Game processing program, game processing method and game processing system
Patent Information
- Application Number
- JP2023089719
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-05-31
- Publication Date
- 2025-09-24
AI Technical Summary
Existing video games require users to interrupt gameplay to generate shooting screens, leading to low operability and limited use of game screen posting features.
A game processing program that controls objects in a virtual space, records game history, and generates images based on predefined conditions, allowing seamless integration of game progress and screen capture without user interruption.
Enables automatic generation of game images during gameplay, enhancing operability and facilitating easy sharing of game screens on social networks, reducing user effort and increasing engagement.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game processing program, a game processing method, and a game processing apparatus for providing a game that generates an image of a virtual space.
Background Art
[0002] Conventionally, video games that generate and save a game screen according to a user's operation are known. For example, in the video game described in Patent Document 1, a game screen corresponding to each user is displayed on a user terminal operated by the user. Then, when a user's shooting operation is performed, a shooting screen, which is a game screen in which an object other than the character operated by the user performs a predetermined action, is displayed on the user terminal. Also, when a user's save operation is performed, the shooting screen displayed on the user terminal is saved.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in the video game disclosed in Patent Document 1, generation of a shooting screen is performed using a user's operation as a trigger. Therefore, especially in action games, it is difficult for the user to generate a shooting screen during the game, and the user has to interrupt the progress of the game. Also, due to such low operability, the user cannot easily generate and post a game screen, and the function of posting a game screen has not been widely used.
Means for Solving the Problems
[0005] A game processing program that solves the above problems is a program for advancing a game using a control unit that controls objects in a virtual space based on user operations, wherein the control unit functions as: a progress identification unit that identifies the progress of the game; a history recording unit that records the history information of the game; an image generation condition determination unit that determines image generation conditions including the virtual camera position based on the position of the object when the identified game progress satisfies a trigger condition; a selection unit that selects information related to the game progress of the object when generating the image from the history information; and a display control unit that generates an image based on the image generation conditions and displays the image and the selected information on a display unit.
[0006] In the above-described game processing program, it is preferable that the display control unit identifies the area occupied by the object included in the generated image and displays the selected information in the area excluding the area occupied by the object.
[0007] In the above-described game processing program, if the object is playing against an opponent, it is preferable that the display control unit extracts the match history with the opponent and generates the extracted match history as the selected information.
[0008] With respect to the above-mentioned game processing program, it is preferable that the display control unit generates the game's play time as the selected information.
[0009] Regarding the above game processing program, the display control unit controls the area occupied by the object. If it is determined that there is no area to display the selected information in the area excluding the specified area, it is preferable not to display the selected information.
[0010] In the above-described game processing program, it is preferable that the image generation condition determination unit acquires information regarding the size of the object and determines the image generation conditions for the image in the virtual space according to the size of the object.
[0011] In the above-described game processing program, it is preferable that the image generation condition determination unit obtains the priority of a plurality of objects and determines the image generation condition so as to include the object with the highest priority in the image.
[0012] In the above-described game processing program, it is preferable that the image generation condition determination unit determines the image generation conditions for the virtual space such that the object and a predetermined object which is part of the background are included.
[0013] With respect to the above-described game processing program, it is preferable to further configure the control unit as an image provisioning unit that, when the image includes objects operated by multiple users, transmits the image, tagged with each of the users, to a server that makes the image viewable to an unspecified number of users. With respect to the above-mentioned game processing program, it is preferable that the image provisioning unit transmits the images tagged with each of the users to the server providing the social networking service.
[0014] A game processing method that solves the above problems is a method for advancing a game using a control unit that controls objects in a virtual space based on user operations, wherein the control unit performs a progress identification step of identifying the progress of the game, a history recording step of recording history information of the game, an image generation condition determination step of determining image generation conditions including a virtual camera position based on the position of the object if the identified game progress satisfies a trigger condition, a selection step of selecting information related to the game progress of the object when generating the image from the history information, and a display control step of generating an image based on the image generation conditions and displaying the image and the selected information on a display unit. A game processing device that solves the above problems is a game processing device equipped with a control unit that controls an object in a virtual space based on user operations, comprising: a progress identification unit that identifies the progress of the game; a history recording unit that records history information of the game; an image generation condition determination unit that determines image generation conditions including a virtual camera position based on the position of the object when the identified game progress satisfies a trigger condition; a selection unit that selects information related to the game progress of the object when generating the image from the history information; and a display control unit that generates an image based on the image generation conditions and displays the image and the selected information on a display unit. [Effects of the Invention]
[0015] According to the present invention, the effort required of users to generate game images can be reduced. [Brief explanation of the drawing]
[0016] [Figure 1] A schematic diagram illustrating the configuration of the apparatus according to the first embodiment. [Figure 2] A schematic diagram showing an example of the data structure for game field information in the first embodiment. [Figure 3] (a) to (c) are schematic diagrams showing an example of a data structure for object information in the first embodiment. [Figure 4] A schematic diagram showing an example of the data structure for game history information in the first embodiment. [Figure 5] A schematic diagram showing an example of the data structure for the image generation conditions of the first embodiment. [Figure 6] A flowchart showing the procedure for image transmission processing in the first embodiment. [Figure 7] A flowchart showing the procedure for determining the image generation conditions in the first embodiment. [Figure 8] A flowchart illustrating the procedure for message determination processing in the first embodiment. [Figure 9](a) to (d) are schematic diagrams for explaining the generation process of the image of the game field of the first embodiment. [Figure 10] (a) to (c) are schematic diagrams showing the image of the game field of the first embodiment. [Figure 11] Flowchart showing the procedure of the image transmission process of the second embodiment. [Figure 12] Flowchart showing the procedure of the determination process of the image generation conditions of the second embodiment. [Figure 13] Flowchart showing the procedure of the determination process of the image generation conditions of the second embodiment. [Figure 14] Flowchart showing the procedure of the determination process of the message of the second embodiment. [Figure 15] (a) to (d) are schematic diagrams for explaining the generation process of the image of the game field of the second embodiment. [Figure 16] (a) to (d) are schematic diagrams for explaining the generation process of the image of the game field of the second embodiment. [Mode for Carrying Out the Invention]
[0017] (First Embodiment) Hereinafter, the first embodiment will be described for a game processing program, a game processing method, and a game processing apparatus. In this embodiment, a case where a game in which characters fight against each other using the user terminal 10 is provided will be described.
[0018] [Configuration of User Terminal 10] The user terminal 10 is a computer terminal (game processing apparatus) operated by the user, and is used for output and input of information by executing various applications.
[0019] As shown in FIG. 1, the user terminal 10 includes a control unit 20, a storage unit 30, a communication unit 40, and a display unit 50.
[0020] The memory unit 30 stores game field information 31, object information 32, game history information 33, image generation conditions 34, and image generation history 35.
[0021] Game field information 31 is information for rendering the background of the game field, which is a three-dimensional virtual space. As shown in Figure 2, this game field information 31 includes game field identification information (field ID) and attribute information of terrain elements included in the game field (for example, type of terrain element, size, position coordinates within the game field, etc.).
[0022] Object information 32 is information about the attributes of an object placed on the game field. As shown in Figure 3(a), this object information 32 includes information about a character placed as an object on the game field (for example, the character's size (height)). Also, as shown in Figure 3(b), this object information 32 includes information about an object placed on the game field (for example, the object's size). Also, as shown in Figure 3(c), this object information 32 includes information about the character's actions on the game field (for example, the character's actions in response to user input). As an example of a character's actions in response to user input, for example, the character might walk when the user taps a predetermined location, or the character might perform a double tap when the user taps a predetermined location twice in a row. When you click, the character may jump.
[0023] Game history information 33 is the history information of the characters included in the game scene and is updated as the game progresses. As shown in Figure 4, this game history information 33 includes the type of action (action ID) of each character at each time the game is played, as well as information about each character's situation (for example, their position coordinates in the game field, battle history, health value, amount of damage dealt to the opponent, etc.).
[0024] Image generation condition 34 defines the conditions for generating a still image of the game field optimized according to the attributes of the objects as the game progresses. As shown in Figure 5, this image generation condition 34 includes information about the viewpoint position, direction, and field of view when generating the image of the game field. Different conditions are defined for each of the attributes of the objects placed on the game field. In addition, when the game progresses and certain conditions are met (for example, when the character's health value becomes "zero"), the image generation condition 34 is generated according to the game progress.
[0025] The image generation history 35 contains information about images of the game field that are generated based on the image generation conditions 34 as the game progresses.
[0026] The control unit 20 functions as a game management unit 21, a display control unit 22, and an SNS processing unit 23 by executing a game processing program.
[0027] The game management unit 21 of the control unit 20 acquires operation signals from the operation input unit 60 operated by the user. The game management unit 21 also uses the acquired operation signals to determine the user's character operation status.
[0028] The game management unit 21 manages the user's game progress. Specifically, it first moves the character on the game field based on the user's character movements. The game management unit 21 also initiates a battle between the characters when the user's character approaches an opponent's character.
[0029] Here, the game management unit 21 holds trigger conditions for taking a picture (generating an image). When a game event (for example, attacking, walking, clearing a difficult section, etc.) matches the content set as a trigger condition, the game management unit 21 determines the image generation conditions 34 according to the attributes of the objects included in the game scene. Examples of trigger conditions include the activation of a special move such as a special attack by the character controlled by the user, or the start of a battle with a "boss" character, which is a stronger opponent (with higher parameter values such as health and attack power) than normal enemy characters. The game management unit 21 also generates an image of the game field based on the image generation conditions 34. Furthermore, the game management unit 21 identifies the area of the generated image excluding objects as empty space and adds a message to that empty space. In this case, the game management unit 21 may add a standard phrase as the message, or it may add a message generated based on the game history information 33. Finally, the game management unit 21 adds the image of the game field, including the added message, to the image generation history 35.
[0030] The display control unit 22 extracts game field information 31 corresponding to the viewpoint of the character controlled by the user. The display control unit 22 then transmits the extracted game field information 31 as an image signal to the display unit 50. The display control unit 22 also extracts images of the character controlled by the user and the opponent character from the object information 32 and transmits them as image signals to the display unit 50.
[0031] The SNS processing unit 23 executes processes that utilize social networking services (SNS). Here, it reads images of the game field generated during gameplay from the image generation history 35 and sends them to the SNS server 100 via the communication unit 40. In this case, the SNS processing unit 23 may obtain the posting history to SNS and automatically select the posting destination. Alternatively, the user may be allowed to set which SNS to post to. The setting of the SNS posting destination may be done as part of the user's initial settings, or it may be done when the user has finished playing a part in the game (for example, when a stage is completed).
[0032] The communication unit 40 communicates with server devices and other user terminals via the network.
[0033] [Game Processing] Next, referring to Figures 6 to 8, we will explain the process of sending images of the game field generated during gameplay to the SNS server.
[0034] First, the control unit 20 of the user terminal 10 determines whether or not a game event matches the trigger condition (step S10). Specifically, the game management unit 21 of the control unit 20 monitors the progress of the game event and compares that progress with a pre-set trigger condition.
[0035] If a game event matches the trigger condition (if the answer is "YES" in step S10), the control unit 20 identifies the objects included in the game scene (step S20). Specifically, the game management unit 21 of the control unit 20 identifies the position of the character controlled by the user in the game field. The game management unit 21 also identifies other objects located near the character's position using the position information of the object information 32.
[0036] Next, the control unit 20 determines the image generation conditions 34 (step S30).
[0037] As shown in Figure 7, in the process of determining the image generation conditions 34, the control unit 20 first identifies the attributes of the object (step S30A). Specifically, the game management unit 21 of the control unit 20 extracts object information 32 about the object identified in step S20, and identifies information about the character, the object, and the character's actions included in the game scene.
[0038] Next, the control unit 20 identifies the progress of the game (step S30B). Specifically, the game management unit 21 of the control unit 20 extracts game history information 33 for the character identified as an object in step S20, and identifies information regarding the status of the character included in the game scene.
[0039] Next, the control unit 20 determines whether the game progress meets predetermined conditions (step S30C). Specifically, the game management unit 21 of the control unit 20 determines whether the character's status identified in step S30B is suitable for generating the image generation condition 34. One example of a suitable condition for generating the image generation condition 34 is when the character's health value becomes "zero".
[0040] If the game progress meets predetermined conditions (if the answer is "YES" in step S30C), the control unit 20 generates image generation conditions 34 according to the game progress (step S30D). Specifically, the game management unit 21 of the control unit 20 generates image generation conditions 34 as an example of conditions suitable for generating image generation conditions 34, such as when the character's health value becomes "zero", the opponent Using the position of the enemy character as the viewpoint, an image generation condition 34 is generated to create an image that looks down on the character whose health value has reached "zero".
[0041] On the other hand, if the game progress does not meet the predetermined conditions (if the answer is "NO" in step S30C), the control unit 20 selects an image generation condition 34 corresponding to the object's attributes (step S30E). Specifically, the game management unit 21 of the control unit 20 obtains character IDs, object IDs, and action IDs as examples of the attributes of objects included in the game scene, and selects an image generation condition 34 corresponding to the combination of these obtained IDs.
[0042] Returning to Figure 6, the control unit 20 generates an image of the game field (step S40). Specifically, the game management unit 21 of the control unit 20 extracts information regarding the viewpoint position, direction, and field of view recorded in the image generation conditions 34. Then, based on the game field read from the game field information 31, it generates an image from the viewpoint coordinates within the game field that were identified based on the viewpoint position.
[0043] Next, the control unit 20 determines whether or not there is empty space in the game field image (step S50). Specifically, the game management unit 21 of the control unit 20 uses the position information of the object information 32 to identify the area occupied by the object in the game field image. Then, it determines whether or not there is empty space in the area of the game field image excluding the object.
[0044] If it is determined that there is available space (if the answer is "YES" in step S50), the control unit 20 determines a message (step S60).
[0045] As shown in Figure 8, in the message determination process, the control unit 20 first identifies the attributes of the object (step S60A). Specifically, the game management unit 21 of the control unit 20 extracts object information 32 about the object identified in step S20, and identifies information about the character, the object, and the character's actions included in the game scene.
[0046] Next, the control unit 20 identifies the progress of the game (step S60B). Specifically, the game management unit 21 of the control unit 20 extracts game history information 33 for the character identified as an object in step S20, and identifies information regarding the status of the character included in the game scene.
[0047] Next, the control unit 20 determines whether the game progress meets predetermined conditions (step S60C). Specifically, the game management unit 21 of the control unit 20 determines whether the character's status, identified in step S60B, is suitable for generating a message. Examples of suitable conditions for generating a message include the existence of a battle history with an enemy character and the fact that the game play time to reach the current stage is within the time limit.
[0048] If the game progress meets a predetermined condition (if the answer is "YES" in step S60C), the control unit 20 generates a message according to the game progress (step S60D). Specifically, the game management unit 21 of the control unit 20 generates a message including the number of times the player has fought an enemy character (for example, "This is your Xth attempt at this boss!") if there is a history of battles with an enemy character. Also, if the game play time to reach the current stage is within the time limit, the game management unit 21 of the control unit 20 generates a message including the game play time (for example, "It took Y hours to reach this stage!").
[0049] On the other hand, if the game progress does not meet the predetermined conditions (if the answer is "NO" in step S60C), the control unit 20 selects a message corresponding to the object's attributes (step S60E). Specifically, the game management unit 21 of the control unit 20 obtains character IDs, object IDs, and action IDs as examples of the attributes of objects included in the game scene, and selects a message corresponding to the combination of these obtained IDs.
[0050] Returning to Figure 6, the control unit 20 adds a message to the game field image (step S70). Specifically, the game management unit 21 of the control unit 20 adds the message generated as described above to the empty space in the game field image.
[0051] On the other hand, if it is determined that there is no available space (i.e., "NO" in step S50), the control unit 20 does not add a message to the game field image.
[0052] Next, the control unit 20 saves the game field image to the storage unit 30 (step S80). Specifically, the game management unit 21 of the control unit 20 adds the game field image with the message attached to the image generation history 35 when there is available space in the game field image. Also, when there is no available space in the game field image, the game management unit 21 adds the game field image generated based on the image generation conditions 34 to the image generation history 35.
[0053] Next, the control unit 20 executes the posting of the image to SNS (step S90). Specifically, the SNS processing unit 23 of the control unit 20 reads the image of the game field generated during game progress from the image generation history 35 and sends it to the SNS server 100 via the communication unit 40.
[0054] Refer to Figures 9(a) to 9(d) to describe the images of the game field that are generated during gameplay.
[0055] Figure 9(a) schematically shows the positional relationship of objects S1 to S4 on the game field in a game scene. As shown in the figure, the game management unit 21 of the control unit 20 sets an image with a virtual camera X1 as the viewpoint as the play screen.
[0056] As shown in Figure 9(b), in this embodiment, the display control unit 22 of the control unit 20 displays an image of objects S1 to S4 on the game field from a frontal view on the display unit 50 as the play screen. In this case, the display control unit 22 of the control unit 20 displays object S1 (structure) which is placed as an object on the game field, object S2 (ally character) which is operated by the user, and objects S3 and S4 (enemy characters) which are opponents on the display unit 50.
[0057] Furthermore, as shown in Figure 9(a), the game management unit 21 of the control unit 20 sets an image with a virtual camera X2 on the game field as the viewpoint as the generated screen.
[0058] As shown in Figure 9(c), in this embodiment, the game management unit 21 of the control unit 20 sets the generated screen to an image of an oblique viewpoint of the objects on the game field, centered on the object operated by the user. In this case, the game management unit 21 of the control unit 20 sets the generated screen to an image that includes the object S2 (ally character) operated by the user and the object S3 (enemy character) facing the object S2.
[0059] Furthermore, as shown in Figure 9(d), the game management unit 21 of the control unit 20 identifies an empty space from the generation screen shown in Figure 9(c) and adds a message to that identified empty space. In this case, the game management unit 21 of the control unit 20 generates message M1 based on the game history information 33. Specifically, if, during the progression of the game, object S2 (ally character) has previously been defeated by the opponent's object S3 (enemy character), the game management unit 21 of the control unit 20 generates message M1 that reflects that defeat. The game management unit 21 of the control unit 20 then adds the generated message M1 near object S2 (ally character) that is being manipulated by the user.
[0060] Refer to Figures 10(a) to (c) for another example of a game field image generated during gameplay.
[0061] Figure 10(a) shows an example of determining the image generation conditions 34 according to the size of the objects included in the game scene. In this case, the game management unit 21 of the control unit 20 generates an image of the game field from a viewpoint looking up at the opponent's object S3α (enemy character) because the size of the object S2 (ally character) operated by the user is larger than the size of the opponent's object S3α (enemy character).
[0062] Figure 10(b) shows an example of determining the image generation conditions 34 according to the relative positions of multiple objects included in the game scene. In this case, the game management unit 21 of the control unit 20 generates an image of the game field from a side view of the user-operated object S2 (ally character) and the opponent's object S3β (enemy character).
[0063] Figure 10(c) shows an example of determining the image generation conditions 34 according to the attributes of the objects included in the game scene and the background of the game field. In this case, the game management unit 21 of the control unit 20 generates an image of the game field that includes the terrain element ST (sun), which is the background of the game field, while viewing the user-operated object S2 (ally character) and the opponent's object S3γ (enemy character) from directly beside them.
[0064] As described above, the first embodiment provides the following advantages. (1-1) In the first embodiment described above, when the game scene matches the content set as a trigger condition, the image generation condition 34 is determined according to the attributes of the objects included in the game scene. Then, an image of the game field including the objects is generated using the determined image generation condition 34. This makes it possible to automatically generate an image of the game field including the objects without user operation.
[0065] (1-2) In the first embodiment described above, the image generation conditions 34 are determined according to the size of the objects included in the game scene, the relative positions of multiple objects, and the background of the game field. This makes it possible to create diverse images of the game field.
[0066] (1-3) In the first embodiment described above, message M1 is displayed in an area that excludes objects included in the game field image. This allows message M1 to be displayed without interfering with objects included in the game field image. In addition, the addition of a message to the game scene makes it easier for other users to understand what is happening in the game. Furthermore, if the message is added automatically, it saves the user posting the message time and effort.
[0067] (1-4) In the first embodiment described above, the attributes of the object that are set in advance in the storage unit 30 In addition, image generation conditions 34 are generated based on the attributes of objects that change during gameplay. This allows for greater diversity in the game field images generated according to the object attributes.
[0068] (1-5) In the first embodiment described above, message M1 is generated based on game history information 33 accumulated during the game's progression. This makes it possible to display a wide variety of messages M1 on the game field image.
[0069] (1-6) By allowing other users to see the diverse images posted on social media, it is possible to motivate not only users who have already played the game, but also users who have not yet played the game, to play it.
[0070] (Second Embodiment) Next, a second embodiment of the game processing program, game processing method, and game processing device will be described. Note that the second embodiment has a modified configuration in which some parts of the image generation condition determination process and message determination process are changed; therefore, the same reference numerals are used for similar parts, and their detailed descriptions are omitted.
[0071] In this embodiment, the game is similar to the first embodiment in that the game field image is generated during gameplay. In this embodiment, a game played simultaneously by two users is assumed, and objects (ally characters) controlled by each user are placed on a common game field. The image generation conditions are then determined according to the relative positions of the objects on the game field. Specifically, if the positions of the objects on the game field are close together, the image generation conditions are determined to include both sets of objects. On the other hand, if the positions of the objects on the game field are far apart, the image generation conditions are determined to include only the object controlled by one of the users.
[0072] First, as shown in Figure 11, the control unit 20 of the user terminal 10 determines whether the game event matches the trigger condition, similar to step S10 (step S110).
[0073] If a game event matches the trigger condition (if the answer is "YES" in step S110), the control unit 20 identifies the objects included in the game scene, similar to step S20 (step S120).
[0074] Next, the control unit 20 identifies the user who will be operating each object included in the game scene (step S130). Specifically, the game management unit 21 of the control unit 20 identifies the user who will be operating each object by communicating with user terminals 10 operated by other users via the communication unit 40.
[0075] Next, the control unit 20 determines whether there are multiple users (step S140). Specifically, the game management unit 21 of the control unit 20 calculates the number of identified users.
[0076] Then, if there are multiple users (if the answer is "YES" in step S140), the control unit 20 determines whether the objects being operated by the users are in close proximity to each other (step S150). Specifically, the game management unit 21 of the control unit 20 extracts object information 32 about the objects being operated by the users and identifies the position coordinates of each object within the game field. It then compares the distance between the objects in the game field with a threshold value.
[0077] Then, if the objects being manipulated by the user are in close proximity (if the answer is "YES" in step S150), the control unit 20 determines the image generation condition 34 by the first method (step S160).
[0078] As shown in Figure 12, in the process of determining the image generation conditions 34 by the first method, the control unit 20 first identifies the attributes of objects for multiple users (step S160A). Specifically, the game management unit 21 of the control unit 20 identifies information about the characters operated by the multiple users identified in step S130, as well as information about the characters' actions, from the object information 32. It also identifies information about objects located near the characters operated by each user from the object information 32.
[0079] Next, the control unit 20 identifies the game progress for multiple users (step S160B). Specifically, the game management unit 21 of the control unit 20 extracts game history information 33 for the characters operated by the multiple users identified in step S130, and identifies information regarding the status of the character operated by each user.
[0080] Next, the control unit 20 determines whether or not the game progress includes a condition that satisfies a predetermined condition (step S160C). Specifically, the game management unit 21 of the control unit 20 determines whether or not at least one of the conditions of the character operated by each user, which was identified in step S160B above, is a condition suitable for generating the image generation condition 34.
[0081] If the game progress includes a state that satisfies predetermined conditions (if the answer is "YES" in step S160C), the control unit 20 generates an image generation condition 34 according to the game progress that satisfies predetermined conditions (step S160D). Specifically, the game management unit 21 of the control unit 20 generates an image generation condition 34 to generate an image suitable for the state of a character operated by at least one user, when the state of that character is suitable for generating the image generation condition 34. In this case, the game management unit 21 of the control unit 20 uses the object attributes of the multiple users identified in step S160A to generate the image generation condition 34 so as to include the characters operated by both users in the image.
[0082] On the other hand, if the game progress does not include any that meet the predetermined conditions (if the answer is "NO" in step S160C), the control unit 20 selects an image generation condition 34 corresponding to the object attributes for multiple users (step S160E). Specifically, the game management unit 21 of the control unit 20 obtains character IDs, object IDs, and action IDs as examples of object attributes for multiple users identified in step S160A, and selects an image generation condition 34 corresponding to the combination of these obtained IDs.
[0083] Returning to Figure 11, if the objects being manipulated by the user are separated (in the case of "NO" in step S150), the control unit 20 determines the image generation condition 34 by the second method (step S170).
[0084] As shown in Figure 13, in the process of determining the image generation conditions 34 by the second method, the control unit 20 first identifies the attributes of objects for the first user (step S170A). Specifically, the game management unit 21 of the control unit 20 identifies information about the character operated by the first user and information about the character's actions from the object information 32, which were identified in step S130. It also identifies information about objects located near the character operated by the first user from the object information 32.
[0085] Next, the control unit 20 identifies the game progress for the first user (step S170B). Specifically, the game management unit 21 of the control unit 20, in step S130 above... Game history information 33 for the character controlled by the first user identified is extracted, and information regarding the status of the character controlled by the first user is identified.
[0086] Next, the control unit 20 determines whether the game progress satisfies predetermined conditions (step S170C). Specifically, the game management unit 21 of the control unit 20 determines whether the status of the character operated by the first user, which was identified in step S170B above, satisfies the conditions suitable for generating the image generation condition 34.
[0087] If the game progress meets predetermined conditions (if the answer is "YES" in step S170C), the control unit 20 generates image generation conditions 34 according to the game progress (step S170D). Specifically, the game management unit 21 of the control unit 20 generates image generation conditions 34 to generate an image suitable for the status of the character operated by the first user when the status of the character operated by the first user meets the conditions suitable for generating image generation conditions 34. In this case, the game management unit 21 of the control unit 20 uses the object attributes of the first user identified in step S170A to generate image generation conditions 34 so as to include the character operated by the first user in the image.
[0088] On the other hand, if the game progress does not meet the predetermined conditions (if the answer is "NO" in step S170C), the control unit 20 selects an image generation condition 34 corresponding to the object attributes for the first user (step S170E). Specifically, the game management unit 21 of the control unit 20 obtains the character ID, object ID, and action ID as examples of the object attributes for the first user identified in step S170A, and selects an image generation condition 34 corresponding to the combination of these obtained IDs.
[0089] Returning to Figure 11, the control unit 20 generates an image of the game field, similar to step S40 (step S180).
[0090] Next, the control unit 20 determines whether or not there is empty space in the game field image, similar to step S50 (step S190).
[0091] If it is determined that there is available space (if the answer is "YES" in step S190), the control unit 20 determines a message (step S200).
[0092] As shown in Figure 14, in the message determination process, the control unit 20 first determines whether or not the image generation condition 34 has been determined by the first method (step S200A). Specifically, the game management unit 21 of the control unit 20 determines whether or not there are multiple users and whether or not the objects operated by each user are in close proximity to each other.
[0093] If the image generation condition 34 is determined by the first method (if "YES" is selected in step S200A), the control unit 20 identifies the attributes of objects for multiple users (step S200B). Specifically, the game management unit 21 of the control unit 20 identifies information about the characters operated by the multiple users identified in step S130, as well as information about the characters' actions, from the object information 32. It also identifies information about objects located near the characters operated by each user from the object information 32.
[0094] Next, the control unit 20 identifies the game progress for multiple users (step S200C). Specifically, the game management unit 21 of the control unit 20 extracts game history information 33 for the characters operated by the multiple users identified in step S130, and identifies information regarding the status of the character operated by each user.
[0095] Next, the control unit 20 determines whether or not the game progress includes conditions that satisfy predetermined criteria (step S200D). Specifically, the game management unit 21 of the control unit 20 determines whether or not at least one of the conditions of the characters operated by each user, which was identified in step S200C, is suitable for generating a message.
[0096] If the game progress includes a condition that is met (if the answer is "YES" in step S200D), the control unit 20 generates a message according to the game progress that meets the condition (step S200E). Specifically, the game management unit 21 of the control unit 20 generates a message appropriate to the status of a character controlled by at least one user when the status of that character meets the conditions suitable for message generation.
[0097] On the other hand, if the game progress does not include any that meet the predetermined conditions (i.e., "NO" in step S200D), the control unit 20 selects a message corresponding to the object attributes for multiple users (step S200F). Specifically, the game management unit 21 of the control unit 20 obtains character IDs, object IDs, and action IDs as examples of object attributes for multiple users identified in step S130, and selects a message corresponding to the combination of these obtained IDs.
[0098] Furthermore, if the image generation condition 34 has not been determined by the first method (i.e., "NO" in step S200A), that is, if the image generation condition 34 has been determined by the second method, the control unit 20 identifies the attributes of the object for the first user (step S200G). Specifically, the game management unit 21 of the control unit 20 identifies information about the character operated by the first user and information about the character's actions from the object information 32, which were identified in step S130. It also identifies information about an object located near the character operated by the first user from the object information 32.
[0099] Next, the control unit 20 identifies the game progress for the first user (step S200H). Specifically, the game management unit 21 of the control unit 20 extracts game history information 33 for the character operated by the first user, which was identified in step S130, and identifies information regarding the status of the character operated by the first user.
[0100] Next, the control unit 20 determines whether the game progress meets predetermined conditions (step S200I). Specifically, the game management unit 21 of the control unit 20 determines whether the status of the character operated by the first user, which was identified in step S200H, meets the conditions suitable for generating a message.
[0101] If the game progress meets predetermined conditions (if the answer is "YES" in step S200I), the control unit 20 generates a message according to the game progress (step S200J). Specifically, the game management unit 21 of the control unit 20 generates a message appropriate to the status of the character being controlled by the first user when the status of that character meets the conditions suitable for message generation.
[0102] On the other hand, if the game progress does not meet the predetermined conditions (if the answer is "NO" in step S200I), the control unit 20 selects a message corresponding to the object attributes for the first user (step S200K). Specifically, the game management unit 21 of the control unit 20 obtains the character ID, object ID, and action ID as examples of the object attributes for the first user identified in step S130, and selects a message corresponding to the combination of these obtained IDs.
[0103] Returning to Figure 11, the control unit 20 adds a message to the game field image, similar to step S70 (step S210).
[0104] On the other hand, if it is determined that there is no available space (i.e., "NO" in step S190), the control unit 20 does not add a message to the game field image.
[0105] Next, the control unit 20 saves the image of the game field (step S220), similar to step S80.
[0106] Next, the control unit 20 determines whether the game field image contains objects operated by multiple users (step S230). Specifically, the SNS processing unit 23 of the control unit 20 refers to the object information 32 associated with the game field image to identify the user operating each object. It then determines whether there are multiple users operating the object.
[0107] If the game field image contains objects operated by multiple users (if the answer is "YES" in step S230), the control unit 20 tags the users and posts the image to the social networking service (SNS) (step S240). Specifically, the SNS processing unit 23 of the control unit 20 reads the game field image generated during gameplay from the image generation history 35 and extracts information about the identified user from the game field image. Then, it associates the user information with the game field image and sends it to the SNS server 100 via the communication unit 40.
[0108] On the other hand, if the game field image does not contain objects operated by multiple users (if the answer is "NO" in step S230), the control unit 20 posts the image to the SNS (step S250). Specifically, the SNS processing unit 23 of the control unit 20 reads the game field image generated during gameplay from the image generation history 35 and sends it to the SNS server 100 via the communication unit 40.
[0109] Refer to Figures 15(a) to (d) to explain the image of the game field that is generated when objects manipulated by multiple users are in close proximity.
[0110] Figure 15(a) schematically shows the positional relationship of objects S11 to S15 on the game field in a game scene. As shown in the figure, the game management unit 21 of the control unit 20 sets the image with a virtual camera X11 as the viewpoint as the play screen.
[0111] As shown in Figure 15(b), in this embodiment, the display control unit 22 of the control unit 20 displays an image of objects S11 to S15 on the game field from a frontal view on the display unit 50 as the play screen. In this case, the display control unit 22 of the control unit 20 displays on the display unit 50 object S11 (structure) which is placed as an object on the game field, object S12 (ally character) which is operated by the first user, object S13 (ally character) which is operated by the second user, and objects S14 and S15 (enemy characters) which are opponents.
[0112] Furthermore, as shown in Figure 15(a), the game management unit 21 of the control unit 20 sets the image with the virtual camera X12 on the game field as the viewpoint as the generated screen.
[0113] As shown in Figure 15(c), in this embodiment, the game management unit 21 of the control unit 20 views the objects on the game field at an oblique angle based on the relative positions of object S12 operated by the first user and object S13 operated by the second user. The viewpoint image is set as the generation screen. In this case, the game management unit 21 of the control unit 20 sets the generation screen to an image that includes object S12 (ally character) operated by the first user and object S13 (ally character) operated by the second user.
[0114] Furthermore, as shown in Figure 15(d), the game management unit 21 of the control unit 20 identifies an empty space from the generation screen shown in Figure 15(c) and adds message M2 to the identified empty space. In this case, the game management unit 21 of the control unit 20 generates message M2 using information about the second user. Specifically, if object S12 (ally character) operated by the first user and object S13 (ally character) operated by the second user simultaneously attack the opponent's objects S14 and S15 (enemy characters), the game management unit 21 of the control unit 20 generates message M2 that reflects this. The game management unit 21 of the control unit 20 then adds the generated message M2 near object S12 (ally character) operated by the first user.
[0115] Next, referring to Figures 16(a) to (d), we will explain the image of the game field generated when objects manipulated by multiple users are separated from each other.
[0116] Figure 16(a) schematically shows the positional relationship of objects S11 to S15 on the game field in a game scene. As shown in the figure, the game management unit 21 of the control unit 20 sets the image with a virtual camera X11 as the viewpoint as the play screen.
[0117] As shown in Figure 16(b), in this embodiment, the display control unit 22 of the control unit 20 displays an image of objects S11 to S15 on the game field from a frontal view on the display unit 50 as the play screen. In this case, the display control unit 22 of the control unit 20 displays on the display unit 50 object S11 (structure) which is placed as an object on the game field, object S12 (ally character) which is operated by the first user, object S13 (ally character) which is operated by the second user, and objects S14 and S15 (enemy characters) which are opponents.
[0118] Furthermore, as shown in Figure 16(a), the game management unit 21 of the control unit 20 sets the image with a virtual camera X13 on the game field as the viewpoint as the generated screen.
[0119] As shown in Figure 16(c), in this embodiment, the game management unit 21 of the control unit 20 sets an image of an oblique view of the object on the game field as the generated screen, based on the position of the object S12 operated by the first user. In this case, the game management unit 21 of the control unit 20 sets an image including the object S12 (ally character) operated by the first user as the generated screen, without including the object S13 (ally character) operated by the second user.
[0120] Furthermore, as shown in Figure 16(d), the game management unit 21 of the control unit 20 identifies an empty space from the generation screen shown in Figure 16(c) and adds message M3 to the identified empty space. In this case, the game management unit 21 of the control unit 20 generates message M3 based on the attributes of the object S12 operated by the first user. Specifically, when the object S12 (ally character) operated by the first user activates a special move, the game management unit 21 of the control unit 20 generates message M3 that reflects the content of that move. The game management unit 21 of the control unit 20 then adds the generated message M3 near the object S12 (ally character) operated by the first user.
[0121] As explained above, according to the second embodiment, in addition to the effects described in the first embodiment, the following effects can be obtained. (2-1) In the second embodiment described above, the image generation condition 34 is determined so that the image includes objects manipulated by multiple users in the game field. This makes it possible to generate an image of the game field that shows the relationships between objects in the game scene.
[0122] (2-2) In the second embodiment described above, the objects to be included in the image are determined according to the relative positions of objects manipulated by multiple users. This makes it possible to change the combination of objects to be included in the image of the game field according to the game scene.
[0123] (2-3) In the second embodiment described above, other users who are manipulating objects included in the game scene are identified, and the game field image is sent to the SNS server 100 with the other users tagged. As a result, the game field image can be sent while associating multiple users with each other. This makes it possible to spread the game field image on the SNS.
[0124] (2-4) In the second embodiment described above, other users can be motivated to play the game by seeing the diverse images posted on social media.
[0125] Furthermore, each of the above embodiments can be implemented with appropriate modifications as follows. • In the second embodiment described above, a case where a game played by two users is provided was explained, but a game played by three or more users may also be provided. In this case, the control unit 20 may determine the image generation condition 34 to include all of the three or more objects manipulated by the users in the image if they are in close proximity to each other. This makes it possible to generate an image of a game field that can be shared among a large number of users.
[0126] In the second embodiment described above, other users who manipulate object S13 included in the game scene were tagged, and images of the game field were sent to the SNS server 100. The method of sending images of the game field is not limited to tagging other users. For example, the control unit 20 may send images of the game field to a shared folder on an external server that is shared among multiple users. Alternatively, the control unit 20 may change the SNS server 100 to which images of the game field are sent for each target user. This makes it easier for each user to manage images of the game field. As a result, each user has a greater opportunity to view images of the game field, thus providing motivation to play the game.
[0127] In the second embodiment described above, the objects to be included in the image were determined according to the relative positions of objects operated by multiple users. The method for determining which objects to include in the image is not limited to a method based on the relative positions of objects. For example, the control unit 20 may set priorities as attributes of objects and determine the image generation condition 34 to include the object with the highest priority in the image. Alternatively, the control unit 20 may determine the image generation condition 34 without considering the relative positions of objects in the game field. In this case, the control unit 20 may determine the image generation condition 34 to include objects operated by multiple users in the image. This makes it possible to generate an image of multiple users playing a game in a party, regardless of the relative positions of objects in the game field. When such an image is posted on social media, it can motivate viewers to play the game. The image generation condition 34 may be determined to include only objects manipulated by the user in the image. This makes it possible to generate images of a single user playing the game in their own play style, regardless of the relative positions of objects in the game field. When such images are posted on social media, they can motivate viewers to play the game.
[0128] In each of the above embodiments, messages were generated based on game history information 33 accumulated during the game's progression. However, the method for generating messages is not limited to methods based on game history information 33. For example, the control unit 20 may generate messages based on the user's behavioral history identified through the information processing terminal, such as the user's posting history on social media or internet browsing history. This makes it possible to generate messages that match the user's characteristics.
[0129] In each of the embodiments described above, the message was displayed in an area of the game field image excluding the objects included in the image. The method for determining the display position of the message is not limited to a method based on the area of the object within the image. For example, the control unit 20 may narrow down the display position of the message from the available space within the game field image according to the attributes of the object. This can optimize the display position of the message and enhance the visual effect of the game. Alternatively, the control unit 20 may determine the display position of the message according to the attributes of the object without considering the area of the object within the image. This allows the message to be displayed without being limited by the number of characters.
[0130] In the embodiments described above, a message was added to the game field image when there was empty space. However, the control unit 20 may choose not to add a message to the game field image regardless of whether there is empty space or not. This would prevent the game field image from being obstructed by the display of a message, and would make it possible to generate highly artistic game field images that resemble those taken by a professional photographer.
[0131] In each of the embodiments described above, the case in which parameters relating to an object manipulated by the user (e.g., the object's position and size) are applied as the object attributes used to determine the image generation condition 34 was explained. However, other object attributes that can be applied to determine the image generation condition 34 include the type of item used by the user-manipulated object in battle (e.g., an axe or a bow). In this case, the area affected by the item's effect can be taken into account in the image generation condition. For example, in the image of the moment immediately after a bow is released, the field of view can be widened so that both the character who drew the bow and the released arrow are included in the image. Conversely, in the case of an item that a character holds and uses, such as an axe, the image can be generated with a field of view closer to the character. This makes it possible to generate images of game fields with greater diversity.
[0132] In each of the above embodiments, the image generation condition 34 determined information regarding the viewpoint position, direction, and field of view when generating the image, according to the attributes of the objects included in the game scene. In other words, the composition when generating the image was determined according to the attributes of the objects included in the game scene. The information determined as the image generation condition 34 is not limited to information regarding the composition of the image. For example, the control unit 20 may determine the timing of image generation during game progression according to the attributes of the objects included in the game scene. In this case, the control unit 20 may determine the timing of image generation in addition to the composition of the image, according to the attributes of the objects included in the game scene. Alternatively, the control unit 20 may determine the timing of image generation according to the attributes of the objects while allowing the player to manually set the composition of the image. Alternatively, the control unit 20 may automatically generate the image generation condition 34 according to the attributes of the objects while manually determining the message to be displayed. Alternatively, you could manually set the image generation conditions 34 while automatically determining the message to be displayed based on the object's attributes.
[0133] • In the embodiments described above, the case in which the game field image is generated as a still image was explained, but the game field image may also be generated as a moving image. This allows for posting more realistic and appealing game field images to social media.
[0134] In each of the above embodiments, the server device connected to the user terminal may perform at least a portion of the operations and processes performed by the user terminal. For example, the server device and the user terminal may each perform the display control of various screens and the control of various GUIs displayed on the user terminal. Alternatively, the server device and the user terminal may perform the display control of various screens and the control of various GUIs in cooperation. That is, a portion of the various game screens may be displayed on the user terminal as a web display based on data generated by the server device, and a portion of the game screen may be displayed as a native display by a native application installed on the user terminal. In this way, the games according to each of the above embodiments can be hybrid games that each handle a portion of the processing of the server device and the user terminal.
[0135] To enable the server device or user terminal to function according to each of the above embodiments, an information processing device such as a computer or mobile phone can be suitably used. Such an information processing device can be realized by storing a program describing the processing content that realizes each function of the server device or user terminal according to the embodiment in the storage unit of the information processing device, and having the CPU of the information processing device read and execute the program.
[0136] • In the embodiments described above, we explained a case where an object-based game is provided as an example of a game. However, the present invention can also be applied to other games, such as a simulation game in which the game field unfolds from the perspective of an object placed on the game field. In other words, the present invention can be applied to any game that controls an object on the game field. The following is an additional explanation of the technical concepts that can be understood from the above embodiments and alternative examples. [1] A program for playing a game using a control unit that controls the game medium in a virtual space, The control unit, Obtain information associated with the aforementioned game medium, When a predetermined event occurs, the conditions for generating images in the virtual space are determined according to the information associated with the game medium. A game processing program characterized by functioning as a means for generating an image including the game medium using the above generation conditions. [2] The game processing program according to [1], characterized in that the control unit acquires information regarding the size of the game medium as information associated with the game medium, and determines the generation conditions according to the size of the game medium. [3] The game processing program according to [1] or [2], characterized in that the control unit determines the generation conditions according to the relative positions of the plurality of game media. [4] The game processing program according to any one of [1] to [3], characterized in that the control unit determines the generation conditions according to the attributes of the game medium and the background of the virtual space. [5] The game processing program according to any one of [1] to [4], characterized in that the control unit determines the generation conditions according to at least one of the information associated with the game medium that is set in the storage unit in advance and the information associated with the game medium that is changed during the progress of the game. [6] The game processing program according to any one of [1] to [5], characterized in that the control unit displays the game medium operated by multiple users in a common virtual space and determines the generation conditions so that the game medium operated by multiple users in the virtual space is included in the image. [7] The game processing program according to [6], characterized in that the control unit determines which game media to include in the image according to a plurality of game media included in a game scene. [8] The game processing program according to any one of [1] to [7], characterized in that the control unit displays a message in the area excluding the game medium included in the image. [9] The game processing program according to [8], characterized in that the control unit generates the message based on data accumulated during the game's progression.
[10] The game processing program according to any one of [1] to [9], characterized in that the control unit identifies other users operating the game medium and transmits the image as common information with the other users.
[11] A method for advancing a game using a control unit that controls the game medium in a virtual space, The control unit, Obtain information associated with the aforementioned game medium, When a predetermined event occurs, the conditions for generating images in the virtual space are determined according to the information associated with the game medium. A game processing method characterized by generating an image including the game medium using the above generation conditions.
[12] A game processing device equipped with a control unit for controlling a game medium in a virtual space, The control unit, Obtain information associated with the aforementioned game medium, When a predetermined event occurs, the conditions for generating images in the virtual space are determined according to the information associated with the game medium. A game processing apparatus characterized by generating an image including the game medium using the above generation conditions. [Explanation of Symbols]
[0137] 10...User terminal, 20...Control unit, 21...Game management unit, 22...Display control unit, 23...SNS processing unit, 30...Storage unit, 31...Game field information, 32...Object information, 33...Game history information, 34...Image generation conditions, 35...Image generation history, 40...Communication unit, 50...Display unit, 60...Operation input unit, 100...SNS server.
Claims
1. A program for progressing through a game using a control unit that controls an object in a virtual space, The control unit When a predetermined event occurs, determining whether a first character object operated by a first user and a second character object operated by a second user are in proximity to each other; determining a progress status of the game for the first user and the second user; determining an image generation condition such that the first character object and the second character object are included in an image when it is determined that the first character object and the second character object are close to each other and a progress status of the game of at least one of the first user and the second user satisfies a predetermined condition; and generating an image based on the image generation conditions.
2. 2. The game processing program according to claim 1, further causing the control unit to determine the image generation conditions so as to include the first character object in an image when it is determined that the first character object and the second character object are not in close proximity and when the progress of the game of only the first user satisfies the predetermined condition.
3. 2. The game processing program according to claim 1, further causing the control unit to select the image generation condition pre-recorded in a memory unit when it is determined that the first character object and the second character object are in close proximity and when the status of each of the first character object and the second character object as the progress of the game does not satisfy the predetermined condition.
4. 4. The game processing program according to claim 3, wherein selecting the image generation condition includes selecting, from a plurality of image generation conditions pre-recorded in the storage unit, the image generation condition that corresponds to a combination of attributes of the first character object and the second character object.
5. Determining the image generation conditions includes acquiring information about sizes of the first character object and the second character object as attributes, and determining the image generation conditions for the image of the virtual space according to the sizes of the first character object and the second character object. The game processing program according to claim 1 .
6. Determining the image generation conditions includes obtaining priorities of the first character object and the second character object, and determining the image generation conditions so that the character object with the highest priority is included in the image. The game processing program according to claim 1 .
7. Determining the image generation conditions includes determining the image generation conditions so that the first character object, the second character object, and a predetermined object that is part of a background are included. The game processing program according to claim 1 .
8. and further causing the control unit to, when the image includes the first character object and the second character object, transmit the image tagged with the first user and the second user to a server that displays the image so that it can be viewed by an unspecified number of users. The game processing program according to any one of claims 1 to 7.
9. transmitting the tagged image to the server includes transmitting the image tagged with each of the first user and the second user to the server that provides a social network service. The game processing program according to claim 8.
10. A method for progressing through a game using a control unit that controls an object in a virtual space, comprising: The control unit When a predetermined event occurs, determining whether a first character object operated by a first user and a second character object operated by a second user are in proximity to each other; determining a progress status of the game for the first user and the second user; determining whether the first character object and the second character object are in close proximity; determining an image generation condition such that the first character object and the second character object are included in an image when it is determined that the first character object and the second character object are close to each other and a progress status of the game of at least one of the first user and the second user satisfies a predetermined condition; generating an image based on the image generation conditions.
11. A game processing system including a control unit that controls an object in a virtual space, The control unit When a predetermined event occurs, it is determined whether a first character object operated by a first user and a second character object operated by a second user are in proximity to each other; Identifying a game progress status for the first user and the second user; determining whether the first character object and the second character object are close to each other; when it is determined that the first character object and the second character object are close to each other and a progress status of the game of at least one of the first user and the second user satisfies a predetermined condition, determining an image generation condition such that the first character object and the second character object are included in an image; A game processing system that generates an image based on the image generation conditions.