Game program, game system, game device, and game processing method
Patent Information
- Application Number
- JP2024031203
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-01
- Publication Date
- 2025-09-05
AI Technical Summary
Existing game systems allow only one type of weapon to be used by a player character, limiting the variety of item object usage in virtual spaces.
A game system that enables control of multiple characters, allowing a first character to combine item objects with weapon objects to create composite weapons and attach item objects to a second character for varied attack actions, with energy consumption and durability management.
Enriches the ways in which item objects can be used by characters, providing diverse attack options and enhancing gameplay variety through multiple character control and item attachment mechanics.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, a game system, a game device, and a game processing method for performing processing using a player character in a virtual space. [Background technology]
[0002] Conventionally, there is a game device that realizes a game in which a player character fights an enemy character using a weapon in a virtual space (for example, see Patent Document 1). For example, the game device allows the player character to pick up a weapon from the ground in the virtual space and exchange it, and the player character can fight using the picked up weapon. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 11-156053 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the game device disclosed in the above Patent Document 1 allows the user to control one player character, and the player character can only use each weapon in one normal way.
[0005] Therefore, an object of the present invention is to provide a game program, a game system, a game device, and a game processing method that can enrich the ways in which item objects can be used in a virtual space. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention may employ, for example, the following configurations (1) to (11).
[0007] (1) A configuration example of the game program of the present invention causes a computer of an information processing device to control a first character arranged in a virtual space based on an operation input in a first mode, automatically control a second character arranged in the virtual space, and control the second character based on an operation input in a second mode. The control of the first character based on the operation input in the first mode includes at least the movement of the first character in the virtual space, the generation of a composite weapon object by combining an item object with a weapon object held by the first character, and the execution of an attack action by the first character using the composite weapon object or the weapon object. The control of the second character based on the operation input in the second mode includes at least the movement of the second character in the virtual space, the attachment of an item object to any part of the second character, and the execution of an attack action by the second character using a part to which the item object is attached or to which the item object is not attached.
[0008] According to the above configuration (1), the user can select and operate either the first character or the second character, and since multiple ways of using item objects are provided for each of the first character and the second character, it is possible to increase the ways of using the item objects. Also, when the second character is selected, it is possible to execute an attack action using the item object even if there is no weapon object.
[0009] (2) In the above configuration (1), a plurality of item objects may be arranged in the virtual space. Furthermore, the computer may be caused to start, in the second mode, an item object wearing process in response to an instruction based on an operation input, and during the wearing process, to designate an item object to be worn among the item objects arranged in the virtual space based on the operation input, to designate a body part to wear the item object based on the operation input, and to wear the designated item object on the designated body part.
[0010] According to the above configuration (2), the user can attach a desired item object to a desired part of the second character.
[0011] (3) In the above configuration (2), if an item object is already attached to a part designated as the target for attachment during the attachment process, the computer may further cause the computer to remove or erase the already attached item object from the part, and attach an item object newly designated as the target for attachment to the part.
[0012] According to the above feature (3), it is possible to equip a new item object to a part of the second character on which an item object is already equipped.
[0013] (4) In the above configuration (3), the computer may further be caused to perform a drawing process in which at least a part of the second character is displayed semi-transparently during the wearing process.
[0014] According to the above configuration (4), it is possible to prevent the equipped item object from being obscured by the second character and becoming difficult to see.
[0015] (5) In any one of the above configurations (2) to (4), when a weapon object or a composite weapon object is designated as the object to be attached during the attachment process, the computer may further cause the weapon object or the composite weapon object to be attached to the part designated as the object to be attached.
[0016] According to the above feature (5), the second character can also use the weapon object or composite weapon object used by the first character to perform an attack action.
[0017] (6) In any one of the above configurations (1) to (5), the computer may further be configured to transition to the second mode in response to a first operational input being performed in the first mode when a predetermined positional relationship indicating that the first character and the second character are close to each other is established.
[0018] According to the above configuration (6), the user can easily switch between a mode in which the user controls a first character and a mode in which the user controls a second character.
[0019] (7) In the above configuration (6), the control of the second character based on the operation input in the second mode may be performed in a state in which the first character is riding on the second character.
[0020] According to the above configuration (7), by displaying an image in which the first character rides on the second character in the second mode, the current operation mode can be clearly shown to the user.
[0021] (8) In any one of the above configurations (1) to (7), the computer may further be caused to eliminate the weapon object or the composite weapon object based on a durability preset for the weapon object and the number of times that an attack action is performed by the first character using the weapon object or a composite weapon object formed by combining the weapon object.
[0022] According to the above configuration (8), even if a weapon object or composite weapon object is erased based on durability, the item object can be used for an attack action in the second mode, thereby expanding the scope of use of the item object.
[0023] (9) In any one of the above configurations (1) to (8), a plurality of types of item objects may be arranged in the virtual space, and an effect may be set for each type of item object. Furthermore, the computer may generate an effect set for the used item object in response to the execution of an attack action by a first character using a composite weapon object, or an attack action by a second character using a body part to which an item object is attached.
[0024] According to the above configuration (9), the effects of the item objects are set for each type of item object, so that the uses of the item objects can be increased.
[0025] (10) In the above configuration (9), at least one of the multiple types of item objects may be set with an energy parameter that is consumed when an effect is generated. Furthermore, the computer may be caused to consume the energy parameter in response to the activation of the effect of the item object.
[0026] According to the above configuration (10), it is possible to impose restrictions on the use of item objects.
[0027] (11) In the above configuration (10), the energy parameter may be set in association with the first character, and the computer may further consume the energy parameter in response to the execution of a movement or attack action of the second character.
[0028] According to the above feature (11), it is possible to impose restrictions on the use of the item object in association with the action of the second character.
[0029] The present invention may also be embodied in the form of a game system, a game device, and a game processing method. Effect of the Invention
[0030] According to the present invention, it is possible to enrich the ways in which the item objects used by the first character and the second character can be used. [Brief description of the drawings]
[0031] [Figure 1] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 2] FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are removed from the main unit 2. [Diagram 3] Six-sided views showing an example of the main unit 2 [Figure 4] Six-sided diagram showing an example of the left controller 3 [Diagram 5] Six-sided diagram showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 7] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 8] FIG. 13 is a diagram showing an example of a game image in which a first character C1 attacks using a composite weapon object in a virtual space. [Figure 9]FIG. 13 is a diagram showing an example of a game image in which a first character C1 synthesizes a composite weapon object in a virtual space. [Figure 10] FIG. 13 is a diagram showing an example of a game image in which a first character C1 attacks in a virtual space using a composite weapon object that consumes energy. [Figure 11] FIG. 13 is a diagram showing an example of a game image in which a first character C1 rides on a second character C2 in a virtual space. [Figure 12] FIG. 13 is a diagram showing an example of a game image in which a second character C2 attacks using an item object in a virtual space. [Figure 13] FIG. 13 is a diagram showing an example of a game image in which a second character C2 is wearing an item object in a virtual space. [Figure 14] FIG. 13 is a diagram showing an example of a game image in which a second character C2 attacks using an item object that consumes energy in a virtual space. [Figure 15] FIG. 1 is a diagram showing an example of the relationship between a weapon object, an item object, a composite weapon object generated based on these objects, and the attack effect of the composite weapon object; [Figure 16] FIG. 13 is a diagram showing an example of the relationship between the body parts of a second character C2, item objects, and attack effects when the item objects are attached to the body parts. [Figure 17] FIG. 1 shows an example of a data area set in the DRAM 85 of the main unit 2. [Figure 18] A flowchart showing an example of a game process executed by the game system 1. [Figure 19] A subroutine showing an example of the weapon synthesis process in step S136 of FIG. [Figure 20] A subroutine showing an example of the first character attack process in step S138 of FIG. [Figure 21] A subroutine showing an example of the item mounting process in step S146 of FIG. [Figure 22] A subroutine showing an example of the second character attack process in step S148 of FIG. [Figure 23] A flowchart showing an example of processing executed for each frame in the game processing shown in the flowcharts of FIGS. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0032] A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4 (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.
[0033] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the user to perform input.
[0034] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."
[0035] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.
[0036] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.
[0037] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.
[0038] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.
[0039] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.
[0040] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.
[0041] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.
[0042] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has a function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has a function of a hub device (more specifically, a USB hub).
[0043] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIG. 1 and FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.
[0044] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. Also, in this embodiment, input is possible by pressing the analog stick 32.
[0045] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.
[0046] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.
[0047] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.
[0048] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 also includes a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 also includes a second L button 65 and a second R button 66, like the left controller 3.
[0049] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.
[0050] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81-91, 97, and 98 shown in Fig. 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.
[0051] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).
[0052] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.
[0053] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.
[0054] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.
[0055] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.
[0056] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0057] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.
[0058] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.
[0059] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.
[0060] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.
[0061] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.
[0062] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.
[0063] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.
[0064] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.
[0065] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.
[0066] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.
[0067] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0068] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. In other words, the main unit 2 can determine the operations performed on each button 103 and analog stick 32 based on the operation data.
[0069] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).
[0070] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.
[0071] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.
[0072] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.
[0073] As described above, in the game system 1 of this embodiment, the left controller 3 and the right controller 4 are detachable from the main unit 2. In addition, by mounting an integrated device in which the left controller 3 and the right controller 4 are mounted on the main unit 2 or the main unit 2 alone on a cradle, it is possible to output images (and sounds) to an external display device such as a stationary monitor. In the following explanation, the game system 1 will be described in a usage mode in which images are displayed on the display 12. When using the game system 1 in a usage mode in which images are displayed on the display 12, it is also possible to use a game system 1 in a mode in which the left controller 3 and the right controller 4 are fixed to the main unit 2 (for example, a mode in which the main unit 2, the left controller 3, and the right controller 4 are integrated into one housing).
[0074] Game play is performed using a virtual space displayed on the display 12 in response to operations such as operations of the operation buttons and sticks of the left controller 3 and / or the right controller 4 in the game system 1, or touch operations on the touch panel 13 of the main unit 2. In this embodiment, as an example, game play is possible using a player character PC operating in the virtual space in response to user operations using the operation buttons, sticks, and touch panel 13.
[0075] An outline of the game processing performed in the game system 1 will be described with reference to Figs. 8 to 16. Fig. 8 is a diagram showing an example of a game image in which the first character C1 attacks using a composite weapon object in a virtual space. Fig. 9 is a diagram showing an example of a game image in which the first character C1 synthesizes a composite weapon object in a virtual space. Fig. 10 is a diagram showing an example of a game image in which the first character C1 attacks using a composite weapon object that consumes energy in a virtual space. Fig. 11 is a diagram showing an example of a game image in which the first character C1 rides on the second character C2 in a virtual space. Fig. 12 is a diagram showing an example of a game image in which the second character C2 attacks using an item object in a virtual space. Fig. 13 is a diagram showing an example of a game image in which the second character C2 wears an item object in a virtual space. Fig. 14 is a diagram showing an example of a game image in which the second character C2 attacks using an item object that consumes energy in a virtual space. Fig. 15 is a diagram showing an example of a relationship between a weapon object, an item object, a composite weapon object generated based on these objects, and the attack effect. FIG. 16 is a diagram showing an example of the relationship between body parts of the second character C2, item objects, and attack effects when the item objects are attached to the body parts.
[0076] 8, a game image is displayed in which a first character C1, a second character C2, an enemy character EC, and various objects are arranged in a virtual space. In this embodiment, the game image is displayed on the display 12 of the main unit 2, but may be displayed on another display device connected to the main unit 2.
[0077] Both the first character C1 and the second character C2 can function as player characters that move based on a movement operation input by a user. For example, by performing a predetermined operation, the user can switch between a first mode in which the first character C1 functions as a player character and a second mode in which the second character C2 functions as a player character.
[0078] 8 to 10 show an example of a game being played in the first mode. In the first mode, the movement of the first character C1 is controlled based on a user operation input, and the movement of the second character and the movement of the enemy character EC are automatically controlled by the processor 81.
[0079] The first character C1 can perform an action of attacking the enemy character EC in response to a user operation. As an example, it is possible to control the first character C1 to perform an attack action using a weapon in response to a user operation. In this embodiment, a weapon object, a composite weapon object, etc. are prepared as weapons used by the first character C1 for an attack action. The first character C1 can be equipped with either a weapon object or a composite weapon object, and can perform an attack action using the weapon object in response to a user operation, or can perform an attack action using the composite weapon object in response to a user operation.
[0080] The first character C1 shown in Fig. 8 is holding a composite weapon object α, which is an example of an equippable weapon, and is performing an action of attacking an enemy character EC using the composite weapon object α. For example, in a state where the first character C1 is holding the composite weapon object α, in response to an action instruction from the user, the first character C1 performs an action of swinging the composite weapon object α (thereby attacking the enemy character EC). In addition, the second character C2 performs an action of attacking the enemy character EC fighting the first character C1, or other actions, through the above-mentioned automatic control.
[0081] For example, since the composite weapon object α is generated by combining the item object a that applies a wind attack, the user can make the composite weapon object α perform an attack action to emit a gust of wind. When the gust of wind emitted from the composite weapon object α hits an enemy character EC, the enemy character EC can be given a predetermined damage by the gust of wind. Furthermore, since the composite weapon object α is generated by combining the item object a with a stick object (weapon object A), the user can make the first character C1 perform an attack action to perform a basic attack function of "impressing other objects that come into contact" by an attack action of swinging a stick object. For example, when the composite weapon object α is swung and directly touches an enemy character EC, the enemy character EC can be given a predetermined damage by impact.
[0082] In this embodiment, a composite weapon object is generated by integrating a weapon object held by the first character C1 with a predetermined item object. For example, the user issues an item designation instruction to designate an item object to be synthesized into a weapon object, thereby enabling the first character C1 to use the item object. In this state, the user can generate a composite weapon object by issuing an item use instruction to the first character C1 to synthesize the item object into a weapon object (in other words, an instruction to integrate the weapon object and the item object).
[0083] Note that an item object is separate from a weapon object, and when the first character C1 synthesizes an item object with a weapon object, the weapon object is endowed with a specific function or performance according to the synthesized item object. For example, the synthesized weapon object α used by the first character C1 shown in FIG. 8 is generated by synthesizing an item object a with a weapon object A. The weapon object A is a stick object that enables the first character C1 to perform an action of punching and inflicting an impact when attacking, and when synthesized with an item object a that grants a wind attack, the action of emitting a gust of wind when attacking is also possible.
[0084] In this way, the function exerted by the item object a composited into the composite weapon object α is not a function that is exerted on the premise that the basic attack function of the original weapon object is exerted (for example, a function to destroy other objects when impacted), but a function that is exerted independently of the exertion of the basic attack function (i.e., without the premise of the exertion of the basic attack function) (for example, emitting a gust of wind in this example). Note that in this embodiment, the function exerted by the item object a composited into the composite weapon object α is exerted when an attack action is performed using the composite weapon object α, and is not exerted when no attack action is being performed.
[0085] Next, an example of a method for generating a composite weapon object will be described with reference to FIG. 9. As shown in FIG. 9, a plurality of item objects are arranged on a game field in a virtual space. In a state where a composite weapon object can be generated by combining an item object with a weapon object held by the first character C1, the composite item object is displayed in a display mode different from that of other objects that are not the item object. Specifically, the item object arranged in the virtual space is displayed in a color different from that of the other objects, or is displayed with an effect image added thereto, or is displayed with an effect image different from that added to the other objects. In the example shown in FIG. 9, the item objects a to d are displayed in a display mode different from that of a tree object OBJ that is not an item object (note that in FIG. 9, the difference in display mode is represented by diagonal lines). As a result, in a state where a game image showing the game field is displayed, the item objects that can be combined among the objects on the game field can be presented to the user in an easy-to-understand manner. Note that the item object displayed in a display mode different from that of the other objects may be an item object within a determination range, which will be described later, among the item objects arranged in the game field.
[0086] Furthermore, in a state in which a composite weapon object can be generated, an item object (called a "target item object") that is to be the target of the composite process is specified among the item objects. For example, as shown in Fig. 9, an effect image is added to the target item object. In the example shown in Fig. 9, item object a is the target item object, and an effect image is added to item object a.
[0087] In this embodiment, the target item object is the item object that is closest to the first character C1 among the item objects that exist within a determination range based on the position of the first character C1. However, in other embodiments, the target item object may be an item object that is determined based on the position and orientation of the first character C1 among the item objects that exist within a determination range based on the position of the first character C1. As an example, the determination range is a range in front of the first character C1 (specifically, an angular range up to a predetermined angle on both the left and right sides based on the front direction) and a range within a predetermined distance from the position of the first character C1. Note that the determination range may be any range determined based on the position of the first character C1, and in other examples, it may be a range within a predetermined distance from the position of the first character C1 (regardless of the orientation of the player character), or it may be a range of the game field displayed on the display 12.
[0088] In this way, by adding an effect image to the target item object to be the subject of the compositing process, the target item object to be the subject of the compositing process can be presented to the user in an easily understandable manner when a game image showing the game field is displayed. Note that the effect image may be any image that allows the user to distinguish the target item object to be the subject of the compositing process from other item objects.
[0089] As shown in FIG. 9, the effect image indicating the target of the synthesis process has a shape suggesting that the item object a, which is the target item object, and the weapon object A held by the first character C1 are linked together. In other words, the effect image can present the target item object and the weapon object that is the target of the synthesis process in association with each other. Then, a synthetic weapon object is generated based on the weapon object and item object associated by the effect image. Therefore, the effect image can present the weapon object and item object that are the source of the synthetic weapon object to the user in an easy-to-understand manner.
[0090] When the effect image shown in Fig. 9 is displayed, in response to a synthesis instruction from the user, the target item object on the game field is made to disappear and a synthetic weapon object is generated. Fig. 8 illustrates an example of how the generated synthetic weapon object α is used, and the synthetic weapon object α has an appearance obtained by synthesizing a weapon object A and an item object a. For example, when the synthetic weapon object α is generated, an effect is performed in which the item object a moves closer to the weapon object A, and then the weapon object A is changed into the synthetic weapon object α.
[0091] 8, the composite weapon object α has an appearance in which an item object a is composited with the tip portion of a weapon object A (it can also be said that the tip portion of weapon object A is replaced with item object a and integrated with it). Thus, in this embodiment, the composite weapon object (for example, composite weapon object α) has an appearance that includes at least a portion of the appearance of the weapon object (for example, weapon object A) that is the basis of the composite weapon object, and at least a portion of the appearance of the item object (for example, item object a) that is the basis of the composite weapon object. This allows the user to get the impression that the composite weapon object is an object in which a weapon object and an item object are composited.
[0092] The portion of the weapon object into which the item object is to be combined may be set according to the combination of the item object and the weapon object. For example, when an item object is combined with a bow and arrow object, which is a long-range weapon object, the arrowhead, the notch, or the shaft of the arrow object constituting the bow and arrow object may have the appearance of the item object being combined. Also, when an item object is combined with a shield object, which is a defensive weapon object, the shield object may have the appearance of the item object being combined with the center or the outer frame of the shield object.
[0093] In the example shown in Fig. 8, the appearance of the composite weapon object is obtained by replacing part of the appearance of the weapon object A, which is the original weapon object, with the entire appearance of the item object a, which is the original item object. However, the appearance of the composite weapon object may also be obtained by replacing part of the appearance of the original weapon object with part of the appearance of the original item object. Also, the appearance of the composite weapon object may be obtained by combining the entire appearance of the original weapon object with part or all of the appearance of the original item object.
[0094] The item object may be an object that is placed on the game field beforehand at the start of the game, an object that is dropped by the enemy character EC, an object that is placed when the enemy character EC is defeated, or an object that is obtained from an object that is not an item object (for example, a firewood object that is placed on the game field by the first character C1 attacking a tree object OBJ). Some objects may not be item objects. Some objects (including item objects) that appear in the game may be objects that the first character C1 can store and some objects that the first character C1 cannot store. The state in which the first character C1 stores an object means that the first character C1 can carry the object without equipping or holding it, and the stored object is not displayed on the game field. The stored object can be placed on the game field or used (including equipping and holding) by being taken out by the first character C1. A weapon object may also function as an item object, and in this case, a composite weapon object may be created by combining weapon objects.
[0095] As described above, a composite weapon object has a different performance from the weapon object that is the base of the composite weapon object. Here, "the performance of the composite weapon object is different from the performance of the weapon object" means that (a) the ability value set in the composite weapon object is different from the ability value set in the weapon object, and (b) the composite weapon object has a function that the weapon object does not have (or the weapon object has a function that the composite weapon object does not have). For example, the above-mentioned functions may be a function of imparting a propulsive force to the composite weapon object by combining an item object that obtains thrust, a function of expanding the attack range of the composite weapon object by combining an item object that extends, and a function of emitting a gust of wind or a flame from the composite weapon object by combining an item object that emits a gust of wind or a flame. As an example, the composite weapon object α shown in FIG. 8 has a function of emitting a gust of wind during an attack by combining a leaf object that is an item object that imparts a wind attack with a stick object that is a weapon object that can perform a striking attack. Furthermore, the item object that inflicts a wind attack (item object A shown in Figure 8) is an item that can emit a gust of wind when attacking without consuming energy, which will be described later (i.e., it is not an energy consuming object, which will be described later), so when the first character C1 attacks using the composite weapon object α, he or she will always be able to perform an attack that emits a gust of wind.
[0096] The first character C1 may be capable of equipping a plurality of types of weapon objects. In this embodiment, in addition to the above-mentioned composite weapon object, a short-distance weapon object such as a sword object or a spear object, a long-distance weapon object such as a bow and arrow object, a defensive weapon object such as a shield object, etc. may be simultaneously equipped. In this case, the first character C1 can perform an action of attacking by holding one weapon object among the weapon objects currently equipped. That is, in response to an action instruction of a user who selects and holds a weapon object, the first character C1 is made to take a posture of holding the selected weapon object, and further, the first character C1 is made to perform an action of attacking using the weapon object in response to an action instruction of the user. In another embodiment, the number of weapon objects that the first character C1 can simultaneously equip may be one.
[0097] With reference to FIG. 10, a composite weapon object β will be described as another example of a composite weapon object used by the first character C1, which is an original weapon object given the ability to emit flames and consumes energy by emitting the flames.
[0098] The item object d shown in FIG. 10 has a function of emitting flames, and can take a function enabled state in which flames can be emitted and a function disabled state in which flames cannot be emitted depending on the remaining energy state. For example, in this embodiment, energy for enabling the emission of flames is set in the item object d synthesized into the synthesized weapon object β. For example, the above energy is consumed in a predetermined amount depending on the time during which the action of emitting flames is performed, and is restored in a predetermined amount when the action is not performed. Then, when the above energy remains, the function is enabled, and when the energy is depleted and the energy is restored to a full state (called a "charged state"), the function is disabled. In this specification, an item object that consumes energy by using the above function and can take the above function enabled state or the above function disabled state depending on the remaining energy state is called an energy consuming object. Note that when the item object d is in the function enabled state, it can attack by emitting flames from the synthesized weapon object β under certain conditions (for example, on the condition that an attack is made by the first character C1, etc.), and becomes an energy consuming object that consumes energy according to the emission of the flame. On the other hand, the above-mentioned item object a is not an energy consuming object because no energy is consumed when an attack is made by emitting a gust of wind from the composite weapon object α.
[0099] As shown in Fig. 10, the first character C1 has a composite weapon object β generated by combining a weapon object A with an item object d. In the example shown in Fig. 10, the first character C1 is attacking an enemy character EC using the composite weapon object β.
[0100] The composite weapon object β, like the original item object d, has the function of emitting flames, and can be in a function-enabled state in which it can emit flames, and a function-disabled state in which it cannot emit flames. For example, as shown in Fig. 10, when the composite weapon object β is in the function-enabled state and the first character C1 performs an attack action, flames are emitted from the composite weapon object β.
[0101] Since the composite weapon object β is generated by combining the item object d that imparts a fire attack, the user can make the composite weapon object β perform a function of emitting fire by having the first character C1 perform an attack action in the above-mentioned function-enabled state. When the fire emitted from the composite weapon object β hits an enemy character EC, the enemy character EC can be given a predetermined damage by the fire. Since the composite weapon object β is generated by combining the item object d with a stick object (weapon object A), the user can make the first character C1 perform an attack action to perform a basic attack function of "impacting other objects that come into contact" by an attack action of swinging the stick object. For example, when the composite weapon object β is swung and directly contacts the enemy character EC, it is possible to give a predetermined damage by impact to the enemy character EC even in the above-mentioned function-disabled state. In this way, the function of the item object d combined with the composite weapon object β in the above-mentioned function-enabled state is not a function that is performed on the premise that the basic attack function of the original weapon object is performed, but is a function that is performed independently of the basic attack function (for example, emitting fire in this example). In this embodiment, the function exerted by the item object d composited into the composite weapon object β is also exerted when an attack action is performed using the composite weapon object β, and is not exerted when no attack action is performed even if the above-mentioned function is enabled. Also, when the composite weapon object β is in the above-mentioned function disabled state, flames will not be emitted from the composite weapon object β even if the first character C1 performs an attack action, but the attack function of the original weapon object, the stick object, can be exerted.
[0102] 10, in this embodiment, when a composite weapon object is an energy consuming object, an energy gauge E of the composite weapon object is displayed. The energy gauge E indicates, as a gauge amount, the remaining amount of the above-mentioned energy that is consumed in response to the exertion of the functions of the item objects combined into the composite weapon object.
[0103] For example, the energy in the composite weapon object β is consumed by a predetermined amount according to the time that the action of emitting flames is being performed, and the remaining amount shown by the energy gauge E is displayed as being decreased according to the consumption of the energy. Also, the energy is restored by a predetermined amount according to the time that the action of emitting flames is not being performed, and the remaining amount shown by the energy gauge E is displayed as being increased according to the energy restoration. Furthermore, when the remaining amount of the energy becomes 0, the energy is in a charging state until it is fully restored, and the composite weapon object β is in the function disabled state.
[0104] In the charged state, the energy gauge E shows how the gauge amount recovers over time, but may also be displayed in a different display mode (e.g., blinking, changing color, changing size, etc.) from the normal recovery state indicating the charged state. Then, in the charged state, when the energy is recovered to the maximum gauge amount of the energy gauge E, the energy gauge E is returned to the normal display mode, the charged state is cancelled, and the composite weapon object is also switched to the function enabled state. Note that the amount of energy recovered per unit time in the charged state and the amount of energy recovered per unit time in states other than the charged state may be the same, or one of the recovery amounts may be greater.
[0105] In this way, by displaying the energy gauge E, the transition of energy and the state (functionally enabled or disabled state) of the composite weapon object can be shown to the user in an easily understandable manner.
[0106] In this embodiment, a weapon durability value indicating the durability of the weapon object may be set for the weapon object. For example, the game system 1 subtracts the weapon durability value according to the use of the weapon object, and when the weapon durability value becomes 0, the weapon object is broken (i.e., disappears). As an example, a predetermined value is subtracted from the weapon durability value every time the first character C1 performs an action using the weapon object. The weapon durability value may be subtracted according to the number of times the first character C1 performs an action using the weapon object, or according to the time during which the first character C1 performs an action using the weapon object. Furthermore, the weapon objects appearing in the game may include objects of a type for which a weapon durability value is not set. In this case, the weapon object for which a weapon durability value is not set may be an object that cannot be synthesized as a synthesized weapon object.
[0107] When a composite weapon object is generated based on a weapon object for which a weapon durability value is set, a weapon durability value is also set for the composite weapon object. The initial value of the weapon durability value of the composite weapon object (i.e., the value immediately after synthesis) may be set in any way. For example, the initial value may be set based on the weapon durability value of the original weapon object (for example, the value immediately before synthesis), or may be a value previously determined in the game. For example, the weapon durability value set for the composite weapon object is subtracted according to the use of the composite weapon object. As an example, each time the first character C1 performs an action using the composite weapon object, a predetermined value is subtracted from the weapon durability value of the composite weapon object. When the weapon durability value of the composite weapon object becomes 0, the composite weapon object disappears, as in the case of the weapon object. The weapon durability value of the composite weapon object may also be subtracted according to the number of times the first character C1 performs an action using the composite weapon object, or may be subtracted according to the time during which the first character C1 performs an action using the composite weapon object. When the composite weapon object disappears, the original item object may also disappear, or only the item object may be returned to the virtual space.
[0108] Further, an item durability value indicating the durability of the item object may be set for the item object. When a composite weapon object is generated based on an item object for which an item durability value is set, an item durability value is also set for the composite weapon object. In this case, two types of durability values, a weapon durability value and an item durability value, may be set for the composite weapon object. The initial value of the item durability value of the composite weapon object (i.e., the value immediately after synthesis) may be set in any way. For example, the initial value may be set based on the item durability value of the original item objects (e.g., the value immediately before synthesis), or may be a value previously determined in the game. The item durability value set for the composite weapon object is subtracted according to the use of the composite weapon object (i.e., the number of times it is used or the duration of use), similar to the weapon durability value. Note that the method of subtracting the weapon durability value in the composite weapon object may be the same as or different from the method of subtracting the item durability value.
[0109] Here, if the weapon durability value of the composite weapon object is not 0 but the item durability value becomes 0, the composite weapon object is made to disappear and the original weapon object is revived. In this case, the original item object is not revived, so the composite weapon object is not separated into the original weapon object and the item object. Note that the initial value of the weapon durability value of the revived weapon object (i.e., the value immediately after revival) may be set in any way. For example, the initial value may be set based on the weapon durability value of the composite weapon object (e.g., the value immediately before revival), or may be a value previously determined in the game.
[0110] Note that, when the item durability value of a composite weapon object is not 0 but the weapon durability value becomes 0, the composite weapon object may be made to disappear and the original item object may also be made to disappear.As another example, when the item durability value of a composite weapon object is not 0 but the weapon durability value becomes 0, the composite weapon object may be made to disappear and the original item object may be restored.
[0111] In this way, since an item durability value is set for a composite weapon object based on an item object for which a durability value is set, the composite weapon object can inherit the property of the item object (i.e., the property of having a durability value). Furthermore, when the item durability value of the composite weapon object becomes 0, the weapon object equipped by the first character C1 appears to have a weapon object from which a part having the appearance of the item object has disappeared from the composite weapon object in terms of game presentation. Therefore, the weapon object equipped by the first character C1 can be changed in a manner that is easy for the user to understand. The weapon object revived from the composite weapon object may be revived in a state in which it is equipped by the first character C1, or may be revived in a state in which it is placed on the game field (for example, placed at the feet of the first character C1). Furthermore, the weapon durability value of the weapon object revived from the composite weapon object may be set in any way, and may be the weapon durability value of the composite weapon object immediately before disappearance, or may be the weapon durability value immediately before synthesis.
[0112] Also, a composite weapon object in which another item object has already been composited may be specified as a target for composite of an item object. In this case, the item object already composited in the specified composite weapon object may be removed or erased, and a newly specified item object may be newly composited in the weapon object from which the function of the item object has been removed. As an example, in response to an item use instruction for composite a newly specified item object in a composite weapon object, the above-mentioned process for removing or erasing the already composited item object and the process for composite a newly specified item object may be combined. As another example, a user may give an instruction to remove the above-mentioned already composited item object, whereby the process for removing or erasing the item object is first performed, and then a new item use instruction may be given to attach the newly specified item object to the removed weapon object.
[0113] In this embodiment, when the first character C1 and the second character C2 are under a predetermined condition in the first mode, the game is shifted to the second mode in response to a predetermined operation input by the user. For example, as shown in FIG. 11, when the first character C1 and the second character C2 approach each other and are located within a predetermined range in the first mode, a display is performed to prompt the user to select whether or not to put the first character C1 on the second character C2. When a user operation is performed to select putting the first character C1 on the second character C2, the first character C1 is put on the second character C2, and a performance of shifting to the second mode is performed. In the second mode, a game image is displayed in which the first character C1 is operating the second character C2 while riding on the second character C2, and the second character C2 functions as a player character that operates based on the user's operation input.
[0114] Also, in the second mode, when the second character C2 carrying the first character C1 is under a predetermined condition, the mode is shifted to the first mode in response to a predetermined operation input by the user. For example, in the second mode, when the second character C2 carrying the first character C1 is in a predetermined state, a display is performed to prompt the user to select whether or not to remove the first character C1 from the second character C2. Then, when a user operation is performed to select removing the first character C1 from the second character C2, the first character C1 is removed from the second character C2, and a performance of shifting to the first mode is performed. In this way, in this embodiment, by changing the mode, it is possible to switch and operate multiple types of player characters, and a game play rich in variation can be realized.
[0115] 12 to 14 show an example of a game being played in the second mode. In the second mode, a game image is displayed in which the first character C1 is riding on the second character C2 and controlling the second character C2. In the second mode, the movement of the second character C2 riding on the first character C1 is controlled based on a user operation input, and the movement of the enemy character EC is automatically controlled by the processor 81.
[0116] In the second mode of the game, the second character C2 is presented as a robot controlled by the first character C1. The second character C2 can perform an action of attacking the enemy character EC with the first character C1 on it in response to a user operation. As an example, in response to a part of the second character C2 used for an attack being selected by a user operation, it is possible to control an attack action using the part of the second character C2 (e.g., left hand, right hand, left foot, right foot, torso, etc.) or an attack action by the second character C2 using an item attached to the part. In this embodiment, the above-mentioned item object is used as an item used by the second character C2 for an attack action. The second character C2 can attach an item object to its own part, and the part can be selected in response to a user operation to perform an attack action using the item object. Here, the item object used by the second character C2 is the same object as the item object that can be synthesized into the above-mentioned synthetic weapon object, and can be used for an attack action in the respective usage methods of the first character C1 and the second character C2.
[0117] 12 is wearing an item object a, which is an example of a wearable item, on his left hand, and is performing an action of attacking an enemy character EC with the left hand wearing the item object a. For example, in a state where the second character C2 is wearing the item object a on his left hand, in response to a user's instruction to perform an action of attacking with the left hand, the second character C2 performs an action of swinging the item object a worn on his left hand (thereby attacking the enemy character EC).
[0118] As described above, since the item object a has a function of imparting a wind blow, the user can make the second character C2 perform an attack action using the attachment part of the item object a to cause the item object a to exert a function of emitting a gust of wind. When the gust of wind emitted from the item object a hits an enemy character EC, the enemy character EC can be given a predetermined damage by the gust of wind. In addition, since the item object a is attached to the left hand of the second character C2, the user can make the second character C2 perform an attack action using the left hand to exert a basic attack function of "impressing another object that has been hit". For example, when the item object a performs an attack action of hitting the enemy character EC with the left hand, the enemy character EC can be given a predetermined damage by impact.
[0119] The second character C2 can also attack the enemy character EC using a body part to which an item object is not attached. For example, the body part of the second character C2 to be used for the attack is selected and specified from a plurality of body parts based on the user's operation input. Then, when an item object is not attached to the body part specified by the user's operation, the second character C2 performs an attack action using the body part itself. Also, when an item object is attached to the specified body part, the second character C2 performs an attack action using the body part itself while exerting the function of the item object.
[0120] In this embodiment, the item object can be used by the second character C2 for an attack action by being attached to a body part of the second character C2. For example, the user makes an item designation instruction that designates an item object to be attached to a body part of the second character C2, thereby making the second character C2 in a state where the item object can be used. In this state, the user can designate a body part (attachment target body part) to which the item object is to be attached, and can attach the item object to the second character C2 by the user making an item use instruction that designates the item object to be attached.
[0121] When an item object is worn on a body part of the second character C2, it imparts a specific function or effect to that body part according to the worn item object. For example, the item object a worn by the second character C2 shown in Fig. 12 is worn on the left hand of the second character C2. The left hand of the second character C2 is a body part that allows the second character C2 to perform an action of punching and inflicting impact when attacking, and by wearing the item object a that imparts a wind attack, the action of emitting a gust of wind when attacking is also possible.
[0122] In this way, the function exerted by the item object a attached to the body part of the second character C2 is not a function that is exerted on the premise that the basic attack function of the body part of the second character C2 to which the item object a is attached is exerted (for example, a function to destroy other objects that have been impacted), but a function that is exerted independently of the exertion of the basic attack function (i.e., without the premise of the exertion of the basic attack function) (for example, in this example, emitting a gust of wind). Note that in this embodiment, the function exerted by the item object a attached to the body part of the second character C2 is exerted when an attack action is performed using the body part to which the item object a is attached, and is not exerted when an attack action is performed using another body part of the second character C2 or when no attack action is performed at all.
[0123] Next, referring to FIG. 13, an example of a method for attaching an item object to the second character C2 will be described. As described above, a plurality of item objects are arranged on the game field in the virtual space. In a state in which an item object can be attached to a part of the second character C2, the attachable item object is displayed in a display mode different from that of other objects that are not the item object. Specifically, even when the item object is attached to the second character C2, the item object arranged in the virtual space is displayed in a color different from that of the other objects, or is displayed with an effect image added thereto, or is displayed with an effect image different from that added to the other objects. In the example shown in FIG. 13, the item objects a to d are displayed in a display mode different from that of the tree object OBJ that is not an item object (note that, in FIG. 13, the difference in display mode is also represented by diagonal lines). As a result, in a state in which a game image showing the game field is displayed, the above-mentioned attachable item object among the objects on the game field can be presented to the user in an easy-to-understand manner. Note that, even when the item object is attached to the second character C2, the item object displayed in a display mode different from that of the other objects may be an item object within a determination range, which will be described later, among the item objects arranged in the game field.
[0124] In addition, in a state in which an item object can be worn, a target item object to be subjected to the wearing process is specified among the item objects in response to a user's operation of selecting a target body part of the second character C2 on which the item object is to be worn. In this embodiment, an item object can be worn on the left hand, right hand, and back of the second character C2, and one of these body parts is selected as the target body part on which the item object is to be worn. Then, as shown in FIG. 13, an effect image is added to the target item object to be subjected to the wearing process on the selected target body part. In the example shown in FIG. 13, item object a is the target item object, and an effect image is added to item object a.
[0125] The target item object when equipped to the second character C2 may be an item object within the same judgment range as when composited into a composite weapon object. In other words, the target item object when equipped to the second character C2 may be an item object located closest to the second character C2 among the item objects present within the judgment range based on the position of the second character C2, an item object located closest to the part to be equipped on the second character C2, or an item object determined based on the position and orientation of the second character C2 among the item objects present within the judgment range.
[0126] In this way, by adding an effect image to the target item object to be equipped to the second character C2, the target item object to be equipped can be clearly presented to the user in a state where a game image showing the game field is displayed. Note that the effect image may be any image that allows the user to distinguish the target item object to be equipped from other item objects.
[0127] As shown in FIG. 13, the effect image showing the target of the process to equip the second character C2 has a shape suggesting that the target item object, that is, the item object a, is connected to the part of the second character C2 to be equipped (the left hand in the example of FIG. 13). In other words, the effect image can present the target item object in association with the part of the second character C2 to be equipped that is the target of the wearing process. Then, the item object is worn on the part of the second character C2 associated by the effect image. Therefore, the effect image can present to the user in an easy-to-understand manner the part to which the user is going to wear the item object and the item object to be worn.
[0128] When the effect image shown in Fig. 13 is displayed, in response to a user's instruction to wear the item, the target item object on the game field disappears and the item object is worn on the selected body part to be worn. Fig. 12 illustrates an example of an item object a worn on the left hand of the second character C2, with the appearance of a part of the left hand of the second character C2 being replaced with the item object a. For example, when the item object a is worn, the item object a moves so as to approach the selected body part, and then a performance is performed in which a part of the body part is changed to the item object a.
[0129] 12, the item object a attached to the second character C2 has an appearance in which at least a part of the part to which the item object is attached has been replaced with the item object a. In this way, the part of the second character C2 to which the item object is attached has an appearance including at least a part of the appearance of the part to which the item object is attached (e.g., the left hand of the second character C2) and at least a part of the appearance of the attached item object (e.g., item object a).
[0130] In the example shown in FIG. 12, a part of the appearance of the left hand, which is the part to which the item is attached, is replaced with the whole of the appearance of the item object a. However, the appearance of the part to which the item is attached may be combined with the whole of the appearance of the part to which the item is attached (i.e., an appearance in which the second character C2 holds an item object in the left or right hand, or an appearance in which the item object is attached to the back of the second character C2). Also, the appearance of the part to which the item is attached may be replaced with a part of the appearance of the item object. Thus, the attachment of the item object to the second character C2 in this embodiment includes a mode in which at least a part of the part of the second character C2 is replaced with at least a part of the item object, a mode in which the part of the second character C2 has at least a part of the item object, a mode in which at least a part of the item object is attached to the part of the second character C2, a mode in which at least a part of the item object is combined with the part of the second character C2, and the like.
[0131] In a state in which an item object can be equipped to the second character C2, a drawing process may be performed in which at least a part of the second character C2 is displayed semi-transparently (for example, the entire second character C2 including the part of the item object already equipped is semi-transparent, the entire second character C2 excluding the part of the item object already equipped is semi-transparent, and the part to be equipped is semi-transparent). (Note that in FIG. 13, the entire second character C2 is displayed semi-transparently.) This makes it possible to prevent the item object from being hidden by the second character C2 and becoming invisible, and makes it possible to present the item object to be equipped to the second character C2 in an easily understandable manner to the user.
[0132] The item object can add abilities or functions to the body part of the second character C2 to which it is attached. For example, by attaching an item object, the ability value set for the body part of the second character C2 to which it is attached can be improved, or a function that the body part does not have can be added. For example, as an example of the former, the attack power or defense power using the body part of the second character C2 can be improved by attaching an item object, or the moving speed or jumping power using the body part of the second character C2 can be improved by attaching an item object, thereby improving the ability values. As an example of the latter, a function of giving a propulsive force to the body part by attaching an item object that obtains thrust, a function of expanding the attack range of an attack using the body part by attaching an item object that extends, a function of emitting a gust of wind or flame from the attached item object by attaching an item object that emits a gust of wind or flame, etc. can be considered. As an example, the item object a shown in FIG. 12 has a function of emitting a gust of wind during an attack by attaching a leaf object, which is an item object that imparts a wind attack, to a body part of the second character C2 that can perform a striking attack.
[0133] The second character C2 may be capable of equipping different item objects for each body part to which an item object can be attached. In this case, the second character C2 can perform an action of attacking using one item object selected in response to a user operation from among the attached item objects. That is, in response to a user's action instruction to select a body part to be used for attacking and to attack, if an item object is attached to that body part, the second character C2 performs an action of attacking using that item object. In another embodiment, the number of item objects that the second character C2 can simultaneously equip may be one.
[0134] The second character C2 in this embodiment is set with energy for moving with the first character C1 riding on it. For example, the energy of the second character C2 is consumed according to the type and duration of the action when the second character C2 moves as a player character (i.e., moves with the first character C1 riding on it). For example, when the second character C2 moves, attacks, defends, or the like, a predetermined amount of energy of the second character C2 is consumed according to the type and duration of the action. In addition, when the action that consumes the energy is not being performed, the energy of the second character C2 is recovered by a predetermined amount according to the time during which the action is not being performed. As shown in FIG. 12 and FIG. 13, in this embodiment, an energy gauge E is displayed that indicates the remaining amount of energy of the second character C2 by a gauge amount.
[0135] In this embodiment, when the second character C2 has remaining energy, the second character C2 is in a normal operating state where it can operate normally. On the other hand, when the second character C2 has run out of energy and is in a state where it is recovering to a full energy state (called a "charged state"), the second character C2 is set to an abnormal operating state where it cannot operate normally. In the abnormal operating state, the moving speed and operating speed of the second character C2 become slower than in the normal operating state, and the second character C2 cannot perform attacking or defending actions.
[0136] The energy of the second character C2 is consumed by a predetermined amount according to the time during which the energy consuming action is performed, so the remaining amount indicated by the energy gauge E of the second character C2 is displayed as being decreased according to the energy consumption. The energy is recovered by a predetermined amount according to the time during which the energy consuming action is not performed, so the remaining amount indicated by the energy gauge E is displayed as being increased according to the energy recovery. Furthermore, when the remaining amount of energy of the second character C2 becomes 0, the second character C2 enters a charging state until the energy is fully recovered, and the second character C2 enters the abnormal action state. In this embodiment, when the first character C1 gets off the second character C2 and the mode (first mode) in which the second character C2 operates by the above-mentioned automatic control is switched to, the energy of the second character C2 is controlled to be recovered according to the elapsed time after the mode switching, regardless of what action the second character C2 is performing by the automatic control.
[0137] In addition, the energy gauge E of the second character C2 is also shown recovering over time in the charged state, but may be displayed in a different display mode (e.g., blinking, changing color, changing size, etc.) from the normal recovery state indicating the charged state. When the energy gauge E recovers to the maximum gauge amount in the charged state, the energy gauge E is returned to the normal display mode, the charged state is canceled, and the second character C2 is also switched to the normal operating state. The amount of energy recovered per unit time by the second character C2 in the charged state and the amount of energy recovered per unit time by the second character C2 in a state other than the charged state may be the same, or one of the amounts may be greater.
[0138] In this manner, by displaying the energy gauge E of the second character C2, the transition of energy and the state (normal operating state or moving operating state) of the second character C2 can be shown to the user in an easily understandable manner.
[0139] Referring to Figure 14, as another example of an item object that can be worn by the second character C2, we will explain item object d, which is given the function of emitting flames to the part where it is worn, and which further consumes energy of the second character C2 by emitting the flames.
[0140] The item object d shown in Fig. 14 has a function of emitting flames. By performing an attack action in the normal operating state, the second character C2 can emit flames from the equipped item object d. On the other hand, even if a user operation is performed to cause the second character C2 in the abnormal operating state to perform an attack action, the second character C2 cannot emit flames from the equipped item object d.
[0141] As described above, energy is set for the second character C2, and when an action of emitting flames from the item object d is performed, the amount of energy consumed also increases. For example, the energy of the second character C2 is consumed by a predetermined amount in addition to the energy consumed by other actions depending on the time during which the action of emitting flames from the attached item object d is performed. When the energy of the second character C2 is depleted and the second character C2 enters a charging state, the second character C2 enters the abnormal operation state and is unable to emit flames from the item object d.
[0142] In this way, the item object d attached to the second character C2 switches whether or not it can exercise its function depending on the remaining energy state of the second character C2. When the second character C2 is in the above-mentioned effective action state, the item object d can attack by emitting flames from the item object d under certain conditions (for example, on the condition that an attack using the item object d is made by the second character C2, etc.), and becomes an energy consuming object that consumes energy of the second character C2 in response to the emission of the flames. On the other hand, the above-mentioned item object a does not become an energy consuming object, as in the case of being synthesized into a synthesized weapon object, even when an attack is performed by emitting a gust of wind from the item object a attached to the second character C2, because no energy is consumed by the second character C2.
[0143] As shown in FIG. 14, the second character C2 is wearing an item object d on his left hand. As shown in FIG. 14, when the second character C2 performs an attack action with his left hand in the above-mentioned normal operating state in response to a user operation, a flame is emitted from the item object d worn on his left hand. When the flame emitted from the item object d hits an enemy character EC, the enemy character EC can be given a predetermined damage by the flame. In addition, since the item object d is worn on the left hand of the second character C2, the user can make the second character C2 perform an attack action with his left hand to exert a basic attack function of "impacting other objects that come into contact with it". For example, when the left hand wearing the item object d is swung to directly contact the enemy character EC, the enemy character EC can be given a predetermined damage by impact. In this way, the function exerted by the item object d worn on the second character C2 in the above-mentioned normal operating state is not a function exerted on the premise that the basic attack function of the part to which the item object d is worn is exerted, but is a function exerted independently of the basic attack function (for example, emitting a flame in this example). In this embodiment, the function exerted by the item object d attached to the second character C2 is also exerted when an attack action is performed using the item object d, and is not exerted if no attack action is being performed even in the normal operating state described above.
[0144] The above-mentioned item durability value may also be set for the item object attached to the second character C2. The item durability value of the attached item object may be set in any manner, and may be a predetermined item durability value or may be the item durability value immediately before attachment. For example, the game system 1 subtracts the item durability value according to the use of the item object attached to the second character C2, and when the item durability value becomes 0, the item object disappears. As an example, the item durability value is subtracted by a predetermined value each time the second character C2 performs an action using the item object. The item durability value may be subtracted according to the number of times the second character C2 performs an action using the item object, or may be subtracted according to the time during which the second character C2 performs an action using the item object. Also, the item object attached to the second character C2 may be of a type for which an item durability value is not set. In this case, the item object for which an item durability value is not set may be an object that cannot be synthesized with the second character C2.
[0145] Here, when the item durability value of the item object attached to the second character C2 becomes 0, the item object is made to disappear, and the body part to which the item object was attached is restored to a state in which no item object was attached. In this case, the attached item object is not restored, and therefore the item object and the attached body part are not separated.
[0146] In this way, since an item durability value is set for the item object when it is attached to the second character C2, the property of the item object (i.e., the property of having a durability value) can be inherited by the part of the second character C2 to which it is attached. Furthermore, when the item durability value of the attached item object becomes 0, in terms of game presentation, it appears as if the part having the appearance of the attached item object has disappeared from the second character C2. Therefore, the item object attached to the second character C2 can be changed in a manner that is easy for the user to understand. Note that the weapon object revived from the item object may be revived in a state where it is equipped by the second character C2, or may be revived in a state where it is placed on the game field (for example, placed at the feet of the second character C2).
[0147] In addition, if another item object is already attached to the part of the second character C2 designated as the target for attaching the item object, the already attached item object may be removed or erased, and the newly designated item object may be attached to the part. In this case, in response to an item use instruction to attach a newly designated item object to a designated part, a series of processes may be performed that combine the process of removing or erasing the already attached item object and the process of attaching the newly designated item object. As another example, the user may give an instruction to remove the already attached item object described above, and the process of removing or erasing the already attached item object may be performed first, and then a new item use instruction may be given to attach the newly designated item object to the removed part.
[0148] With reference to FIG. 15 and FIG. 16, the relationship between the ability to attack using a composite weapon object and the ability to attack using a part of the second character C2 to which an item object is attached will be described. FIG. 15 is a diagram showing an example of the relationship between a weapon object, an item object, and a composite weapon object generated based on these objects. In the example shown in FIG. 15, among the objects appearing in the game, weapon objects that can be used to synthesize a composite weapon object are weapon objects Y1 to Yn (n is a natural number: in FIG. 15, weapon objects Y1 to Y4 are exemplified), and item objects that can be used to synthesize a composite weapon object are item objects X1 to Xn (n is a natural number: in FIG. 15, item objects X1 to X4 are exemplified). In this embodiment, as shown in FIG. 15, for all combinations of the weapon objects Y1 to Yn and the item objects X1 to Xn, composite weapon objects Z11 to Znn (in FIG. 15, composite weapon objects Z11 to Znn are exemplified) as the result of the synthesis process are set. That is, each of the weapon objects Y1 to Yn that can be used in the synthesis process can be synthesized with any of the item objects X1 to Xn that can be used in the synthesis process.
[0149] The performance of a composite weapon object is the sum of the functions of the original weapon objects and the performance of the item object to be composited. For example, a composite weapon object Z22 is generated by compositely combining an item object Y2 having a function of imparting electric shock with a weapon object Y2 that is a sword object having a function of slashing an attack target, and the composite weapon object Z22 has the performance of slashing while surrounded by electric light (or the performance of slashing while emitting electric light). As a result, an attack using the composite weapon object Z22 can inflict damage on an attack target with the slashing attack effect of the original weapon object Y2 plus the additional effect of imparting electric shock of the composite item object X2. Depending on the mode of an attack using the composite weapon object Z22, there may be cases where either the slashing attack effect of the original weapon object Y2 or the additional effect of imparting electric shock of the composite item object X2 is effective on the attack target.
[0150] The performance added to the composite weapon object by the item object may be set to be different depending on the original weapon objects (for example, the effect (damage) given to the target of attack may be different). Also, the performance added to the composite weapon object may be the same depending on the item object being synthesized, regardless of the original weapon objects.
[0151] Furthermore, the predetermined function of an item object and the function added to a composite weapon object by combining the item objects do not need to be the same in the strict sense, but only need to be the same enough for the user to recognize that there is a relationship between the two functions. For example, with regard to the above-mentioned item object d and composite weapon object β, if they have the same function in the broad sense of "generating a flame," it can be said that the two have the same function even if the size, strength, and shape of the flame, or the length of time the flame is generated, are different.
[0152] FIG. 16 is a diagram showing an example of the relationship between item objects and parts of the second character C2 to which the item objects are attached. In the example shown in FIG. 16, among the objects appearing in the game, the item objects that can be attached to the second character C2 are item objects X1 to Xn (n is a natural number: in FIG. 16, item objects X1 to X4 are exemplified), and the parts of the second character C2 to which the item objects can be attached are the left hand, right hand, and back. In this embodiment, as shown in FIG. 16, for all combinations of each of the item objects X1 to Xn and each of the parts of the second character C2 (left hand, right hand, back), the function added by the item object is set. In other words, the parts of the second character C2 to which the item objects can be attached can be attached to all of the item objects X1 to Xn to which the item objects can be attached.
[0153] The performance of the part of the second character C2 to which the item object is attached is the sum of the function of the part and the performance of the item object to be combined. For example, by combining an item object Y2 having a function of giving an electric shock with the left hand of the second character C2 having a function of giving an impact to the attack target, the left hand has the performance of emitting electric light (or the performance of hitting with electric light wrapped around the left hand). As a result, an attack using the left hand of the second character C2 to which the item object Y2 is attached can damage the attack target by adding the additional effect of giving an electric shock to the attack target by the attached item object X2. Note that, depending on the mode of an attack using the left hand of the second character C2, damage may be given to the attack target with the additional effect of giving an electric shock of the attached item object X2 added to the attack effect of giving an impact with the left hand.
[0154] The performance added to the body part of the second character C2 by equipping an item object may be set to be different depending on the body part (for example, the effect (damage) given to the attack target may be different). Also, the performance added to the body part of the second character C2 by equipping an item object may be the same depending on the item object, regardless of the body part.
[0155] Furthermore, the predetermined function of an item object and the function added to the part where the item object is attached by wearing the item object do not need to be the same in the strict sense, but only need to be the same to the extent that a user can recognize that there is a relationship between the two functions. For example, with regard to the above-mentioned item object d and the part where item object d is attached, if the function is the same in the broad sense of "generating a flame," it can be said that the function of both is the same even if the size of the flame, the strength of the flame, the shape of the flame, the length of time the flame is generated, etc. are different.
[0156] In the above embodiment, an example was used in which an item object was equipped to the second character C2, but the above-mentioned weapon object or composite weapon object may be configured to be equipped. In this case, a weapon object on the game field may be selected as an object to be equipped and equipped to an object to be equipped on the second character C2, similar to the above-mentioned target item object. In addition, the weapon object equipped to the second character C2 may be a composite weapon object based on the weapon object, which is generated by an action of the second character C2 to generate a composite weapon object, similar to the mode in which the first character C1 composes a composite weapon object.
[0157] In this way, the function added to the composite weapon object by combining item objects and the function added to the body part of the second character C2 to which the same item object is attached are the same or similar to the extent that the user can recognize that the two functions are related. For example, a composite weapon object combined with an item object X4 having a function of granting a fire attack is added with the function of attacking while wrapped in fire (or emitting fire), and a body part of the second character C2 to which the same item object X4 is attached is added with the function of attacking by emitting fire, so that the same function is added to both in the sense of "generating fire."
[0158] Next, an example of a specific process executed by the game system 1 will be described with reference to Fig. 17. Fig. 17 is a diagram showing an example of a data area set in the DRAM 85 of the main unit 2. In addition to the data shown in Fig. 17, the DRAM 85 also stores data used in other processes, but detailed description thereof will be omitted.
[0159] The program storage area of the DRAM 85 stores various programs Pa executed by the game system 1. In this embodiment, the various programs Pa store application programs (e.g., game programs) for performing information processing based on data acquired from the left controller 3 and / or the right controller 4 or the main unit 2. The various programs Pa may be stored in advance in the flash memory 84, or may be acquired from a storage medium removable from the game system 1 (e.g., a predetermined type of storage medium inserted in the slot 23) and stored in the DRAM 85, or may be acquired from another device via a network such as the Internet and stored in the DRAM 85. The processor 81 executes the various programs Pa stored in the DRAM 85.
[0160] Furthermore, the data storage area of the DRAM 85 stores various data used in processes such as information processing executed in the game system 1. In this embodiment, the DRAM 85 stores operation data Da, first character data Db, second character data Dc, enemy character data Dd, positioned item data De, equipment data Df, wearing data Dg, item data in use Dh, virtual camera data Di, boarding flag data Dj, function invalid flag data Dk, abnormal operation flag data Dm, image data Dn, and the like.
[0161] The operation data Da is operation data acquired appropriately from the left controller 3 and / or the right controller 4 and the main unit 2. As described above, the operation data acquired from the left controller 3 and / or the right controller 4 and the main unit 2 includes information on inputs (specifically, information on operations) from each input unit (specifically, each button, analog stick, touch panel). In this embodiment, the operation data is acquired from the left controller 3 and / or the right controller 4 and the main unit 2, and the operation data Da is appropriately updated using the acquired operation data. The update cycle of the operation data Da may be updated every frame, which is the cycle of processing executed by the game system 1 described later, or may be updated every cycle in which the above operation data is acquired.
[0162] The first character data Db is data indicating the position, orientation, and posture of the first character C1 placed in the virtual space, as well as the action and state in the virtual space. The second character data Dc is data indicating the position, orientation, and posture of the second character C2 placed in the virtual space, as well as the action and state (including remaining energy) in the virtual space. The enemy character data Dd is data indicating the position, orientation, and posture of the enemy character EC placed in the virtual space, as well as the action and state in the virtual space.
[0163] The placed item data De is data that indicates the position and type of an item object placed on the game field.
[0164] The equipment data Df indicates the weapon objects and composite weapon objects equipped by the first character C1, and includes data indicating which of the equipped weapon objects and composite weapon objects the first character C1 is using (taking a stance) and their status (the durability of the weapon object being used and the durability of the weapon object that is the basis of the composite weapon object being used).
[0165] The attachment data Dg is data indicating item objects attached to each part of the second character C2.
[0166] The item data Dh in use is data that indicates the status (e.g., remaining energy and durability) of an item object (including an item object that has been synthesized into a synthetic weapon object and an item object that is equipped to the second character C2) that is in a state that can be used by the first character C1 or the second character C2.
[0167] The virtual camera data Di is data that indicates the position, direction, angle of view, etc. of a virtual camera placed in a virtual space.
[0168] The boarding flag data Dj is data indicating a boarding flag that is set to ON when the first character C1 is boarding the second character C2.
[0169] The function disabled flag data Dk is data indicating a function disabled flag that is set to ON when the composite weapon object held by the first character C1 is in a function disabled state.
[0170] The abnormal action flag data Dm is data indicating an abnormal action flag that is set to ON when the second character C2 is in an abnormal action state.
[0171] The image data Dn is data for displaying images (e.g., an image of the first character C1, an image of the second character C2, an image of the enemy character EC, images of other characters, images of various objects such as weapon objects and item objects, images of a field in a virtual space, background images, etc.) on a display screen (e.g., the display 12 of the main unit 2).
[0172] Next, a detailed example of the game processing, which is an example of the information processing in this embodiment, will be described with reference to Figs. 18 to 23. Fig. 18 is a flowchart showing an example of the game processing executed by the game system 1. Fig. 19 is a subroutine showing an example of the weapon synthesis processing in step S136 of Fig. 18. Fig. 20 is a subroutine showing an example of the first character attack processing in step S138 of Fig. 18. Fig. 21 is a subroutine showing an example of the item mounting processing in step S146 of Fig. 18. Fig. 22 is a subroutine showing an example of the second character attack processing in step S148 of Fig. 18. Fig. 23 is a flowchart showing an example of the processing executed for each frame in the game processing shown in the flowcharts shown in Figs. 18 to 22. In this embodiment, a series of processing shown in Figs. 18 to 23 is performed by the processor 81 executing a predetermined application program (game program) included in the various programs Pa. In addition, the timing at which the game processing shown in Figs. 18 to 23 is started is arbitrary.
[0173] Note that the processing of each step in the flowcharts shown in Figs. 18 to 23 is merely an example, and as long as the same result is obtained, the processing order of each step may be changed, or another processing may be performed in addition to (or instead of) the processing of each step. In addition, in this embodiment, the processing of each step in the above flowchart is described as being executed by the processor 81, but the processing of some steps in the above flowchart may be executed by a processor other than the processor 81 or a dedicated circuit. In addition, some of the processing executed in the main unit 2 may be executed by another information processing device that can communicate with the main unit 2 (for example, a server that can communicate with the main unit 2 via a network). In other words, each processing shown in Figs. 18 to 23 may be executed by a plurality of information processing devices including the main unit 2 working together.
[0174] In FIG. 18, the processor 81 performs initial settings in the game processing (step S121) and proceeds to the next step. For example, in the initial settings, the processor 81 initializes parameters for performing the processing described below and updates each piece of data. As an example, the processor 81 generates a virtual space in an initial state by placing various objects, characters, and the like in a game field in the virtual space, and updates the placed item data De. The processor 81 also places a first character C1, a second character C2, an enemy character EC, and a virtual camera in a predetermined posture at default positions in the virtual space in the initial state, and updates the first character data Db, the second character data Dc, the enemy character data Dd, and the virtual camera data Di.
[0175] Next, the processor 81 refers to the boarding flag data Dj and determines whether the boarding flag is set to on (step S123). If the boarding flag is set to off, the processor 81 proceeds to step S131. On the other hand, if the boarding flag is set to on, the processor 81 proceeds to step S141.
[0176] In step S131, the processor 81 performs a first character action process and proceeds to the next step. For example, the processor 81 sets the action of the first character C1 based on the operation data Da. As an example, the processor 81 sets the position, direction, posture, action, state, and the like of the first character C1 based on the operation input indicated by the operation data Da and virtual physical operations (for example, the law of inertia and the law of gravity) in the virtual space, and updates the first character data Db.
[0177] The above-mentioned actions of the first character C1 include actions using a weapon object or a composite weapon object. For example, when a user instruction is given to change the weapon object or composite weapon object equipped by the first character C1, the processor 81 changes the weapon object or composite weapon object held by the first character C1 in response to the instruction, and updates the equipment data Df in response to the change. In addition, in response to an attack action instruction given by the user, the processor 81 causes the first character C1 to perform an action using the weapon object or composite weapon object based on the equipment data Df (for example, swinging the weapon object or composite weapon object held to attack).
[0178] Also, in the above step S131, when the first character C1 is equipped with a composite weapon object and the function invalid flag indicated by the function invalid flag data Dk is set to on, the processor 81 increases the remaining energy of the item object combined into the composite weapon object by a predetermined amount and updates the in-use item data Dh. Then, when the remaining energy of the item object is restored to full while the function invalid flag indicated by the function invalid flag data Dk is set to on, the processor 81 sets the function invalid flag indicated by the function invalid flag data Dk to off and updates the in-use item data Dh in accordance with the restored state.
[0179] Next, processor 81 performs other character action processing (step S132) and proceeds to the next step. For example, processor 81 places other characters (e.g., second character C2 and enemy character EC) other than first character C1, controls the actions of the other characters according to rules predetermined in the game program, and updates second character data Dc and enemy character data Dd.
[0180] In step S132, the processor 81 increases the remaining energy of the second character C2 by a predetermined amount to update the second character data Dc. When the remaining energy of the second character C2 is restored to full while the abnormal action flag indicated by the abnormal action flag data Dm is set to ON, the processor 81 sets the abnormal action flag indicated by the abnormal action flag data Dm to OFF and updates the second character data Dc according to the restored state.
[0181] Next, the processor 81 determines whether or not the first character C1 is performing an action of getting on the second character C2 (step S133). For example, when control is performed in the above step S131 in response to a user operation to start the action of the first character C1 getting on the second character C2, the processor 81 makes a positive determination in the above step S133. Then, when the first character C1 is performing the action of getting on the second character C2, the processor 81 advances the process to step S134. On the other hand, when the first character C1 is not performing the action of getting on the second character C2, the processor 81 advances the process to step S135.
[0182] In step S134, the processor 81 sets the boarding flag to on, and proceeds to the process of step S 135. For example, the processor 81 sets the boarding flag to on, and updates the boarding flag data Dj.
[0183] In step S135, the processor 81 determines whether or not to perform a process of synthesizing weapons. For example, when the first character C1 is performing an action capable of generating a synthetic weapon object, the processor 81 makes a positive determination in the above step S135. For example, in the determination in the above step S135, a positive determination is made in response to the first character C1 being able to use an item object and being in a ready state with respect to a weapon object during the game, and a weapon synthesis process described later is started, and a positive determination is made while the weapon synthesis process is being executed. Then, in the determination in the above step S135, a negative determination is made in the case where the state of the first character C1 is released during the weapon synthesis process or where a synthesis process described later is executed. Then, in the case where the processor 81 performs a process of synthesizing weapons, the processor 81 advances the process to step S136. On the other hand, in the case where the processor 81 does not perform a process of synthesizing weapons, the processor 81 advances the process to step S137.
[0184] In step S136, processor 81 performs weapon synthesis processing, and proceeds to step S 137. Hereinafter, the weapon synthesis processing in step S136 will be described with reference to FIG.
[0185] 19, processor 81 changes the display settings so that item objects on the game field are highlighted (step S161), and proceeds to the next step. As a result, in the next game image display control process (step S153), the game image is displayed in a display mode in which the item objects are highlighted (see FIG. 9).
[0186] Next, the processor 81 determines whether or not the weapon object that the first character C1 is ready to use is a weapon object that can generate a composite weapon object (step S162). If the weapon object is a weapon object that can generate a composite weapon object, the processor 81 advances the process to step S163. On the other hand, if the weapon object is not a weapon object that can generate a composite weapon object, the processor 81 ends the process of this subroutine. Note that the process of step S161 may be executed when the determination result of step S162 is positive. In other words, the highlighting of the item object in step S161 may be performed only when the weapon object that the first character C1 is ready to use is a weapon object that can be used in the synthesis process.
[0187] In step S163, processor 81 identifies an item object that is to be a target item object among the item objects on the game field, and proceeds to the next step. The target item object is identified according to the above-described method based on the position of first character C1 indicated by first character data Db. Depending on the position of first character C1, there may be cases where the target item object does not exist, in which case processor 81 does not identify the target item object in step S163.
[0188] Next, processor 81 determines whether or not there is a target item object on the game field based on the processing result of step S163 (step S164). If there is a target item object on the game field, processor 81 advances the process to step S165. On the other hand, if there is no target item object on the game field, processor 81 ends the process of this subroutine.
[0189] In step S165, processor 81 changes the display settings so that an effect image (see FIG. 9) that associates the weapon object held by first character C1 with the target item object is displayed, and proceeds to the next step. As a result, in the next game image display control process (step S153), the game image is displayed in a display mode in which the effect image is displayed.
[0190] Next, processor 81 determines whether or not an instruction to synthesize the above-mentioned composite weapon object has been given based on operation data Da (step S166). If an instruction to synthesize the composite weapon object has been given, processor 81 advances the process to step S167. On the other hand, if an instruction to synthesize the composite weapon object has not been given, processor 81 ends the process of this subroutine.
[0191] In step S167, the processor 81 executes a synthesis process and ends the process of this subroutine. For example, the processor 81 generates a synthetic weapon object based on the target weapon object held by the first character C1 and the target item object on the game field. The processor 81 then changes the target weapon object held by the first character C1 to a synthetic weapon object (see FIG. 8), and updates the equipment data Df and the used item data Dh based on the change. The processor 81 sets the remaining energy and durability of the item object synthesized into the newly generated synthetic weapon object to predetermined values, respectively, and updates the used item data Dh.
[0192] In the synthesis process in step S167, each object is controlled so that after the target item object is brought closer to the target weapon object, the target item object disappears and the target weapon object held by the first character C1 is changed into a synthesized weapon object.
[0193] Returning to FIG. 18, in step S137, processor 81 determines whether or not to perform attack processing by first character C1. For example, in the process of step S131 described above, if an action is set in which first character C1 attacks another character (e.g., enemy character EC) and first character C1 is performing the attack action, processor 81 makes a positive determination in the process of step S137 described above. Then, in the case where processor 81 determines to perform attack processing by first character C1, processor 81 advances the process to step S138. On the other hand, in the case where processor 81 determines not to perform attack processing by first character C1, processor 81 advances the process to step S149.
[0194] In step S138, processor 81 performs first character attack processing, and proceeds to step S149. Hereinafter, the first character attack processing in step S138 will be described with reference to FIG.
[0195] 20, processor 81 refers to equipment data Df to determine whether or not second character C2 is performing an action to attack using a composite weapon object (step S171). If second character C2 is performing an action to attack using a composite weapon object, processor 81 proceeds to step S172. On the other hand, if second character C2 is not performing an attack using a composite weapon object, processor 81 proceeds to step S182.
[0196] In step S172, the processor 81 determines whether or not the function disabled flag indicated by the function disabled flag data Dk is set to ON. If the function disabled flag is set to OFF, the processor 81 proceeds to step S173. On the other hand, if the function disabled flag is set to ON, the processor 81 proceeds to step S181.
[0197] In step S173, the processor 81 imparts an attack effect of the composite weapon object used by the first character C1 in the attack to damage the target of the attack, and proceeds to the next step. For example, the processor 81 inflicts damage on the enemy character EC that is the target of the attack, based on the function and performance (see FIG. 15) set in the composite weapon object used by the first character C1 in the attack, and updates the enemy character data Dd. The processor 81 also sets the display so that an effect of the attack (for example, a gust of wind effect due to the wind attack imparting effect or the fire attack imparting effect of the item object, or an effect of wrapping the composite weapon object in flames) is displayed from the composite weapon object used by the first character C1 in the attack. As a result, in the display control process for the game image that is executed next (step S153), the game image is displayed in a display mode (see FIG. 9 and FIG. 11) in which a performance in which a function due to the item object composited into the composite weapon object is added to the composite weapon object is displayed in an attack using the composite weapon object.
[0198] Next, the processor 81 determines whether or not a condition for subtracting the remaining energy of an item object that is combined into a combined weapon object used by the first character C1 in an attack is satisfied (step S174). For example, the processor 81 refers to the equipment data Df and the item data in use Dh, and when the item object that is combined into a combined weapon object used by the first character C1 in an attack is an energy consuming object, the processor 81 makes a positive determination in the above step S174. Then, when the condition for subtracting the remaining energy is satisfied, the processor 81 advances the process to step S175. On the other hand, when the condition for subtracting the remaining energy is not satisfied, the processor 81 advances the process to step S178.
[0199] In step S175, processor 81 reduces, by a predetermined amount, the remaining energy of the item object combined into the combined weapon object used by first character C1 in the attack, updates the in-use item data Dh, and proceeds to the next step.
[0200] Next, processor 81 refers to the in-use item data Dh to determine whether the remaining energy of the item object combined into the combined weapon object used by first character C1 in the attack has reached 0 (i.e., depleted) (step S176). If the remaining energy of the item object has reached 0, processor 81 advances the process to step S177. On the other hand, if the item object still has remaining energy, processor 81 advances the process to step S178.
[0201] In step S177, the processor 81 sets the function disabled flag to ON, and proceeds to step S178. For example, the processor 81 sets the function disabled flag to ON, and updates the function disabled flag data Dk.
[0202] In step S178, processor 81 subtracts a predetermined amount from the durability of the composite weapon object used in the attack by first character C1, and proceeds to the next step. For example, processor 81 subtracts the durability of each of the weapon objects and item objects constituting the composite weapon object used in the attack based on the details of the attack made by first character C1 (such as the type of attack, attack power, attack effectiveness, and attack time), and updates equipment data Df and used item data Dh.
[0203] Next, processor 81 refers to equipment data Df and used item data Dh to determine whether the durability of the weapon object and / or the item object constituting the composite weapon object used by first character C1 in the attack has become 0 (step S179). If any of the durability has become 0, processor 81 advances the process to step S180. On the other hand, if none of the durability is 0, processor 81 ends the process of this subroutine.
[0204] In step S180, processor 81 makes the composite weapon object disappear or revives the original weapon object, and ends the processing of the subroutine. For example, when the durability of a weapon object constituting a composite weapon object used by first character C1 in an attack becomes 0, processor 81 makes the composite weapon object disappear and updates the equipment data Df and the item data Dh in use. Also, when the durability of an item object constituting a composite weapon object used by first character C1 in an attack becomes 0, processor 81 makes the item object constituting the composite weapon object disappear and revives the weapon object that is the source of the composite weapon object, and updates the equipment data Df and the item data Dh in use.
[0205] On the other hand, if it is determined in step S172 that the function invalid flag is on, processor 81 imparts an attack effect of the weapon object that is the basis of the composite weapon object used by first character C1 in the attack, inflicts damage on the target of attack, and ends the processing of the subroutine. For example, processor 81 inflicts damage on the enemy character EC that is the target of attack, based on the functions and performance set in the weapon object that is the basis of the composite weapon object used by first character C1 in the attack, and updates enemy character data Dd.
[0206] Furthermore, if it is determined in step S171 that the composite weapon object has not been used, processor 81 imparts an attack effect using the weapon object held by first character C1 or the body of first character C1 (e.g., hands or feet) based on equipment data Df, inflicts damage on the target of attack, and ends the processing of the subroutine. For example, processor 81 inflicts damage on the enemy character EC that is the target of attack, based on the functions and performance set in the weapon object used by first character C1 in the attack, or the attacking ability of first character C1 itself, and updates enemy character data Dd.
[0207] Returning to FIG. 18, if it is determined in step S123 that the boarding flag is on, the processor 81 performs second character action processing (step S141) and proceeds to the next step. For example, the processor 81 sets the action of the second character C2 based on the operation data Da. As an example, the processor 81 sets the position, direction, posture, action, state, and the like of the second character C2 based on the operation input indicated by the operation data Da and virtual physical calculations in the virtual space (for example, the law of inertia and the law of gravity), and updates the second character data Dc.
[0208] The above-mentioned action of the second character C2 includes an action using an item object attached to the second character C2. As an example, when a user operation is performed to select a part of the second character C2 to which an item object is to be attached, the processor 81 causes the second character C2 to perform an action of attaching the item object to the part. As another example, in response to a user's instruction for an attack action (an instruction to specify a part of the second character C2 to be used in an attack), the processor 81 causes the second character C2 to perform an action of attacking using the part. For example, when an item object is attached to a part of the second character C2 to be used in an attack specified by the user, the processor 81 causes the second character C2 to perform an action of using the item object (for example, swinging the attached item object to attack). Also, when an item object is not attached to a part of the second character C2 to be used in an attack specified by the user based on the attachment data Dg, the processor 81 causes the second character C2 to perform an action of attacking using the part itself (for example, an action of attacking by punching with the right hand of the second character C2).
[0209] In addition, in the above step S141, when the second character C2 performs an action that consumes energy (for example, an action of moving in a virtual space), the processor 81 reduces the remaining energy of the second character C2 based on the content of the action, and updates the second character data Dc. In this embodiment, the energy consumption due to the use of the item object attached to the second character C2 is calculated in step S148. In addition, when the second character C2 does not perform an action that consumes energy, the processor 81 increases the remaining energy of the second character C2 by a predetermined amount, and updates the second character data Dc. Then, when the remaining energy of the second character C2 is restored to the full state while the abnormal action flag indicated by the abnormal action flag data Dm is set to ON, the processor 81 sets the abnormal action flag indicated by the abnormal action flag data Dm to OFF, and updates the item data in use Dh and the second character data Dc according to the restored state.
[0210] Next, processor 81 performs other character action processing (step S142) and proceeds to the next step. For example, processor 81 places other characters (e.g., first character C1 and enemy character EC) other than second character C2, controls the actions of the other characters according to rules predetermined in the game program, and updates first character data Db and enemy character data Dd.
[0211] Also, in step S142, when the first character C1 riding on the second character C2 is equipped with a composite weapon object that is an energy consuming object, the processor 81 increases the remaining energy of the energy consuming object (i.e., the remaining energy of the item object composited into the composite weapon object) by a predetermined amount and updates the item in use data Dh. Then, when the function disable flag indicated by the function disable flag data Dk is set to on and the remaining energy of the energy consuming object is restored to full, the processor 81 sets the function disable flag indicated by the function disable flag data Dk to off and updates the item in use data Dh according to the restored state.
[0212] Next, the processor 81 determines whether or not the second character C2 is performing an action to lower the first character C1 (step S143). For example, when control is performed in the above step S141 in response to a user operation to start the action of the second character C2 lowering the first character C1, the processor 81 makes a positive determination in the above step S143. Then, when the second character C2 is performing an action to lower the first character C1, the processor 81 advances the process to step S144. On the other hand, when the second character C2 is not performing an action to lower the first character C1, the processor 81 advances the process to step S145.
[0213] In step S144, the processor 81 sets the boarding flag to off, and proceeds to the process of step S 145. For example, the processor 81 sets the boarding flag to off, and updates the boarding flag data Dj.
[0214] In step S145, the processor 81 determines whether or not to perform a process of equipping the second character C2 with an item. For example, when the second character C2 is performing an action that allows the second character C2 to equip an item object, the processor 81 makes a positive determination in the above step S145. For example, in the determination in the above step S145, a positive determination is made in response to the second character C2 being able to use an item object and being in a state of using the item object during the game, and an item equip process described later is started, and a positive determination is made while the item equip process is being executed. Then, in the determination in the above step S145, a negative determination is made in the case where the state of the second character C2 is released during the item equip process or the equip process described later is executed. Then, in the case where the processor 81 performs a process of equipping an item, the processor 81 advances the process to step S146. On the other hand, in the case where the processor 81 does not perform a process of equipping an item, the processor 81 advances the process to step S147.
[0215] In step S146, processor 81 performs an item mounting process, and proceeds to step S147. Hereinafter, the item mounting process in step S146 will be described with reference to FIG.
[0216] 21, processor 81 changes the display settings so that item objects on the game field are highlighted (step S191), and proceeds to the next step. As a result, in the next game image display control process (step S153), the game image is displayed in a display mode in which the item objects are highlighted (see FIG. 13).
[0217] Next, processor 81 determines whether or not the body part to which second character C2 is going to attach the item object (i.e., the attachment target body part selected in response to a user operation) can attach the item object (step S192). If processor 81 determines that the item object can be attached, it advances the process to step S193. On the other hand, if processor 81 determines that the item object cannot be attached, it ends the process of the subroutine. Note that the process of step S191 may be executed when the determination result of step S192 is positive. In other words, the highlighting of the item object in step S191 may be performed only when a body part of second character C2 to which the item object is to be attached is selected in response to a user operation and the item object can be attached to that body part.
[0218] In step S193, processor 81 identifies an item object that is to be a target item object to be attached to the attachment target body part among the item objects on the game field, and proceeds to the next step. The target item object is identified according to the above-mentioned method based on the position of second character C2 indicated by second character data Dc. Depending on the position of second character C2, there may be cases where the target item object does not exist, in which case processor 81 does not identify the target item object in step S193.
[0219] Next, processor 81 determines whether or not there is a target item object on the game field based on the processing result of step S193 (step S194). If there is a target item object on the game field, processor 81 proceeds to the process of step S195. On the other hand, if there is no target item object on the game field, processor 81 ends the process of this subroutine.
[0220] In step S195, processor 81 changes the display settings so that an effect image that associates the selected attachment target part for second character C2 with the target item object is displayed and second character C2 is displayed semi-transparently (see FIG. 13), and proceeds to the next step. As a result, in the game image display control process (step S153) executed next, the game image is displayed in a display mode in which second character C2 is semi-transparent and the effect image is displayed.
[0221] Next, processor 81 determines whether or not an instruction to wear the above-mentioned item object has been given based on operation data Da (step S196). If an instruction to wear the item object has been given, processor 81 proceeds to step S197. On the other hand, if an instruction to wear the item object has not been given, processor 81 ends the processing of this subroutine.
[0222] In step S197, processor 81 executes an attachment process and ends the process of the subroutine. For example, processor 81 attaches an item object to the attachment target body part selected for second character C2 based on the attachment target body part and the target item object on the game field. Then, processor 81 changes the state to one in which the item object is attached to the attachment target body part of second character C2 (see FIG. 12), and updates attachment data Dg and in-use item data Dh based on the change. Processor 81 sets the durability value of the newly attached item object to a predetermined value and updates the in-use item data Dh.
[0223] In the attachment process in step S197, each object is controlled so that after the target item object is brought closer to the attachment target part, the target item object disappears and the item object is attached to the attachment target part.
[0224] Returning to FIG. 18, in step S147, processor 81 determines whether or not to perform attack processing by second character C2. For example, in the process of step S141 described above, if an action is set in which second character C2 attacks another character (e.g., enemy character EC) and second character C2 is performing the attack action, processor 81 makes a positive determination in the process of step S147 described above. Then, in the case where processor 81 determines to perform attack processing by second character C2, processor 81 advances the process to step S148. On the other hand, in the case where processor 81 determines not to perform attack processing by second character C2, processor 81 advances the process to step S149.
[0225] In step S148, processor 81 performs second character attack processing, and proceeds to step S149. The second character attack processing in step S148 will now be described with reference to FIG.
[0226] 22, processor 81 refers to mounting data Dg to determine whether or not second character C2 is performing an action to attack using an item object (step S201). If second character C2 is performing an action to attack using an item object, processor 81 proceeds to step S202. On the other hand, if second character C2 is not performing an attack using an item object, processor 81 proceeds to step S212.
[0227] In step S202, the processor 81 determines whether or not the abnormal operation flag indicated by the abnormal operation flag data Dm is set to ON. If the abnormal operation flag is set to OFF, the processor 81 advances the process to step S203. On the other hand, if the abnormal operation flag is set to ON, the processor 81 advances the process to step S211.
[0228] In step S203, processor 81 imparts an attack effect of the item object used by second character C2 in the attack to damage the target of attack, and proceeds to the next step. For example, processor 81 inflicts damage on enemy character EC, which is the target of attack, based on the function and performance (see FIG. 16) set in the item object used by second character C2 in the attack, and updates enemy character data Dd. Processor 81 also sets the display so that an effect of the attack (for example, a gust of wind effect or a flame effect due to the wind attack imparting effect or the flame attack imparting effect of the item object) is displayed from the item object used by second character C2 in the attack. As a result, in the display control process of the game image executed next (step S153), the game image is displayed in a display mode (see FIGS. 12 and 14) in which a performance with a function of the item object is displayed in an attack using the item object.
[0229] Next, the processor 81 determines whether or not the condition for subtracting the remaining energy of the second character C2 is satisfied by the second character C2 using the item object in an attack (step S204). For example, the processor 81 refers to the attachment data Dg and the item data in use Dh, and when the item object used by the second character C2 in an attack is an energy consuming object, the processor 81 makes a positive determination in the above step S204. Then, when the condition for subtracting the remaining energy is satisfied, the processor 81 advances the process to step S205. On the other hand, when the condition for subtracting the remaining energy is not satisfied, the processor 81 advances the process to step S208.
[0230] In step S205, the processor 81 reduces the remaining energy of the second character C2 by a predetermined amount, updates the second character data Dc, and proceeds to the next step.
[0231] Next, processor 81 refers to second character data Dc and determines whether or not the remaining energy of second character C2 has become 0 (i.e., depleted state) (step S206). If the remaining energy of the item object has become 0, processor 81 advances the process to step S207. On the other hand, if the remaining energy of the item object remains, processor 81 advances the process to step S208.
[0232] In step S207, the processor 81 sets the abnormal operation flag to ON, and proceeds to step S208. For example, the processor 81 sets the abnormal operation flag to ON, and updates the abnormal operation flag data Dm.
[0233] In step S208, processor 81 subtracts a predetermined amount from the durability of the item object used in the attack by second character C2, and proceeds to the next step. For example, processor 81 subtracts the durability of the item object used in the attack based on the details of the attack made by second character C2 (such as the type of attack, attack power, attack effectiveness, and attack time), and updates the in-use item data Dh.
[0234] Next, processor 81 refers to the attachment data Dg and the item in use data Dh to determine whether or not the durability of the item object used by second character C2 in the attack has reached 0 (step S209). If the durability of the item object has reached 0, processor 81 advances the process to step S210. On the other hand, if the durability of the item object is not 0, processor 81 ends the process of this subroutine.
[0235] In step S210, processor 81 causes the item object to disappear, and ends the processing of the subroutine. For example, processor 81 causes the item object used by second character C2 in the attack to disappear, and updates attachment data Dg and in-use item data Dh.
[0236] On the other hand, if it is determined in step S202 that the abnormal operation flag is on, processor 81 imparts an attack effect by the body part to which the item object that second character C2 is attempting to use in the attack is attached, deals damage to the attack target, and ends the processing of the subroutine. For example, processor 81 deals damage to the enemy character EC that is the attack target based on the attack ability set in the body part of second character C2, and updates enemy character data Dd.
[0237] Furthermore, if it is determined in step S201 that the item object has not been used in the attack, processor 81 imparts an attack effect by the body part of second character C2 designated as the body part to be used in the attack, inflicts damage on the target of attack, and ends the processing of the subroutine. For example, processor 81 inflicts damage on enemy character EC that is the target of attack based on the attack ability set for the body part of second character C2, and updates enemy character data Dd.
[0238] Returning to FIG. 18, in step S149, processor 81 determines whether or not to end the game processing. Conditions for ending the game processing in step S149 above include, for example, a condition for ending the game processing being satisfied, or the user performing an operation to end the game processing. If processor 81 does not end the game processing, it returns to step S123 above and repeats the process, and if it ends the game processing, it ends the process according to this flowchart. Thereafter, the series of processes from step S123 to step S149 is repeatedly executed until it is determined in step S149 that the process is to end.
[0239] In the above, the flow of the game processing is explained using Figures 18 to 22, but during execution of the game processing, etc., the processing shown in the flowchart of Figure 23 is executed at predetermined time intervals, so that a game screen according to an operation is displayed on a display, etc. The interval at which one game image is generated is called one frame, and Figure 23 explains the game processing as processing performed for each frame.
[0240] In FIG. 23, the processor 81 acquires operation data from the left controller 3, the right controller 4, and / or the main unit 2, updates the operation data Da (step S151), and proceeds to the next step.
[0241] Next, the processor 81 performs processing within one frame in various game processing described with reference to FIG. 18 to FIG. 22 (step S152). Specifically, processing for one frame is performed for all or part of the processing from step S123 to step S149. For example, the processor 81 updates the first character data Db, the second character data Dc, the enemy character data Dd, and the arranged item data De based on processing according to the operation data Da, the progress of the animation, physical calculations in the virtual space, AI control, and the like, and updates each character, such as the first character C1, the second character C2, and the enemy character EC, and each object, such as an item object, arranged in the virtual space. In addition, the processor 81 equips the first character C1 with a weapon object or a composite weapon object, and equips the second character C2 with an item object, based on the equipment data Df, the wearing data Dg, and the used item data Dh. In addition, the processor 81 updates the virtual camera data Di based on control using the operation data Da, control based on the position and posture of the first character C1, and control based on the position and posture of the second character C2, etc., to update the position and / or posture of the virtual camera for generating the display image.
[0242] Next, the processor 81 performs a display control process (step S153). That is, the processor 81 generates an image of the virtual space seen from the set virtual camera, and controls the display of the virtual space image on the display 12. Then, the processor 81 returns to the above step S151 and repeats the process.
[0243] In this way, in this embodiment, the user can select either the first character C1 or the second character C2 as the player character and operate it. Also, with regard to how to use the item object used by the player character as a weapon, depending on the selected player character, the item object can be synthesized as a synthetic weapon object or directly equipped to the player character, thereby providing a wide variety of ways to use the item object.
[0244] In the above embodiment, the functions of the item object synthesized into the synthesized weapon object and the function of the item object attached to the second character C2 are both exercised when the player character is performing an attack action, but they may be exercised when the player character is performing another action. For example, the above functions may be exercised when the player character is performing a predetermined action in the virtual space, such as an action in which the player character moves in the virtual space, an action in which the player character cuts a part of the terrain or a building in the virtual space, or an action in which the player character detects the virtual space.
[0245] In the above embodiment, the second character C2 consumes the remaining energy of the second character C2 when he uses the energy consuming object. This consumes not only the energy for making the energy consuming object function, but also the energy used for making the second character C2 itself move, and each of the actions can be associated and restricted. In another embodiment, the energy for making the energy consuming object function and the energy for making the second character C2 itself move can be set separately. In this case, the remaining energy set in the energy consuming object is consumed in response to the second character C2 using the energy consuming object, and the energy for making the second character C2 itself move is not consumed. Also, even if the second character C2 consumes energy for something other than using the energy consuming object, the energy for making the energy consuming object function is not consumed. This reduces the influence and restriction of the action of the second character C2 using the function of the energy consuming object and the action of the second character C2 not using the function on each other in terms of energy consumption.
[0246] In the above embodiment, the first character C1 or the second character C2 uses the item object for an attack action, but the item object may be used for other actions. The item object may be used in other ways, such as by being combined into a composite weapon object or by being attached to a player character. For example, the first character C1 or the second character C2 may be able to perform an action of moving the item object by itself, or an action of throwing the item object by itself. If the item object is an energy consuming object, it may be able to perform a function that is made possible by consuming energy when used for the other action.
[0247] In the above embodiment, the user selects one of the first character C1 and the second character C2 as the player character and operates it, but three or more characters may be selectable as the player character. In this case, the manner in which each character uses an item object may be the same as the manner in which the first character C1 and the second character C2 use the item object, or may be different from the manner in which the first character C1 and the second character C2 use the item object.
[0248] Furthermore, the game system 1 may be any device, such as a portable game device, any portable electronic device (such as a PDA (Personal Digital Assistant), a mobile phone, a personal computer, a camera, or a tablet).
[0249] In the above description, an example was used in which the information processing (game processing) is performed by the game system 1, but at least a part of the above processing steps may be performed by another device. For example, if the game system 1 is configured to be capable of communicating with another device (e.g., a server, another information processing device, another image display device, another game device, another mobile terminal), the above processing steps may be executed by the cooperation of the other device. In this way, by performing at least a part of the above processing steps by another device, processing similar to the above processing is possible. In addition, the above information processing can be executed by one processor or by cooperation between multiple processors included in an information processing system composed of at least one information processing device. In the above embodiment, the processor 81 of the game system 1 can execute a predetermined program to perform information processing, but a part or all of the above processing may be executed by a dedicated circuit provided in the game system 1.
[0250] According to the above-mentioned modified example, the present invention can be realized in a so-called cloud computing system form or a distributed wide area network and local network system form. For example, in a distributed local network system form, the above-mentioned processing can be executed by cooperation between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). In these system forms, there is no particular limitation on which device performs the above-mentioned processing, and it goes without saying that the present invention can be realized regardless of the division of processing load.
[0251] Furthermore, the processing sequence, setting values, conditions used for judgment, and the like used in the above-described information processing are merely examples, and it goes without saying that this embodiment can be realized even with other sequences, values, and conditions.
[0252] The program may be supplied to the game system 1 through an external storage medium such as an external memory, or may be supplied to the device through a wired or wireless communication line. The program may be pre-recorded in a non-volatile storage device inside the device. The information storage medium for storing the program may be a non-volatile memory, a CD-ROM, a DVD, or an optical disk-shaped storage medium similar to these, a flexible disk, a hard disk, a magneto-optical disk, a magnetic tape, or the like. The information storage medium for storing the program may be a volatile memory for storing the program. Such a storage medium may be a recording medium that can be read by a computer or the like. For example, the various functions described above can be provided by having a computer or the like read and execute the programs from these recording media.
[0253] Although the present invention has been described in detail above, the above description is merely illustrative of the present invention in all respects and is not intended to limit its scope. Needless to say, various improvements and modifications can be made without departing from the scope of the present invention. In addition, it is understood that a person skilled in the art can implement an equivalent range based on the description of the present invention and technical common sense from the description of specific examples of the present invention. In addition, it should be understood that the terms used in this specification are used in the sense commonly used in the field unless otherwise specified. Therefore, unless otherwise defined, all technical terms and technical terms used in this specification have the same meaning as commonly understood by a person skilled in the art to which this invention belongs. In the event of a conflict, this specification (including definitions) shall prevail. [Industrial Applicability]
[0254] As described above, the present invention can be used as a game program, a game system, a game device, a game processing method, etc., that can enrich the ways in which item objects can be used in a virtual space. [Explanation of symbols]
[0255] 1. Information processing system 2. Main unit 3. Left controller 4…Right controller 11. Housing 12…Display 13...Touch panel 32, 52…Analog stick 42, 64…Terminals 81…Processor 82…Network communication section 83...Controller communication section 85…DRAM 101, 111...Communication control unit
Claims
1. The computer of the information processing device In a first mode, a first character arranged in a virtual space is controlled based on an operation input, and a second character arranged in the virtual space is automatically controlled; in a second mode in which the first character rides on the second character, causing the second character to be controlled based on an operation input; The control of the first character based on the operation input in the first mode includes: movement of the first character within the virtual space; performing an attack action by the first character using a weapon object; riding the second character and transitioning to the second mode in response to a first operation input, The control of the second character based on the operation input in the second mode includes: movement of the second character within the virtual space; equipping the weapon object to any part of the second character; and and executing an attack action by the second character using a body part to which the weapon object is attached or a body part to which the weapon object is not attached.
2. a plurality of the weapon objects are arranged in the virtual space; The computer further includes, in the second mode: Initiating the process of attaching the weapon object in response to an instruction based on an operation input; During the mounting process, designating, based on an operation input, a weapon object to be equipped from among the weapon objects arranged in the virtual space; designating the body part to which the weapon object is to be attached based on an operation input; The game program according to claim 1 , wherein the designated weapon object is attached to the designated body part.
3. Furthermore, the computer, during the mounting process, If the weapon object is already attached to the body part designated as the attachment target, the already attached weapon object is removed or erased from the body part; The game program according to claim 2 , wherein the weapon object newly designated as the attachment target is attached to the body part.
4. 4. The game program according to claim 3, further comprising causing the computer to perform a drawing process in which at least a part of the second character is displayed semi-transparently during the wearing process.
5. The game program of claim 1, further comprising the computer causing the first character to ride the second character and transition to the second mode when the first operation input is performed in the first mode and when a predetermined positional relationship indicating that the first character and the second character are close is present.
6. 6. The game program according to claim 1, further comprising causing the computer to eliminate the weapon object based on a durability preset for the weapon object and the number of times that the first character has performed an attack action using the weapon object.
7. A gaming system including a processor, The processor: In a first mode, a first character placed in a virtual space is controlled based on an operation input, and a second character placed in the virtual space is automatically controlled; In a second mode in which the first character rides on the second character, the second character is controlled based on an operation input; The control of the first character based on the operation input in the first mode includes: movement of the first character within the virtual space; performing an attack action by the first character using a weapon object; riding the second character and transitioning to the second mode in response to a first operation input, The control of the second character based on the operation input in the second mode includes: movement of the second character within the virtual space; equipping the weapon object to any part of the second character; and and performing an attack action by the second character using a body part to which the weapon object is attached or a body part to which the weapon object is not attached.
8. a plurality of the weapon objects are arranged in the virtual space; Furthermore, in the second mode, the processor: Initiating the attachment process of the weapon object in response to an instruction based on an operation input; During the mounting process, designating, based on an operation input, the weapon object to be equipped from among the weapon objects arranged in the virtual space; designating the body part to which the weapon object is to be attached based on an operation input; The game system according to claim 7 , wherein the designated weapon object is attached to the designated body part.
9. Furthermore, the processor, during the mounting process, If the weapon object is already attached to the body part designated as the attachment target, the already attached weapon object is removed or deleted from the body part; The game system according to claim 8 , wherein the weapon object newly designated as the attachment target is attached to the body part.
10. The game system according to claim 9 , wherein the processor further performs a drawing process in which at least a part of the second character is displayed semi-transparently during the wearing process.
11. The game system of claim 7, further comprising: when the first operation input is performed in the first mode and a predetermined positional relationship indicating that the first character and the second character are close to each other is established, the processor causes the first character to ride on the second character and transitions to the second mode.
12. 12. The game system according to claim 7, wherein the processor further eliminates the weapon object based on a durability preset for the weapon object and the number of times the first character has performed an attack action using the weapon object.
13. A gaming device equipped with a processor, The processor: In a first mode, a first character placed in a virtual space is controlled based on an operation input, and a second character placed in the virtual space is automatically controlled; In a second mode in which the first character rides on the second character, the second character is controlled based on an operation input; The control of the first character based on the operation input in the first mode includes: movement of the first character within the virtual space; performing an attack action by the first character using a weapon object; riding the second character and transitioning to the second mode in response to a first operation input, The control of the second character based on the operation input in the second mode includes: movement of the second character within the virtual space; equipping the weapon object to any part of the second character; and and performing an attack action by the second character using a body part to which the weapon object is attached or a body part to which the weapon object is not attached.
14. The processor of the information processing device In a first mode, a first character arranged in a virtual space is controlled based on an operation input, and a second character arranged in the virtual space is automatically controlled; in a second mode in which the first character rides on the second character, causing the second character to be controlled based on an operation input; The control of the first character based on the operation input in the first mode includes: movement of the first character within the virtual space; performing an attack action by the first character using a weapon object; riding the second character and transitioning to the second mode in response to a first operation input, The control of the second character based on the operation input in the second mode includes: movement of the second character within the virtual space; equipping the weapon object to any part of the second character; and and executing an attack action by the second character using a body part to which the weapon object is attached or a body part to which the weapon object is not attached.