation amount of the specific operation unit to catch up with the ball, and continuing the dribbling action. Moreover, by making this change occur quickly and smoothly, the value of the technique can be enhanced, and ultimately the enjoyment of the game can be increased.
[0062] When it is determined that the specific operation has been performed, the dribbling action change means may temporarily change the dribbling action by temporarily speeding up the dribbling action compared to the dribbling action when the amount of operation for the specific operation unit is maximum (Umax). This makes it possible to temporarily generate a faster dribbling action that cannot be obtained by controlling the dribbling action according to the amount of operation. In this case, too, the dribbling action can be changed quickly and smoothly, thereby increasing the value of the technology and ultimately increasing the enjoyment of the game. [Explanation of symbols]
[0063] 1. Game System 2. Game devices 5 Game consoles 6 Controller (input device) 7 Monitors 14L Stick (Directional Control) 15R2 R2 button (specific operation part) 30 Control unit (computer) 38 Operation object control unit (dribbling control means, determination means, dribbling action change means)
Claims
1. A computer that executes a soccer game process in which a player to be operated is moved based on an input operation by a user, a dribbling control means for controlling a speed of a dribbling movement of the player in accordance with an amount of the input operation; a determination means for determining whether or not a specific operation for decreasing the amount of operation by a predetermined amount or more within a predetermined time has been performed; a dribbling action change means for temporarily changing the dribbling action from the dribbling action that should be caused by the dribbling control means in accordance with the amount of the specific operation when it is determined that the specific operation has been performed; A computer program for playing soccer.
2. A game system for executing a soccer game in which a player to be operated is moved based on an input operation by a user, a dribbling control means for controlling a speed of the dribbling movement of the player in accordance with an amount of the input operation; a determination means for determining whether or not a specific operation for decreasing the amount of operation by a predetermined amount or more within a predetermined time has been performed; a dribbling action change means for temporarily changing the dribbling action from the dribbling action that should be caused by the dribbling control means in accordance with the amount of the specific operation when it is determined that the specific operation has been performed; and a game system.
3. A method for controlling a game system that executes a soccer game in which a player to be operated is moved based on an input operation by a user, comprising: controlling a speed of the dribbling movement of the player in accordance with an amount of the input operation; determining whether or not a specific operation has been performed that reduces the amount of operation by a predetermined amount or more within a predetermined time; a step of temporarily changing the dribbling action from the dribbling action that should be caused by the dribbling control means in accordance with the amount of the specific operation when it is determined that the specific operation has been performed; A method for controlling a game system.