Game device, control method and control program

JP2024025802A5Active Publication Date: 2025-02-27GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2023205531
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-05
Publication Date
2025-02-27
Estimated Expiration
2037-12-25

AI Technical Summary

Technical Problem

Existing game devices require complex setting operations to associate operation sections with objects, disrupting player immersion and operability.

Method used

A game device that automates the setting of operation sections by using motion sensors to identify and control objects based on player movements, eliminating the need for manual configuration.

Benefits of technology

Improves operability by automatically setting operation sections, enhancing player immersion and simplifying gameplay interactions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game device or the like that increases operability of an operation unit.SOLUTION: A game device includes: a storage unit for storing an image of a first object; a display processing unit for displaying an image of at least the first object; first and second operation units for outputting operation information on the basis of a motion of a player; a determination unit for determining whether the output operation information satisfies a predetermined condition or not; an identification unit for identifying the operation unit that has output the operation information satisfying a predetermined condition as an object operation unit among the first and second operation units; and an object control unit for changing the first object according to the operation information from the object operation unit.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a game device, a control method, and a control program. [Background technology]

[0002] Conventionally, there are known game devices that progress through a game based on operation information from a controller held by a user. For example, in a game device that includes a device main body and a controller, operation information from a motion sensor built into the controller is transmitted to the device main body by wired or wireless communication, and the device main body can execute game processing based on the received operation information.

[0003] For example, Patent Document 1 describes a game system having a controller with an acceleration sensor and a game device. In this game system, a player holds the controller and performs various operations, and measurement data measured by the acceleration sensor is transmitted to the game device as operation data. The game device executes operation control of an object to be operated based on the received operation data. Such a game system allows a player to reflect the movement of his / her own arms and hands in the game, and allows the player to feel immersed in a virtual game space. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2007-75353 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, when a player plays a game using a game device equipped with multiple operation units, the player needs to set, among the multiple operation units, an operation unit corresponding to an object to be operated on the game device. For example, on such a game device, the player needs to perform a cumbersome setting operation to associate the operation unit with the object to be operated before the start of the game or during game play. For this reason, there has been a need to automate the setting operation on the game device before the start of the game or during game play.

[0006] The present invention has been made to solve such problems, and has an object to provide a game device, a control method, and a control program that automate the setting operation and improve the operability of the operation unit. [Means for solving the problem]

[0007] The game device of the present invention includes a memory unit that stores an image of a first object, a display processing unit that displays at least an image of the first object, first and second operation units for outputting operation information based on a player's action, a determination unit that determines whether the output operation information satisfies a predetermined condition, an identification unit that identifies, of the first and second operation units, an operation unit that outputs operation information that satisfies the predetermined condition as an object operation unit, and an object control unit that changes the first object in accordance with the operation information from the object operation unit.

[0008] In addition, in the game device of the present invention, it is preferable that each of the first and second operation units has an output unit that outputs operation information measured by a motion sensor, and the specified condition is that the operation information output from the output unit exceeds a specified numerical value.

[0009] In addition, in the game device of the present invention, it is preferable that the memory unit stores information related to the virtual space, the object control unit moves a second object related to the first object within the virtual space based on operation information from the object operation unit, and the display processing unit displays an image of the second object moving within the virtual space.

[0010] In addition, in the game device of the present invention, it is preferable that the object control unit calculates the speed of the first object based on operation information from the object operation unit, and calculates the moving distance of the second object in the virtual space based on the calculated speed.

[0011] In addition, in the game device of the present invention, it is preferable that the object control unit calculates the direction of movement of the object operating unit based on operation information from the object operating unit, and calculates the movement direction of the second object in the virtual space based on the calculated direction.

[0012] In addition, in the game device of the present invention, it is preferable that the information regarding the virtual space includes information regarding the movable range of the second object, and when the position of the second object falls outside the movable range, the object control unit corrects the position of the second object to within the movable range.

[0013] The control method of the present invention is a control method for a game device having a memory unit that stores an image of a first object and first and second operation units for outputting operation information based on a player's action, and includes displaying at least an image of the first object, determining whether the output operation information satisfies a predetermined condition, identifying one of the first and second operation units that outputs operation information that satisfies the predetermined condition as an object operation unit, and changing the first object in accordance with the operation information from the object operation unit.

[0014] The control program of the present invention is a control program for a game device having a memory unit that stores an image of a first object and first and second operation units for outputting operation information based on a player's action, and causes the game device to display at least an image of the first object, determine whether the output operation information satisfies a predetermined condition, identify one of the first and second operation units that outputs operation information that satisfies the predetermined condition as an object operation unit, and change the first object in accordance with the operation information from the object operation unit. Effect of the Invention

[0015] The game device, the control method by the game device, and the control program for the game device according to the present invention make it possible to improve the operability of the operation unit provided in the game device. [Brief description of the drawings]

[0016] [Figure 1] FIG. 2 is a schematic diagram for explaining an example of a game provided by the game device. [Diagram 2] FIG. 1 is a diagram illustrating an example of a schematic configuration of a game device. [Diagram 3] FIG. 1 is a diagram illustrating an example of a schematic configuration of a game processing device. [Figure 4] FIG. 2 is a diagram illustrating an example of a schematic configuration of a first operating device. [Diagram 5] FIG. 4 is a diagram illustrating an example of a schematic configuration of a second operating device. [Figure 6] 1A is a schematic diagram illustrating an example of a direction in which acceleration is detected by a first acceleration detector, and FIG. 1B is a schematic diagram illustrating an example of an axis of an angular velocity detected by a first angular velocity detector 35. [Figure 7] 5 is a diagram showing an example of a data structure of operation information output by a first operation device and a second operation device. FIG. [Figure 8] FIG. 2A is a schematic diagram showing an example of a virtual space, and FIG. 2B is a diagram showing an example of an image displayed on a display unit of a game processing device. [Figure 9] FIG. 1A is a schematic diagram for explaining an example of the movement of an operating device, and FIG. 1B is a schematic diagram showing an example of a virtual space. [Figure 10] 13A and 13B are diagrams showing an example of an image displayed on a display unit of the game processing device. [Figure 11] 13(a) and 13(b) are schematic diagrams showing an example of a movement route of a second object in a virtual space. [Figure 12] FIG. 1A is a schematic diagram for explaining an example of the movement of an operating device, and FIG. 1B is a diagram showing an example of an image displayed on a display unit of a game processing device. [Figure 13] FIG. 2 is a schematic diagram showing an example of a virtual space. [Figure 14] FIG. 1A is a schematic diagram for explaining an example of the movement of an operating device, and FIG. 1B is a diagram showing an example of an image displayed on a display unit of a game processing device. [Figure 15] FIG. 11 is a diagram illustrating an example of an operational flow of a game progression process. [Figure 16] FIG. 13 is a diagram illustrating an example of an operational flow of an object change process. [Figure 17] FIG. 11 illustrates an example of an operational flow of a parameter change process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] Various embodiments of the present invention will be described below with reference to the drawings. However, it should be noted that the technical scope of the present invention is not limited to these embodiments, but extends to the inventions described in the claims and their equivalents.

[0018] 1 is a diagram for explaining an example of a game provided by a game device 1. The game device 1 is a home game device such as a console game machine, a personal computer, a multi-function mobile phone (a so-called "smartphone"), a tablet terminal, a tablet PC, or the like.

[0019] The game device 1 in this embodiment displays a virtual space including at least one or more types of objects. The virtual space is defined by three coordinate axes, and various objects having three-dimensional coordinates are arranged in the virtual space. The virtual space may be defined by two coordinate axes, and in this case, various objects having two-dimensional coordinates are arranged in the virtual space.

[0020] The shape of the object is a shape that imitates a specific object (such as a car, a tree, a person, an animal, a building, etc.) The shape of the object may be a cube, a rectangular parallelepiped, a cylinder, a sphere, a plate, etc. The shape of the object may change over time.

[0021] A virtual camera is placed at a predetermined position in the virtual space. The three-dimensional coordinates of various objects placed in the virtual space are projected onto a predetermined two-dimensional screen surface placed in the line of sight of the virtual camera. The game device displays the projected two-dimensional screen surface on a display unit or the like.

[0022] Certain objects among the objects in the virtual space are controlled to change in response to operation information based on the player's actions. The changes in the objects include the movement of the objects in the virtual space and the deformation of the external shape of the objects.

[0023] An example of a game provided by the game device 1 of this embodiment will be described below with reference to Fig. 1. In the example shown in Fig. 1, the game device 1 has a game processing device 2 equipped with a display unit 23, a first operating device 3, and a second operating device 4.

[0024] The game processing device 2 acquires operation information based on the player's actions, and generates image data for displaying a virtual space including a first object OJ1 that changes according to the acquired operation information. The game processing device 2 displays an image showing the virtual space on the display unit 23 based on the generated image data.

[0025] The first operating device 3 and the second operating device 4 are equipped with motion sensors. The player holds the first operating device 3 with his left hand and the second operating device 4 with his right hand, and performs various actions related to the game provided by the game device 1. The motion sensors provided on each of the first operating device 3 and the second operating device 4 generate operation information corresponding to the various actions of the player, and each of the first operating device 3 and the second operating device 4 outputs the generated operation information to the game processing device 2.

[0026] The player may hold the first operating device 3 in his / her right hand and the second operating device 4 in his / her left hand. The first operating device 3 and the second operating device 4 may be attached to either the left or right upper arm or lower arm, or either the left or right leg, etc. The first operating device 3 and the second operating device 4 may be attached to any part of the player's body as long as it is possible to detect the player's movements. The first operating device 3 is an example of a first operating section, and the second operating device 4 is an example of a second operating section.

[0027] The motion sensor is a sensor for measuring the movement of a player, and is, for example, an acceleration sensor. The motion sensor may be an angular velocity sensor, a displacement sensor, a direction measurement sensor, an image sensor, a light sensor, or the like. The angular velocity sensor is, for example, a gyro sensor. The direction measurement sensor is, for example, a geomagnetic sensor. The motion sensor may include a plurality of sensors for measuring the movement of a player.

[0028] When a player holding the first operating device 3 in his left hand and the second operating device 4 in his right hand performs a predetermined action, the motion sensors of the first operating device 3 and the second operating device 4 output operation information of the first operating device 3 and the second operating device 4, respectively. If the motion sensors are acceleration sensors, the motion sensor of the first operating device 3 detects the acceleration of the first operating device 3 and outputs acceleration information indicating the detected acceleration. In addition, the motion sensor of the second operating device 4 detects the acceleration of the second operating device 4 and outputs acceleration information indicating the detected acceleration.

[0029] The first operating device 3 and the second operating device 4 output operation information from the motion sensors to the game processing device 2. Upon acquiring the operation information, the game processing device 2 changes an object corresponding to the operation information and generates image data for displaying a virtual space including the changed object. For example, when acceleration information is output as the operation information, the game processing device 2 calculates the moving speed of the object corresponding to the acceleration information, and moves the object in the virtual space based on the calculated moving speed. The game processing device 2 displays an image showing the virtual space on the display unit 23 based on the generated image data.

[0030] In the game device 1 of this embodiment, the first object OJ1 displayed on the display unit 23 changes based on operation information from an operation unit that satisfies a first operation information condition, either the first operation device 3 or the second operation device 4. The first operation information condition is, for example, a condition that when the motion sensor is an acceleration sensor, acceleration information output by the motion sensor exceeds a predetermined numerical value.

[0031] Hereinafter, a case will be described in which the game provided by the game device 1 of this embodiment is a fishing game that displays an image of a first object OJ1 resembling a fishing rod.

[0032] The player holds either the first operating device 3 or the second operating device 4 as a fishing rod and performs, for example, a casting motion. A casting motion is a fishing motion in which a lure, bait, or the like is cast onto the water surface (sea surface, lake surface, river surface). The lure or bait is tied to a fishing line, and the fishing line is wound on a reel attached to the fishing rod held by the angler. A casting motion is, for example, a motion in which the angler takes the fishing rod back over his head and then flicks it forward. In response to a casting motion by the player, a motion sensor of the operating device held as a fishing rod outputs operation information, and the operating device held as a fishing rod outputs the operation information to the game processing device 2.

[0033] When the game processing device 2 determines that the acquired operation information satisfies the first operation information condition, it identifies the operation device that outputs the operation information as an object operation device. For example, when acceleration information is output as the operation information, if the acquired acceleration information exceeds a predetermined value, it identifies the operation device that outputs the acceleration information as an object operation device. Thereafter, the object operation device functions as an operation device for operating a first object OJ1 that resembles a fishing rod. The object operation device is an example of an object operation section.

[0034] The game processing device 2 changes (moves or transforms, etc.) the image of the first object OJ1 based on the operation information from the object operating device. The game processing device 2 generates image data for displaying a virtual space including the changed object, and displays an image showing the virtual space on the display unit 23 based on the generated image data.

[0035] As described above with reference to FIG. 1, in the game device 1, when operation information from a control device operated by a player satisfies a first operation information condition, the control device is automatically identified as an object control device for controlling the first object OJ1. In this way, even if the game device 1 includes a plurality of control devices, it is possible to automatically set one of the control devices as an object control device without the player having to perform an operation to set the object control device. This enables the game device 1 to improve the operability of the control device included in the game device 1 and prevent the player from losing his or her immersive feeling in the game.

[0036] FIG. 2 is a diagram showing an example of a schematic configuration of the game device 1. The game device 1 is a home game device such as a console game machine, and includes a game processing device 2, a first operating device 3, and a second operating device 4. The home game device may be a stationary type or a portable type. The game device 1 may be an arcade game device or other commercial game device installed in a specific facility. The specific facility is a facility that attracts customers, such as an amusement facility, a special event facility, or an event facility. The game device 1 may include three or more operating devices.

[0037] The game processing device 2 may be any information processing device that can be connected to an operation device. For example, the game processing device 2 may be a personal computer, a multi-function mobile phone (a so-called "smartphone"), a tablet terminal, a tablet PC, a mobile phone (a so-called "feature phone"), a portable music player, or a notebook PC.

[0038] The game processing device 2 has a function of acquiring operation information based on the player's actions from the first operation device 3 and the second operation device 4, and displaying an image showing a virtual space including objects that change according to the acquired operation information. To this end, the game processing device 2 includes a communication unit 21, a storage unit 22, a display unit 23, and a processing unit 24. The communication unit 21, the storage unit 22, the display unit 23, and the processing unit 24 included in the game processing device 2 will be described below with reference to FIG. 3.

[0039] FIG. 3 is a diagram showing an example of a schematic configuration of the game processing device 2. As shown in FIG.

[0040] The communication unit 21 has an interface circuit for performing short-distance wireless communication according to a communication method such as Bluetooth (registered trademark), and receives radio waves broadcast from the first operating device 3 and the second operating device 4 described below. Note that the interface circuit of the communication unit 21 is not limited to one for performing short-distance wireless communication. For example, the communication unit 21 may have a receiving circuit for receiving various signals transmitted by infrared communication or the like. The communication unit 21 demodulates the radio waves broadcast from the first operating device 3 and the second operating device 4 into a predetermined signal and supplies it to the processing unit 24.

[0041] The storage unit 22 includes a semiconductor memory device such as a ROM (Read Only Memory) or a RAM (Random Access Memory). The storage unit 22 stores an operating system program, a driver program, an application program, data, and the like used in processing by the processing unit 24. The driver programs stored in the storage unit 22 include a communication device driver program that controls the communication unit 21 and an output device driver program that controls the display unit 23. The application programs stored in the storage unit 22 include a control program that controls the progress of the game. The data stored in the storage unit 22 include various data and the like used by the processing unit 24 during execution of the game. The storage unit 22 may also temporarily store temporary data related to a predetermined process.

[0042] The information stored in the storage unit 22 is, for example, information about the virtual space (three-dimensional coordinates indicating the position of the virtual camera, information about the line of sight and field of view of the virtual camera, three-dimensional coordinates indicating the size and position of the two-dimensional screen surface, etc.), information about various objects in the virtual space (three-dimensional coordinates indicating the shape of the object, three-dimensional coordinates indicating the placement position of the object, etc.). The information stored in the storage unit 22 may also be various game information accompanying the progress of the game (player's score, information about the player's character (HP (Hit Point), MP (Magic Point), etc.), etc.).

[0043] The display unit 23 is a liquid crystal display. The display unit 23 may be an organic EL (Electro-Luminescence) display or the like. The display unit 23 displays an image according to image data supplied from the processing unit 24. The image data is still image data or moving image data, and the image to be displayed is a still image or a moving image. The display unit 23 may display an image according to video data supplied from the processing unit 24.

[0044] The processing unit 24 includes one or more processors and their peripheral circuits. The processing unit 24 centrally controls the overall operation of the game processing device 2, and is, for example, a CPU (Central Processing Unit). The processing unit 24 executes various information processes in an appropriate order based on the programs stored in the storage unit 22 and the operation information from the first operation device 3 and the second operation device 4, and also controls the operation of the display unit 23. The processing unit 24 executes various information processes based on the operating system program, the driver program, and the application program stored in the storage unit 22. The processing unit 24 can also execute multiple programs in parallel.

[0045] The processing unit 24 includes a game progress control unit 241, a determination unit 242, an identification unit 243, an object control unit 244, a parameter control unit 245, and a display processing unit 246. Each of these units is a functional module realized by a program executed by a processor included in the processing unit 24. Alternatively, each of these units may be implemented in the game processing device 2 as firmware.

[0046] 4 is a diagram showing an example of a schematic configuration of the first operating device 3. The first operating device 3 has a function of outputting operation information based on the player's action to the game processing device 2. To this end, the first operating device 3 includes a first communication unit 31, a first storage unit 32, a first input unit 33, a first acceleration detection unit 34, a first angular velocity detection unit 35, and a first processing unit 36.

[0047] Hereinafter, the first communication unit 31, the first memory unit 32, the first input unit 33, the first acceleration detection unit 34, the first angular velocity detection unit 35, and the first processing unit 36 ​​included in the first operating device 3 will be described with reference to FIG.

[0048] The first communication unit 31 has an interface circuit for performing short-distance wireless communication according to a communication method such as Bluetooth (registered trademark), and establishes terminal-to-terminal wireless communication with the game processing device 2 to perform direct wireless communication. Note that the interface circuit of the first communication unit 31 is not limited to one for performing short-distance wireless communication. For example, the first communication unit 31 may have a transmission circuit for transmitting various signals by infrared communication or the like. The first communication unit 31 modulates the signal acquired from the first processing unit 36 ​​into a predetermined radio wave and broadcasts it.

[0049] The first storage unit 32 includes a semiconductor memory device such as a ROM or a RAM. The first storage unit 32 stores programs, data, parameters, etc. used for processing in the first processing unit 36. The programs stored in the first storage unit 32 include a communication device driver program that controls the first communication unit 31. The data stored in the first storage unit 32 includes operation device identification information for identifying the first operation device 3.

[0050] The first input unit 33 is a key, a button, or the like that can be pressed by the player. The first input unit 33 has, for example, a force sensor, and when the player performs an operation of pressing the first input unit 33 in a predetermined direction, the force sensor detects the pressing force generated when the first input unit 33 is pressed by the player. Each time the force sensor detects the pressing force, the first input unit 33 outputs, to the first processing unit 36, input unit operation information corresponding to the first input unit 33 whose pressing force has been detected.

[0051] The first acceleration detection unit 34 is an acceleration sensor that detects the acceleration applied to the first operating device 3 in each of three axial directions at a predetermined time interval. The acceleration sensor is, for example, a piezo-resistance type three-axis acceleration sensor that utilizes the piezo-resistance effect, or a capacitance type three-axis acceleration sensor that utilizes changes in capacitance. The first acceleration detection unit 34 outputs acceleration information indicating the detected acceleration to the first processing unit 36 ​​at predetermined time intervals (for example, 1 / 100 second intervals).

[0052] FIG. 6(a) is a schematic diagram for explaining an example of the detection direction of acceleration in the first acceleration detection unit 34. In the example shown in FIG. 6(a), the first acceleration detection unit 34 detects acceleration in each of the X-axis direction, the Y-axis direction, and the Z-axis direction. The X-axis direction is a predetermined direction in the first operating device 3 (for example, the longitudinal direction when the first operating device 3 is rod-shaped). The Y-axis direction is, for example, a direction perpendicular to both the X-axis direction and a predetermined surface on which a part or all of the first input unit 33 is arranged in the first operating device 3. The Z-axis direction is a direction perpendicular to both the X-axis direction and the Y-axis direction. Note that the axis along which the first acceleration detection unit 34 detects acceleration may be one axis, two axes, or four or more axes. Hereinafter, the three-dimensional coordinate system based on the X-axis, Y-axis, and Z-axis may be referred to as a sensor coordinate system.

[0053] Returning to FIG. 4, the first angular velocity detection unit 35 is a gyro sensor, and detects the angular velocity (rotation angle per unit time) at which the first operating device 3 rotates at a predetermined time interval. The angular velocity detected by the first angular velocity detection unit 35 is, for example, an angular velocity centered on each of three axes. The gyro sensor is, for example, a vibration type gyro sensor using a MEMS (Micro Electro Mechanical System). The first angular velocity detection unit 35 outputs angular velocity information indicating the detected angular velocity to the first processing unit 36 ​​at predetermined time intervals (for example, 1 / 100 second intervals).

[0054] Fig. 6(b) is a schematic diagram for explaining one example of axes of angular velocity detected by the first angular velocity detection unit 35. In the example shown in Fig. 6(b), the first angular velocity detection unit 35 detects angular velocities centered on each of the X-axis, Y-axis, and Z-axis. The X-axis, Y-axis, and Z-axis pass through a predetermined position of the first angular velocity detection unit 35 and are parallel to the X-axis, Y-axis, and Z-axis of the sensor coordinate system in the first angular velocity detection unit 35. The number of axes of angular velocity detected by the first angular velocity detection unit 35 may be one, two, or four or more.

[0055] Returning to FIG. 4, the first processing unit 36 ​​has one or more processors and their peripheral circuits. The first processing unit 36 ​​centrally controls the overall operation of the first operating device 3, and is, for example, a CPU. The first processing unit 36 ​​controls the operation of the first transmission unit 361 and the like so that various processes of the first operating device 3 are executed in an appropriate order according to the programs and the like stored in the first storage unit 32. The first transmission unit 361 is a functional module realized by a program executed by a processor included in the first processing unit 36. Alternatively, the first processing unit 36 ​​may be implemented in the first operating device 3 as firmware.

[0056] 5 is a diagram showing an example of a schematic configuration of the second operating device 4. Like the first operating device 3, the second operating device 4 has a function of outputting operation information based on the player's action to the game processing device 2. To this end, the second operating device 4 includes a second communication unit 41, a second storage unit 42, a second input unit 43, a second acceleration detection unit 44, a second angular velocity detection unit 45, and a second processing unit 46.

[0057] The second communication unit 41 has a similar configuration to the first communication unit 31. The second communication unit 41 modulates the signal acquired from the second processing unit 46 into a predetermined radio wave and broadcasts it.

[0058] The second storage unit 42 has a similar configuration to the first storage unit 32. The second storage unit 42 stores programs, data, parameters, etc. used for processing in the second processing unit 46. The programs stored in the second storage unit 42 are communication device driver programs and the like that control the second communication unit 41. The data stored in the second storage unit 42 are operation device identification information for identifying the second operation device 4, etc.

[0059] The second input unit 43 has a similar configuration to the first input unit 33. Every time a pressing force is detected by the force sensor, the second input unit 43 outputs, to the second processing unit 46, input unit operation information corresponding to the second input unit 43 where the pressing force has been detected.

[0060] The second acceleration detection unit 44 has a similar configuration to the first acceleration detection unit 34, and detects the acceleration applied to the second operating device 4 in each of three axial directions at a predetermined time interval. The second acceleration detection unit 44 may detect acceleration in one, two, or four or more axial directions. The second acceleration detection unit 44 outputs acceleration information indicating the detected acceleration to the second processing unit 46.

[0061] The second angular velocity detection unit 45 has a similar configuration to the first angular velocity detection unit 35, and detects the angular velocity (rotation angle per unit time) at which the second operating device 4 rotates at a predetermined time interval. The axis of the angular velocity detected by the second angular velocity detection unit 45 may be one axis, two axes, or four or more axes. The second angular velocity detection unit 45 outputs angular velocity information indicating the detected angular velocity to the second processing unit 46.

[0062] The second processing unit 46 centrally controls the overall operation of the second operating device 4, and has a similar configuration to the first processing unit 36. The second processing unit 46 controls the operation of the second transmission unit 461 and the like so that various processes of the second operating device 4 are executed in an appropriate order according to the programs and the like stored in the second storage unit 42. The second transmission unit 461 is a functional module realized by a program executed by a processor included in the second processing unit 46. Alternatively, the second processing unit 46 may be implemented in the second operating device 4 as firmware.

[0063] 7 is a diagram showing an example of a data structure of operation information output by the first operation device and the second operation device. The operation information is output at a predetermined time interval (for example, 1 / 100 second interval).

[0064] The operation information includes various information output by the first input unit 33, the first acceleration detection unit 34, and the first angular velocity detection unit 35, or the second input unit 43, the second acceleration detection unit 44, and the second angular velocity detection unit 45, depending on the action of the player. The operation information shown in Fig. 7 includes operation device identification information, X-axis acceleration information, Y-axis acceleration information, Z-axis acceleration information, X-axis angular velocity information, Y-axis angular velocity information, Z-axis angular velocity information, and input unit operation information.

[0065] The operation device identification information is identification information for identifying the first operation device 3 or identification information for identifying the second operation device 4. The identification information for identifying the first operation device 3 is stored in the first storage unit 32, and the identification information for identifying the second operation device 4 is stored in the second storage unit 42.

[0066] The X-axis direction acceleration information is acceleration information indicating the acceleration in the X-axis direction detected by the first acceleration detection section 34, or acceleration information indicating the acceleration in the X-axis direction detected by the second acceleration detection section 44.

[0067] The Y-axis direction acceleration information is acceleration information indicating the acceleration in the Y-axis direction detected by the first acceleration detection section 34, or acceleration information indicating the acceleration in the Y-axis direction detected by the second acceleration detection section 44.

[0068] The Z-axis direction acceleration information is acceleration information indicating the acceleration in the Z-axis direction detected by the first acceleration detection section 34, or acceleration information indicating the acceleration in the Z-axis direction detected by the second acceleration detection section 44.

[0069] The X-axis angular velocity information is angular velocity information indicating the angular velocity about the X-axis detected by the first angular velocity detection unit 35, or angular velocity information indicating the angular velocity about the X-axis detected by the second angular velocity detection unit 45.

[0070] The Y-axis angular velocity information is angular velocity information indicating the angular velocity about the Y-axis detected by the first angular velocity detection unit 35, or angular velocity information indicating the angular velocity about the Y-axis detected by the second angular velocity detection unit 45.

[0071] The Z-axis angular velocity information is angular velocity information indicating the angular velocity about the Z-axis detected by the first angular velocity detection unit 35, or angular velocity information indicating the angular velocity about the Z-axis detected by the second angular velocity detection unit 45.

[0072] The input unit operation information is information that is included only when the input unit operation information is output from the first input unit 33 or the second input unit 43. For example, when the first input unit 33 is pressed for one second by the player, the operation information output during this one second includes the input unit operation information output from the first input unit 33. Note that when operation information is output at 1 / 100 second intervals, the input unit operation information output from the first input unit 33 is included in each of the operation information output during the one second that the first input unit 33 is pressed by the player.

[0073] FIG. 8(a) is a schematic diagram showing an example of a virtual space V created by the game processing device 2. As shown in FIG.

[0074] The virtual space V includes a first object OJ1 that resembles a fishing rod, a second object OJ2 that resembles a lure or bait connected to the fishing rod via a fishing line, and a third object OJ3 that resembles a fish. The virtual space V may also include an object that resembles a fishing line, an object that resembles seawater, a lake, a river, or an object that resembles land or an island. The first object OJ1 may be any object that is operated by an object operating device. The second object OJ2 may be any object that is related to the first object. The third object OJ3 is an object that automatically moves along a predetermined path or a randomly determined path. The third object OJ3 may be an object that does not move but is placed at a specific point.

[0075] A virtual camera C is placed at a predetermined position near a first object OJ1. A line of sight direction of the virtual camera C is controlled so that at least a part of each of the first object OJ1, the second object OJ2, and the third object OJ3 is included within a field of view FV of the virtual camera C.

[0076] FIG. 8(b) is a diagram showing an example of an image displayed on the display unit 23 of the game processing device 2. As shown in FIG.

[0077] The image shown in Fig. 8(b) is an image showing a virtual space V within a field of view FV, projected onto a predetermined two-dimensional screen surface arranged in the line of sight of a virtual camera C. In the example shown in Fig. 8(b), an image including a first object OJ1, a second object OJ2, and a third object OJ3 is displayed.

[0078] FIG. 9(a) is a schematic diagram for explaining an example of the movement of the operating device.

[0079] The movement of the operating device shown in FIG. 9(a) is the movement of the operating device when a player holds either the first operating device 3 or the second operating device 4 as a fishing rod and performs a casting motion (overthrow).

[0080] 9(a), a case will be described as an example in which the operation device held by the player to perform a casting operation is the first operation device 3. When the player holds the first operation device 3 and performs a casting motion, the first operation device 3 moves from a first position P1 to a second position P2 while rotating in a rotational direction around, for example, the Z axis.

[0081] The acceleration information output by the first acceleration detection unit 34 while the first operating device 3 moves from the first position P1 to the second position P2 is X-axis acceleration information, Y-axis acceleration information, and Z-axis acceleration information indicating an acceleration obtained by combining gravitational acceleration and acceleration in the moving direction. The angular velocity information output by the first angular velocity detection unit 35 of the first operating device 3 while the first operating device 3 moves from the first position P1 to the second position P2 is X-axis angular velocity information, Y-axis angular velocity information, and Z-axis angular velocity information related to the rotation from the first position P1 to the second position P2.

[0082] The first transmission unit 361 of the first operating device 3 acquires the acceleration information and angular velocity information output from the first acceleration detection unit 34 and the first angular velocity detection unit 35 at predetermined time intervals. Then, the first transmission unit 361 transmits operation information including the acquired acceleration information and angular velocity information to the game processing device 2 via the first communication unit 31 at predetermined time intervals. Note that the first transmission unit 361 is an example of an output unit.

[0083] When the operation device held by the player to perform the casting operation is the second operation device 4, the second transmission unit 461 of the second operation device 4 acquires the acceleration information and angular velocity information output from the second acceleration detection unit 44 and the second angular velocity detection unit 45 at predetermined time intervals, similar to the first transmission unit 361. Then, the second transmission unit 461 transmits operation information including the acquired acceleration information and angular velocity information to the game processing device 2 via the second communication unit 41 at predetermined time intervals. The second transmission unit 461 is an example of an output unit.

[0084] FIG. 9(b) is a schematic diagram showing an example of the virtual space V created by the game processing device 2. As shown in FIG.

[0085] The first object OJ1 contained in the virtual space V changes based on the operation information output when the player holds either the first operating device 3 or the second operating device 4 as a fishing rod and performs a casting motion (overthrow), as shown in Figure 9(a).

[0086] Each time the game processing device 2 receives operation information transmitted from the first operating device 3 and the second operating device 4 at a predetermined time interval, the game processing device 2 determines whether the received operation information satisfies a first operation information condition. When the game processing device 2 determines that the received operation information satisfies the first operation information condition, the game processing device 2 identifies the operating device that transmitted the operation information as an object operating device. The first operation information condition is, for example, a condition that when X-axis acceleration information, Y-axis acceleration information, and Z-axis acceleration information are output as operation information, a composite acceleration of the acceleration in the X-axis direction indicated by the X-axis acceleration information, the acceleration in the Y-axis direction indicated by the Y-axis acceleration information, and the acceleration in the Z-axis direction indicated by the Z-axis acceleration information exceeds a predetermined value. Note that the first operation information condition may be a condition that when acceleration information of one or more axes is output as operation information, the acceleration indicated by the acceleration information of any one of the axes exceeds a predetermined value.

[0087] A first object OJ1 included in the virtual space V changes based on operation information from the object operating device. For example, when it is determined that the operation information from the object operating device satisfies a first operation information condition, the first object OJ1 moves from a predetermined first object position PO1 to a second object position PO2. Note that information on three-dimensional coordinates indicating the first object position PO1 is stored in the storage unit 22 of the game processing device 2 as information on the first object.

[0088] The second object position PO2 is a predetermined position or a position based on operation information from the object operating device. When the second object position PO2 is a predetermined position, information of three-dimensional coordinates indicating the second object position PO2 is stored in the storage unit 22 of the game processing device 2 as information related to the first object.

[0089] When the second object position PO2 is at a position based on operation information from the object operating device, for example, the second object position PO2 is calculated based on acceleration information included in the operation information.

[0090] For example, based on all or part of the acceleration information during a target period from when the acceleration indicated by the acceleration information included in the operation information exceeds a predetermined value until when the acceleration falls below the predetermined value, the moving distance of the object operating device that moved during the target period is calculated. The acceleration indicated by the acceleration information included in the operation information is, for example, a composite acceleration obtained by combining the acceleration indicated by the X-axis acceleration information, the acceleration indicated by the Y-axis acceleration information, and the acceleration indicated by the Z-axis acceleration information.

[0091] Next, based on a correspondence table between the moving distance of the object operating device and the first moving distance of the first object OJ1 (the correspondence table is stored in, for example, the storage unit 22 of the game processing device 2), a first moving distance of the first object OJ1 in the virtual space V corresponding to the calculated moving distance of the object operating device is calculated. Then, a second object position PO2 is calculated based on the first object position PO1 and the first moving distance. Note that the second object position PO2 may be calculated based on angular velocity information included in the operation information. For example, based on all or part of the acceleration information and angular velocity information in the target period, a vector from the first position P1 of the object operating device to a position of the object operating device corresponding to each piece of operation information is calculated at predetermined time intervals. Next, three-dimensional coordinates indicating the position of the first object OJ1 according to the calculated vector are calculated. Then, the first object OJ1 is moved based on the three-dimensional coordinates while being rotated based on the angular velocity information.

[0092] 10(a) and (b) are diagrams showing examples of images displayed on the display unit 23 of the game processing device 2. FIG.

[0093] Figure 10(a) is an image showing a virtual space V within a field of view FV projected onto a specified two-dimensional screen surface positioned in the line of sight of a virtual camera C when a first object OJ1 is at a first object position PO1.

[0094] Figure 10(b) is an image showing a virtual space V within a field of view FV projected onto a specified two-dimensional screen surface positioned in the line of sight of the virtual camera C when the first object OJ1 is at the second object position PO2.

[0095] When the first object OJ1 reaches the second object position PO2, the second object OJ2 starts moving from a predetermined location of the first object OJ1 (for example, if the first object resembles a fishing rod, the position of the top guide of the rod, etc.). Note that the second object OJ2 may start moving from a predetermined location of the first object OJ1 while the first object OJ1 is moving from the first object position PO1 to the second object position PO2. The movement start position of the second object OJ2 is not limited to the predetermined location of the first object OJ1, and may be a position within a predetermined range from the first object OJ1.

[0096] 10(b), an image including a moving second object OJ2 is displayed. A second movement distance and a movement route of the second object OJ2 are calculated based on the operation information, and the second object OJ2 moves along the movement route to a destination position PO3 that is the second movement distance away from the movement start position.

[0097] The second movement distance of the second object OJ2 is calculated based on, for example, acceleration information included in the operation information. Hereinafter, a process of calculating the second movement distance of the second object OJ2 based on acceleration information included in the operation information will be described. First, based on all or part of the acceleration information in the target period, the movement speed of the second object OJ2 at the start of the movement of the second object is calculated. Then, the second movement distance corresponding to the calculated movement speed is calculated. Note that the movement speed used in calculating the second movement distance may be an average movement speed in a period from the start of the movement to a predetermined time before. In addition, a predetermined curve (for example, a quadratic curve, etc.) connecting the movement start position to the arrival position PO3 is calculated as the movement route of the second object OJ2.

[0098] The second moving distance of the second object OJ2 may be calculated based on a moving angle of the direction of acceleration indicated by the acceleration information included in the operation information. The acceleration indicated by the acceleration information included in the operation information is, for example, a composite acceleration obtained by combining the acceleration indicated by the X-axis acceleration information, the acceleration indicated by the Y-axis acceleration information, and the acceleration indicated by the Z-axis acceleration information. In this case, the direction of the acceleration indicated by the acceleration information included in each operation information in the sensor coordinate system is calculated for each operation information. Then, as the moving angle, an angle between the direction of acceleration of the first object OJ1 immediately after the start of the movement and the direction of acceleration of the first object at the start of the movement of the second object OJ2 is calculated. The second moving distance of the second object OJ2 may be calculated based on angular velocity information included in the operation information. For example, the second moving distance is calculated based on an integral value calculated by integrating the angular velocity information and a correspondence table (the correspondence table is stored in, for example, the storage unit 22 of the game processing device 2) calculated based on an integral value calculated by integrating all or a part of the angular velocity information during the target period.

[0099] The angle (elevation / depression angle) A of the movement direction of the second object OJ2 from the horizontal plane in the virtual space V is calculated so as to be smaller the larger the movement angle is, and to be larger the smaller the movement angle is.

[0100] 11 is a schematic diagram showing an example of a movement route of a second object OJ2 in a virtual space V. The movement route R and second movement distance D of the second object OJ2 are calculated based on the movement speed of the second object OJ2 at the start time of the movement of the second object, the calculated angle A, and a function indicating a predetermined curve (e.g., a quadratic curve, etc.).

[0101] The angle (elevation / depression angle) A of the movement direction of the second object OJ2 from the horizontal plane in the virtual space V may be calculated based on the acceleration information and angular velocity information included in the operation information. Hereinafter, an example of a process for calculating the angle A based on the acceleration information and angular velocity information included in the operation information will be described. First, when the time during which the acceleration indicated by the acceleration information included in the operation information is substantially the same as the gravitational acceleration continues for a predetermined gravity determination time or more, the direction of the acceleration indicated by the acceleration information is determined to be vertically downward. Next, the direction of the acceleration determined to be vertically downward is set as a reference direction in the sensor coordinate system. Next, a first difference angle between the direction of the acceleration immediately after the first object OJ1 starts moving and the reference direction is calculated based on the angular velocity information included in the operation information. Next, a second difference angle between the direction of the acceleration of the first object at the start of the movement of the second object OJ2 and the reference direction is calculated based on the angular velocity information included in the operation information. Then, the difference between the first difference angle and the second difference angle is calculated as the angle A.

[0102] Furthermore, the moving direction of the second object OJ2 when projected onto a horizontal plane in the virtual space V may be calculated based on the operation information. Fig. 12(a) is a schematic diagram for explaining an example of the movement of the object operating device.

[0103] For example, a differential angle B between a line segment projected onto a horizontal plane of the X axis of the object manipulating device at the first position P1 and a line segment projected onto a horizontal plane of the X axis of the object manipulating device at the second position P2 is calculated based on the angular velocity information and acceleration information included in the operation information.

[0104] An example of a process for calculating the difference angle B based on the angular velocity information and acceleration information included in the operation information will be described below. First, the vertical downward direction is determined based on the acceleration information, and a plane perpendicular to the vertical downward direction is determined as a horizontal plane. Next, a line segment obtained by projecting the X-axis of the object operating device at the first position P1 onto the horizontal plane is determined. Then, based on the angular velocity information included in the operation information, a difference angle B between the line segment obtained by projecting the X-axis of the object operating device at the second position P2 onto the horizontal plane and the line segment obtained by projecting the X-axis of the object operating device at the first position P1 onto the horizontal plane is calculated.

[0105] FIG. 12(b) is an image showing the virtual space V within the field of view FV projected onto a predetermined two-dimensional screen surface placed in the line of sight of the virtual camera C when the second object OJ2 has moved.

[0106] 12(b), the direction of the movement of the second object OJ2 projected onto a horizontal plane in the virtual space V is set to the difference angle B. For example, the second object OJ2 moves in a direction rotated by the difference angle B from a reference direction L extending upward from the bottom center point O of the display screen of the display unit 23 (both the bottom center point O and the reference direction L are not displayed), with the bottom center point O as the center.

[0107] When the position of the second object OJ2 moving in the moving direction is out of the movable range, the position of the second object OJ2 may be corrected to within the movable range. For example, the movable range is a range within the field of view FV of the virtual camera C.

[0108] FIG. 13 is a schematic diagram for explaining an example of a process for correcting the position of the second object OJ2 in the virtual space V created by the game processing device 2. As shown in FIG.

[0109] For example, if the calculated movement route falls outside the movable range (within the field of view FV of the virtual camera C), the arrival position PO3 moves into the movable range, and a corrected route connecting the movement start position to the arrival position PO3 after the movement is recalculated. In the recalculation process of the corrected route, for example, the angle A in the movement route to be corrected is used to calculate the corrected route.

[0110] By preventing the second object OJ2 from disappearing from the screen during the game, the player can continue playing the game without having to perform an operation to search for the second object OJ2 in the virtual space V. This makes it possible to prevent the player from losing his or her sense of immersion in the game.

[0111] When the second object OJ2 reaches the arrival position PO3, it is determined whether the second object OJ2 and the third object OJ3 satisfy a predetermined relationship. The predetermined relationship is, for example, a positional relationship in which the position of the second object OJ2 and the position of the third object OJ3 are in contact with each other. Note that the predetermined relationship may be other relationships, and may be, for example, a positional relationship in which the position of the third object OJ3 is included within a predetermined range centered on the position of the second object OJ2. When the second object OJ2 and the third object OJ3 satisfy the predetermined relationship, the third object OJ3 moves in a direction toward the first object OJ1 based on operation information based on the player's action.

[0112] FIG. 14(a) is a schematic diagram for explaining an example of the movement of the operating device.

[0113] In the example shown in Fig. 14(a), the movement of the operation device is the movement of the second operation device 4 when the player holds the second operation device 4 as a reel handle and performs the action of winding the reel. When the player holds the first operation device 3 as an object operation device and moves the first operation device 3 in the direction of D1, the first object OJ1 also moves in the direction of D1 according to the operation information including the angular velocity information detected by the first angular velocity detection unit. Also, when the first operation device 3 moves in the direction of D2, the first object OJ1 also moves in the direction of D2 according to the operation information including the angular velocity information detected by the first angular velocity detection unit.

[0114] When the player grips the second operating device 4 and performs an action of winding the reel, the second operating device 4 performs a predetermined motion of repeatedly moving in a first direction D3 and a second direction D4. The predetermined motion is, for example, a periodic motion. The periodic motion is a reciprocating motion or a vibration motion in which the operating device repeatedly moves in the first direction D3 and the second direction D4, or a circular motion centered on a predetermined axis. Note that the predetermined axis of the circular motion may be displaced or rotated, and the orbit of the circular motion does not have to be a perfect circle. Note that the predetermined motion is not limited to a periodic motion, and may be any motion that corresponds to a specific action of the player.

[0115] The game processing device 2 determines whether or not the received operation information satisfies a second operation information condition each time it receives operation information transmitted at a predetermined time interval from the first operating device 3 and the second operating device 4. When it is determined that the received operation information satisfies the second operation information condition, the game processing device 2 identifies the operating device that transmitted the operation information as a parameter operating device.

[0116] The second operation information condition is, for example, a condition that it is determined based on acceleration information included in the operation information that the operation device that transmitted the operation information is performing a periodic motion in which movement in a first direction D3 and movement in a second direction D4 are repeated. When a periodic motion is performed, the acceleration detection unit (first acceleration detection unit 34 or second acceleration detection unit 44) of the operation device reverses the detected acceleration direction in at least one axis of the sensor coordinate system. That is, when the acceleration detection unit detects a motion in which the acceleration direction is repeatedly reversed, it is determined that a periodic motion is being performed. Hereinafter, a case in which the periodic motion is a reciprocating motion will be described as an example.

[0117] The operation device held to perform the action of winding the reel may be an operation device held as an object operation device. In the example shown in Fig. 14(a), the player moves the first operation device 3 back and forth by repeating the movement in the first direction D3 and the movement in the second direction D4, and when the game processing device 2 determines that the operation information received from the first operation device 3 satisfies the second operation information condition, it identifies the first operation device 3 that transmitted the operation information as a parameter operation device. In this case, the second operation device 4 is identified as an object operation device.

[0118] FIG. 14(b) is a diagram showing an example of an image displayed on the display unit 23 of the game processing device 2. As shown in FIG.

[0119] This is an image showing a virtual space V within a field of view FV projected onto a specified two-dimensional screen surface positioned in the line of sight of a virtual camera C when either the first operating device 3 or the second operating device 4 is identified as a parameter operating device.

[0120] In the example shown in FIG. 14(b), an image showing a gauge G is displayed together with an image showing a virtual space V including at least a first object OJ1 and a third object OJ3 that moves in response to the reciprocating motion of the parameter operating device.

[0121] The shape of the gauge G changes to a display mode according to the period of the reciprocating motion of the parameter manipulation device. The period of the reciprocating motion of the parameter manipulation device is the period of movement in the first direction D3 and movement in the second direction D4.

[0122] In the example shown in FIG. 14(b), the gauge G is in the shape of a bar graph. However, the shape of the gauge G is not limited to that of a bar graph. The game processing device 2 sets the parameter value so that the shorter the period of the reciprocating motion of the parameter manipulation device (i.e., the more times the reciprocating motion occurs per unit time), the larger the parameter value, and vice versa. The length of the bar graph of the gauge G changes according to the parameter value. For example, the greater the parameter value, the longer the bar graph length, and the smaller the parameter value, the shorter the bar graph length.

[0123] The game processing device 2 may set the parameter value to be larger as the amount of displacement in one period of the reciprocating motion of the parameter operation device is larger. This allows the player to reel in a lot of fishing line by swinging his / her arms widely, even if the period of the reciprocating motion is long.

[0124] The length of the bar graph of the gauge G may change based on the parameter value and information on the game progress. The information on the game progress is, for example, information on the direction and / or speed of the automatic movement of the third object OJ3. In this case, when the third object OJ3 is automatically moving in a direction other than the moving direction toward the first object OJ1, the length of the bar graph of the gauge G is set to a length corresponding to a value calculated by multiplying the parameter value by a predetermined coefficient of 1 or more. Note that the faster the moving speed at which the third object OJ3 automatically moves, the larger the predetermined coefficient may be. When the third object OJ3 is moving in the moving direction toward the first object OJ1, the length of the bar graph of the gauge G is set to a length corresponding to a value calculated by multiplying the parameter value by a predetermined coefficient of less than 1.

[0125] Also, the moving speed of the third object OJ3 toward the first object OJ1 changes according to the parameter value. For example, the moving speed of the third object OJ3 toward the first object OJ1 is set to a faster speed as the parameter value increases, and is set to a slower speed as the parameter value decreases. This allows the player to move the third object OJ3 toward the player's hand faster by moving the parameter operation device back and forth.

[0126] The game progress control unit 241, the determination unit 242, the identification unit 243, the object control unit 244, the parameter control unit 245, and the display processing unit 246 included in the processing unit 24 of the game processing device 2 will be described below.

[0127] The game progress control unit 241 reads out information about various objects stored in the storage unit 22, and creates a virtual space V in which various objects are placed based on the read out information. The objects placed in the virtual space V are, for example, a first object OJ1, a second object OJ2, and a third object OJ3. In addition, a virtual camera C is placed in the virtual space V.

[0128] Furthermore, the game progress control unit 241 receives, via the communication unit 21, operation information output from the first operating device 3 and the second operating device 4 at predetermined time intervals.

[0129] Furthermore, each time the game progress control unit 241 receives transmitted operation information, it determines whether the received operation information includes input unit operation information instructing the start of a game. If the game progress control unit 241 determines that the received operation information includes input unit operation information instructing the start of a game, it starts the game and instructs the determination unit 242, the identification unit 243, and the object control unit 244 to execute an object change process.

[0130] Furthermore, each time the game progress control unit 241 receives transmitted operation information, it determines whether or not the input unit operation information of the received operation information includes an instruction to restart the game. If the game progress control unit 241 determines that the input unit operation information of the received operation information includes an instruction to restart the game, it restarts the game and instructs the determination unit 242, the identification unit 243, and the object control unit 244 to execute an object change process.

[0131] Furthermore, when the execution of the object change process is completed, the game progress control unit 241 instructs the determination unit 242, the identification unit 243, the object control unit 244, and the parameter control unit 245 to execute a parameter change process.

[0132] The game progress control unit 241 also determines whether the game has ended. For example, the game progress control unit 241 determines that the game has ended when the third object OJ3 has moved within the range of the end determination distance of the first object OJ1. The game progress control unit 241 also determines that the game has ended when the input unit operation information of the received operation information includes an instruction to end the game.

[0133] Furthermore, if the game progress control unit 241 determines that the game has ended, it ends the execution of the parameter change process.

[0134] The determination unit 242 determines whether the received operation information satisfies a first operation information condition each time the transmitted operation information is received, and determines whether the received operation information satisfies a second operation information condition each time the transmitted operation information is received.

[0135] When the determination unit 242 determines that the received operation information satisfies the first operation information condition, the identification unit 243 identifies the operation device that transmitted the operation information as an object operation device. When the determination unit 242 determines that the received operation information satisfies the second operation information condition, the identification unit 243 identifies the operation device that transmitted the operation information as a parameter operation device.

[0136] Furthermore, the identification unit 243 judges whether or not the operation device identified as the parameter operation device is an object operation device. If the operation device identified as the parameter operation device is an object operation device, the identification unit 243 does not identify the operation device identified as the parameter operation device as an object operation device, and identifies an operation device different from the operation device identified as the parameter operation device as an object operation device.

[0137] The object control unit 244 changes the first object OJ1 based on the operation information transmitted from the object operating device at a predetermined time interval. Note that, when it is determined that the operation information from the object operating device satisfies a first operation information condition, the object control unit 244 may move the first object OJ1 from a predetermined first object position PO1 to a predetermined second object position PO2.

[0138] Furthermore, when it is determined that the operation information from the object operating device satisfies the first operation information condition, the object control unit 244 calculates the movement direction and movement distance of the second object OJ2 based on the operation information transmitted from the object operating device at predetermined time intervals, and moves the second object OJ2 based on the calculated movement direction and movement distance.

[0139] Furthermore, the object control unit 244 moves the second object based on parameters changed by the parameter control unit 245, which will be described later.

[0140] In addition, the object control unit 244 reads out information regarding the line of sight direction and field of view of the virtual camera C stored in the memory unit 22 as information regarding the movable range, and if the second object OJ2 moving based on the calculated moving direction and moving distance falls outside the movable range, corrects the position of the second object OJ2 to within the movable range.

[0141] The parameter control unit 245 changes the parameters based on the operation information transmitted from the parameter operation device at predetermined time intervals.

[0142] The display processing unit 246 generates an image showing the virtual space V within the field of view FV projected onto a predetermined two-dimensional screen surface arranged in the line of sight of the virtual camera C, and displays the generated image on the display unit 23.

[0143] In addition, when an object in the virtual space V changes (moves or deforms, etc.) and the changed object is included in the field of view FV, the display processing unit 246 generates an image showing the virtual space V within the field of view FV, including the changed object, and displays the generated image on the display unit 23.

[0144] In addition, when the identification unit 243 identifies the operation device identified as the parameter operation device as an object operation device, the display processing unit 246 displays on the display unit 23 an image showing a gauge G corresponding to the parameter changed by the parameter control unit 245, superimposed on the image showing the virtual space V.

[0145] FIG. 15 is a diagram showing an example of an operational flow of the game progression processing by the processing unit 24 of the game processing device 2.

[0146] First, the game progress control unit 241 receives operation information output from the first operation device 3 and the second operation device 4 via the communication unit 21, and determines whether the received operation information includes input unit operation information instructing the start of the game (step S101). Note that the operation information including the input unit operation information instructing the start of the game is transmitted from the first transmission unit 361 or the second transmission unit 461 via the first communication unit 31 or the second communication unit 41 when the player operates a predetermined first input unit 33 of the first operation device 3 or a predetermined second input unit 43 of the second operation device 4.

[0147] If the received operation information does not include input unit operation information instructing the start of the game (step S101-No), the game progress control unit 241 returns the process to step S101 again.

[0148] When the received operation information includes input unit operation information instructing to start the game (step S101-Yes), the determination unit 242, the identification unit 243, and the object control unit 244 execute an object change process (step S102). The object change process will be described in detail later.

[0149] Next, the game progress control unit 241, the determination unit 242, the identification unit 243, the object control unit 244, and the parameter control unit 245 execute a parameter change process (step S103). The parameter change process will be described in detail later.

[0150] Next, the game progress control unit 241 receives the operation information output from the first operating device 3 and the second operating device 4 via the communication unit 21, and determines whether or not the input unit operation information of the received operation information includes an instruction to start the game again (step S104). If it is determined that the received operation information includes an instruction to start the game again (step S104-Yes), the game progress control unit 241 returns the process to step S102.

[0151] If it is determined that the received operation information does not include an instruction to restart the game (step S104-No), the game progress control unit 241 ends the game progress processing.

[0152] 16 is a diagram showing an example of an operational flow of the object change processing by the determination unit 242, the identification unit 243, and the object control unit 244 of the game processing device 2. The object change processing shown in FIG. 16 is executed in step S102 in FIG.

[0153] First, every time the determination unit 242 receives operation information transmitted from the first operating device 3 and the second operating device 4 at a predetermined time interval, the determination unit 242 determines whether the received operation information satisfies a first operation information condition (step S201).

[0154] When it is determined that the received operation information does not satisfy the first operation information condition (step S201-No), the determination unit 242 returns the process to step S201.

[0155] When it is determined that the received operation information satisfies the first operation information condition (Yes at step S201), the identification unit 243 identifies the operation device that has transmitted the operation information as an object operation device (step S202).

[0156] Next, the object control unit 244 changes the first object OJ1 based on the operation information transmitted from the object operating device at predetermined time intervals (step S203).

[0157] When the process of step S203 is executed, the object change process ends.

[0158] 17 is a diagram showing an example of an operational flow of parameter change processing by the game progress control unit 241, the determination unit 242, the identification unit 243, the object control unit 244, and the parameter control unit 245 of the game processing device 2. The parameter change processing shown in FIG. 17 is executed in step S103 in FIG.

[0159] First, the determination unit 242 determines whether or not the operation information received from the first operating device 3 and the second operating device 4 at predetermined time intervals satisfies a second operation information condition (step S301).

[0160] When it is determined that the received operation information does not satisfy the second operation information condition (step S301-No), the determination unit 242 returns the process to step S301.

[0161] When it is determined that the received operation information satisfies the second operation information condition (Yes at step S301), the identifying unit 243 identifies the operation device that has transmitted the operation information as a parameter operation device (step S302).

[0162] Next, the identification unit 243 determines whether or not the operation device identified as the parameter operation device in step S302 is an object operation device (step S303).

[0163] If the operation device identified as the parameter operation device is not an object operation device (step S303-No), the parameter control unit 245 executes step S305 which will be described later.

[0164] If the operation device identified as the parameter operation device is an object operation device (step S303-Yes), the identification unit 243 identifies an operation device different from the operation device identified as the parameter operation device as an object operation device (step S304).

[0165] Next, the parameter control unit 245 changes the parameters based on the operation information transmitted from the parameter operation device at predetermined time intervals (step S305).

[0166] Next, the object control unit 244 moves the second object based on the changed parameters (step S306).

[0167] Next, the game progress control unit 241 determines whether or not the game has ended (step S307).

[0168] When it is determined that the game has not ended (step S307-No), the game progress control unit 241 returns the process to step S301.

[0169] When it is determined that the game has ended (step S307--Yes), the game progress control unit 241 ends the parameter change process.

[0170] As described above in detail, the player can automatically operate the object to be operated by operating any one of the multiple operation devices. Therefore, the player can enjoy the game without having to configure the operation device, and the game system of this embodiment can improve the operability of the operation device.

[0171] (Variation 1) It should be noted that the present invention is not limited to this embodiment. For example, the game processing device 2 in this embodiment may be connected to a display device by wire or wirelessly, and may display the same image as the image displayed on the display unit 23 on the display device. The display device is, for example, a television receiver, and includes a liquid crystal display or an organic EL display. The display device displays an image according to image data supplied from the processing unit 24. In this case, the display unit 23 may display the same image as the display device, or when an image is displayed on the display device, the display unit 23 may not display an image. Also, the display unit 23 may not be provided in the game processing device 2. The display device may be a head mounted display (Head Mounted Display, HMD).

[0172] (Variation 2) Furthermore, when the second object OJ2 reaches the arrival position PO3, the object control unit 244 may execute an automatic movement process to automatically move the third object OJ3 toward the second object OJ2 according to the relationship between the second object OJ2 and the third object OJ3. For example, the attributes of the second object OJ2 and the third object OJ3 are stored in the storage unit 22, and when the attributes of the second object OJ2 and the attributes of the third object OJ3 match, the object control unit 244 executes the automatic movement process. Alternatively, the parameters of the second object OJ2 and the third object OJ3 are stored in the storage unit 22, and an evaluation value (e.g., friendship level) is calculated based on the parameters of the second object OJ2 and the parameters of the third object OJ3. When the evaluation level exceeds a predetermined set value, the object control unit 244 executes the automatic movement process. The third object OJ3 to be subjected to the automatic movement process may be limited to an object located within a predetermined set range from the arrival position PO3 when the second object OJ2 reaches the arrival position PO3.

[0173] (Variation 3) Furthermore, the game provided by the game device 1 of the present embodiment is not limited to a fishing game. For example, the game device 1 of the present embodiment may provide a sports game other than a fishing game.

[0174] For example, the game device 1 of the present embodiment may provide sports games such as a golf game in which a character operated by a player plays golf using a golf club, or a baseball game in which a character operated by a player plays baseball using a bat, etc. In such sports games, a character holds a first object OJ1 resembling a golf club, a bat, etc., with both hands, and the game progresses using the first object OJ1.

[0175] In this case, a player holding the first operating device 3 in the left hand and the second operating device 4 in the right hand performs an action of swinging a golf club, a bat, etc. The motion sensors of the first operating device 3 and the second operating device 4 output operation information of the first operating device 3 and the second operating device 4, respectively.

[0176] When the game processing device 2 acquires operation information from each of the first operating device 3 and the second operating device 4, the game processing device 2 determines whether the dominant hand is holding the first operating device 3 or the second operating device 4. For example, every time the determination unit 242 of the game processing device 2 receives operation information transmitted from each of the first operating device 3 and the second operating device 4, the determination unit 242 calculates the movement distances of each of the first operating device 3 and the second operating device 4 that have moved during a target period based on all or part of the acceleration information during a target period from when the acceleration indicated by the acceleration information included in the operation information exceeds a predetermined value until when the acceleration falls below the predetermined value. Note that the acceleration indicated by the acceleration information included in the operation information is, for example, a composite acceleration obtained by combining the acceleration indicated by the X-axis acceleration information, the acceleration indicated by the Y-axis acceleration information, and the acceleration indicated by the Z-axis acceleration information.

[0177] Then, the identification unit 243 identifies an operating device that has a long moving distance as an operating device held by the dominant hand.

[0178] Next, the object control unit 244 determines the timing at which the direction of acceleration indicated by the acceleration information included in the operation information transmitted from each of the first operation device 3 and the second operation device 4 changes when the swing is performed as the top position timing when the swing is down from the top position. Next, the object control unit 244 determines the timing at which the acceleration indicated by the acceleration information included in the operation information transmitted from each of the first operation device 3 and the second operation device 4 becomes maximum as the impact timing. Next, the object control unit 244 calculates the rotation angles of the first operation device 3 and the second operation device 4 about the X-axis based on the X-axis angular velocity information included in the operation information transmitted from each of the first operation device 3 and the second operation device 4 received during the period from the top position timing to the impact timing. Then, the object control unit 244 determines the type of the movement trajectory of the second object OJT2 simulating a ball based on the difference value obtained by subtracting the rotation angle of the other operation device from the rotation angle of the operation device identified as being held by the dominant hand. For example, if the difference value is equal to or greater than a predetermined value, the object control unit 244 moves the second object OJT2 to hook. If the difference value is less than a predetermined value, the object control unit 244 moves the second object OJT2 to slice. Note that the object control unit 244 may determine the type of the ball's movement trajectory using only one of the rotation angle of the operating device identified as being held by the dominant hand and the rotation angle of the other operating device.

[0179] The object control unit 244 calculates the angle between the X-axis direction of the operating device identified as being held by the dominant hand and the horizontal plane at the top position timing based on the transmitted operation information. The object control unit 244 calculates the moving distance of the second object OJT2 based on the calculated angle. In this way, since the follow-through can be predicted using the angle of the operating device during the backswing, the moving distance of the second object OJT2 can be calculated based on the angle, which makes it possible to reduce the load of the calculation process.

[0180] (Variation 4) A fighting game may be provided by the game device 1 of this embodiment. For example, when a character operated by a player holds a first object OJT1 simulating a weapon or the like and fights against an enemy character, the determination unit 242 determines whether or not the acceleration indicated by the acceleration information included in the operation information exceeds a predetermined acceleration setting value each time operation information transmitted from each of the first operation device 3 and the second operation device 4 is received.

[0181] When the identification unit 243 determines that the acceleration related to both the first operating device 3 and the second operating device 4 exceeds a predetermined angular velocity setting value, it determines that the character controlled by the player is holding the first object OJT1 with both hands.

[0182] Then, the object control unit 244 moves the first object OJT1 in a direction and at a speed according to the accelerations of both the first operating device 3 and the second operating device 4. The display processing unit 246 displays a character holding the first object OJT1 with both hands, and also displays the moving first object OJT1.

[0183] Furthermore, when the identification unit 243 determines that the acceleration related to either one of the first operating device 3 and the second operating device 4 exceeds a predetermined angular velocity setting value, it determines that the hand of the character corresponding to that one operating device is gripping the first object OJT1. Next, the object control unit 244 moves the first object OJT1 in a direction and at a speed according to the acceleration related to that one operating device.

[0184] Then, the object control unit 244 moves the first object OJT1 in a direction and at a speed corresponding to the acceleration of one of the operation devices. The display processing unit 246 displays a character corresponding to one of the operation devices holding the first object OJT1 in its hand, and displays the moving first object OJT1.

[0185] The game provided by the game device 1 of the present embodiment is not limited to the above-mentioned example, and may be any kind of virtual reality (VR) game that uses an object OJT1 held by a character or the like in a virtual space V. Note that the character or the like holding the object OJT1 does not have to be displayed.

[0186] (Variation 5) Furthermore, the process of identifying a parameter manipulation device may be a process based on the relationship between the operation information received from the first manipulation device 3 and the operation information received from the second manipulation device 4. For example, when the predetermined motion is a reciprocating motion, the amount of displacement in one period of the reciprocating motion based on the operation information received from the first manipulation device 3 may be compared with the amount of displacement in one period of the reciprocating motion based on the operation information received from the second manipulation device 4, and the manipulation device associated with the larger amount of displacement may be identified as the parameter manipulation device.

[0187] Furthermore, when the determination unit 242 determines that the received operation information satisfies the first operation information condition, the identification unit 243 may identify the operation device that transmitted the operation information as an object operation device, and may identify an operation device that has not been identified as an object operation device as a parameter operation device.

[0188] It should be understood that those skilled in the art can make various changes, substitutions, and alterations thereto without departing from the spirit and scope of the present invention. [Explanation of symbols]

[0189] 1. Game device 2 Game Processing Device 21 Communications Department 22 Memory section 23 Display section 24 Processing section 241 Game progress control unit 242 Judgment section 243 Identification Unit 244 Object Control Section 245 Parameter Control Section 246 Display Processing Unit 3 First operating device 31 First Communications Department 32 1st memory section 33 First input section 34 First acceleration detection unit 35 First angular velocity detector 36 First Processing Section 361 First Transmission Unit 4 Second operating device 41 2nd Communications Department 42 2nd memory section 43 Second input section 44 Second acceleration detection unit 45 Second angular velocity detector 46 Second Processing Section 461 Second Transmission Unit

Claims

1. a display processing unit that displays an image of the first object; A plurality of operation units that output operation information based on a player's action; a control unit that changes a parameter related to the first object in response to operation information output from a first operation unit that outputs operation information satisfying a first condition among the plurality of operation units; A game device comprising:

2. 2. The game device according to claim 1, wherein satisfying the first condition means outputting operation information indicating that a periodic motion is being performed in which movement in a first direction and movement in a second direction are repeated.

3. each of the plurality of operation units outputs operation information including an acceleration; The game device according to claim 1 , wherein it is determined whether or not the first condition is satisfied based on the acceleration.

4. The display processing unit displays an image of a second object; The game device according to any one of claims 1 to 3, wherein the control unit changes the second object in response to operation information output from a second operation unit among the plurality of operation units, the second operation unit being different from the first operation unit.

5. The control unit is When a certain operation unit outputs operation information that satisfies the first condition but does not satisfy the second condition, and another operation unit outputs operation information that satisfies the second condition, the certain operation unit is defined as the first operation unit and the other operation unit is defined as the second operation unit, 5. The game device according to claim 4, wherein when a certain operation unit outputs operation information that satisfies the first condition and the second condition, the certain operation unit is designated as the first operation unit and another operation unit is designated as the second operation unit.

6. each of the plurality of operation units outputs operation information including an acceleration; 6. The game device according to claim 5, wherein the second condition is that the acceleration exceeds a predetermined value.

7. 7. The game device according to claim 4, wherein changing the second object comprises moving the second object in a virtual space.

8. The game device according to claim 7 , wherein the control unit calculates a moving distance of the second object in the virtual space based on operation information output from the second operation unit.

9. The game device according to claim 7 , wherein the control unit calculates a moving direction of the second object in the virtual space based on operation information output from the second operation unit.

10. The game device according to any one of claims 7 to 9, wherein the control unit, when the position of the second object deviates from a movable range in the virtual space, corrects the position of the second object to be within the movable range.

11. the display processing unit displays an image of a third object moving in a virtual space; The game device according to any one of claims 7 to 10, wherein the control unit changes a parameter relating to the third object in response to operation information output from the first operation unit.

12. The game device according to any one of claims 1 to 11, wherein the display processing section displays a gauge image that changes in response to operation information output from the first operation section.

13. The game device according to any one of claims 4 to 10, wherein the display processing unit displays a gauge image that changes according to operation information output from the first operation unit and operation information output from the second operation unit.

14. 1. A control method for a game device having a plurality of operation units that output operation information based on a player's action, comprising: Displaying an image of a first object; changing a parameter related to the first object in response to operation information output from a first operation unit which outputs operation information satisfying a first condition among the plurality of operation units; A control method comprising:

15. A control program for a game device having a plurality of operation units that output operation information based on a player's action, Displaying an image of a first object; changing a parameter related to the first object in response to operation information output from a first operation unit which outputs operation information satisfying a first condition among the plurality of operation units; A control program for causing the game device to execute the above steps.