GAME PROGRAM, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
Patent Information
- Application Number
- JP2024075831
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-08
- Publication Date
- 2025-03-11
- Estimated Expiration
- 2042-03-03
AI Technical Summary
Existing game systems do not effectively generate products using materials in a virtual space without temporary storage, lacking consideration for material generation and utilization in unstored states.
A game system that allows users to set areas in a virtual space, move material objects, and generate products using these objects, including combined objects formed by user operations, with features for displaying and managing material usage and product appearance.
Enables the generation of products using materials in virtual space, maintaining game quality and usability by allowing appropriate placement and combination of objects, enhancing user understanding and interest through clear display and management of material objects.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, a game device, a game system, and a game processing method for performing processing to generate an artifact in a virtual space. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there is a game device that executes a game process in which a player character obtains materials in a virtual space, temporarily stores the materials, and generates a product such as a virtual object using the temporarily stored materials (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-76190 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the game device disclosed in the above Patent Document 1, for example, no consideration is given to how to generate materials when they exist in the virtual space without being stored.
[0005] Therefore, it is an object of the present invention to provide a game program, a game device, a game system, and a game processing method that enable creation of products using materials 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.
[0007] One configuration example of the game program of the present invention is executed by a computer included in an information processing device. The game program causes the computer to function as area setting means, object moving means, and product appearing means. The area setting means sets an area at an arbitrary position in the virtual space based on a user operation. The object moving means moves a material object within the virtual space based on the user operation. The product appearing means uses at least a material object at least a portion of which is included within the area to make products corresponding to the multiple material objects appear, so that at least a portion of the products is included within the area.
[0008] According to the above, since the material objects included in the area set by the user in the virtual space are used, it is possible to make the generated product appear while maintaining the gameplay. Furthermore, since the area is a virtual space area in which the material objects can be appropriately arranged, it is highly likely that the generated product can be appropriately arranged, resulting in excellent usability.
[0009] The product may also be a combined object made up of a plurality of material objects.
[0010] Based on the above, it is easy for the user to understand the correspondence between a plurality of material objects and the generated product.
[0011] The game program may further cause the computer to function as a combined object generating means for generating a combined object by combining a plurality of material objects based on a user operation.
[0012] Based on the above, it is possible to generate a combined object in which a plurality of material objects are combined based on a user operation.
[0013] The game program may further cause the computer to function as a product setting means for setting the combined object generated by the combined object generating means as a product that can be made to appear by the product appearing means.
[0014] Based on the above, it becomes easy to regenerate a combined object that is generated by combining a plurality of material objects.
[0015] The product setting means may automatically set the combined object generated by the combined object generating means as the product.
[0016] According to the above, since a combined object assembled based on a user operation is automatically set as a product, the usability is excellent.
[0017] In addition, the product setting means may be capable of setting a predetermined number of products, and when the combined objects generated by the combined object generating means are automatically set as new products and the number of products exceeds the predetermined number, products that have already been set relatively recently may be automatically deleted.
[0018] According to the above, it is possible to limit the storage capacity for automatically setting a new combined object as a product. Also, since a user may wish to regenerate or copy a recently generated combined object, automatically storing relatively old products provides excellent usability.
[0019] In addition, the product setting means can set any product from among the set products as a specific product in response to user operation, and may retain the setting of the specific product even when the number of products set exceeds a predetermined number when a new product is set.
[0020] According to the above, the settings of products that are not to be deleted are maintained, while products that may be deleted are automatically deleted, resulting in excellent usability.
[0021] In addition, the product setting means may set a product corresponding to a specified item obtained by a user in the game as a product that can be made to appear by the product appearing means.
[0022] According to the above, the interest of the game is increased by searching and acquiring predetermined items. In addition, for example, the user can learn how to assemble material objects from the generated products, and can assemble or modify them by himself, thereby increasing the interest of the game.
[0023] In addition, the product setting means may set the combined object generated by the combined object generating means as a product that can be made to appear by the product appearing means when the combined object is specified by a user.
[0024] According to the above, for example, when a user generates a combined object by sequentially combining a plurality of material objects, by specifying a combined object in a progress state desired by the user, it becomes easy to regenerate the combined object in that state.
[0025] The product appearing means may distinguishably display material objects used to make the product appear among the objects included in the area.
[0026] Based on the above, when generating a product, it is possible to clearly show the user the material objects used within the area of the virtual space.
[0027] The product appearing means may display in the area an image showing a product to be appeared in which a plurality of material objects are assembled.
[0028] Based on the above, it is possible to present the product to be produced in an easily understandable manner to the user.
[0029] Furthermore, the product appearing means may distinguishably display, in the displayed product to be appeared, material objects that are missing for appearing the product, out of the plurality of material objects that make up the product.
[0030] Based on the above, it is possible to clearly indicate a shortage of material objects when generating a product.
[0031] In addition, when there is a shortage of material objects constituting the product to be appeared, the product appearing means may appear other material objects from the product to be appeared excluding the missing material objects, while maintaining the manner in which the other material objects are arranged together.
[0032] According to the above, since the product appears in a state where a material object is missing, the missing state can be indicated to the user. Also, since the assembled object excluding the missing material object appears, it becomes possible to use this to assemble another combined object.
[0033] The material objects may include a storable object that can be temporarily stored as a storage object by a player character operated by a user, and a non-storable object that cannot be temporarily stored as the storage object by the player character.
[0034] According to the above, it is possible to generate a product using a non-storable object that cannot be temporarily stored as a storage object by the player character. Also, by having ownership or control of the non-storable object, rationality in the game is ensured, and it is possible to generate a product using the non-storable object while maintaining gameplay.
[0035] The product appearing means may make the product appear by using a material object at least a part of which is contained within the area and a contained object temporarily contained by a player character operated by a user.
[0036] According to the above, a product can be made to appear using objects with a wide variety of variations.
[0037] In addition, when the same object exists as both a material object at least a portion of which is contained within the area and a containing object, the product revealing means may preferentially use the material object at least a portion of which is contained within the area to reveal the product.
[0038] According to the above, if one wishes to continue storing a stored object, if the stored object is used with priority, a procedure will be required to obtain an object identical to the used stored object from the virtual space and store it again in a stored state; however, by using an object contained within the area with priority, the effort required to store the object in that state can be eliminated.
[0039] A player character operated by a user may be placed in the virtual space. In this case, the object moving means may move a material object in the virtual space in response to the user's operation of the player character. The game program may further cause the computer to function as a combined object generating means. The combined object generating means generates a combined object by combining a plurality of material objects based on the movements.
[0040] Based on the above, it is possible to make a combined object appear in which a player character combines a plurality of material objects.
[0041] The area setting means may set an area on the ground in front of a player character operated by a user when the player character is placed on the ground. The product manifesting means may make a product appear within an area in front of the player character when the player character is placed on the ground, and may make a product appear below the player character when the player character is placed in the air.
[0042] According to the above, the product can be made to appear on the ground in front of the player character in the virtual space, and the product can be made to appear below the player character even in the air in the virtual space, so that the product can be made to appear in a position where it is easy to use while using a material object from the virtual space.
[0043] The present invention may also be embodied in the form of a game device, a game system, and a game processing method. Effect of the Invention
[0044] According to the present invention, it is possible to generate products using materials in a virtual space. [Brief description of the drawings]
[0045] [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 shows an example of a game image displayed on the display 12. [Figure 9] FIG. 2 is a diagram showing an example of a combined object generated by combining a rock object OBJg and a box object OBJf. [Figure 10] FIG. 13 is a diagram showing an example of a combined object generated by combining an engine object OBJa and a wing object OBJb. [Figure 11] FIG. 13 is a diagram showing an example of a game image when registering a combined object to be made to appear in a virtual space. [Figure 12] FIG. 13 is a diagram showing an example of a game image in a game mode in which a combined object appears in a virtual space. [Figure 13] FIG. 13 is a diagram showing an example of a game image in which a combined object based on a registered design drawing appears in a virtual space. [Figure 14] FIG. 13 is a diagram showing an example of a state in which a player character PC makes a combined object appear in the air in a virtual space. [Figure 15] FIG. 13 is a diagram showing an example of a data area set in the DRAM 85 of the main unit 2 in the first embodiment; [Figure 16] A flowchart showing an example of information processing executed by the game system 1. [Figure 17] A subroutine showing a detailed example of the registration process performed in step S126 in FIG. [Figure 18] A subroutine showing a detailed example of the appearance process performed in step S128 in FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0046] The game system according to the present embodiment will be described below. An example of the game system 1 in the present embodiment includes a main unit (information processing device; in the present 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 in the present embodiment will be described below, followed by a description of the control of the game system 1 in the present embodiment.
[0047] 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.
[0048] 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."
[0049] 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.
[0050] The main device 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).
[0051] 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.
[0052] 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).
[0053] FIG. 4 is a six-sided view showing an example of the left controller 3.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] 5 is a six-sided view showing an example of the right controller 4. Since the left controller 3 and the right controller 4 basically have the same configuration, a detailed description of the right controller 4 will be omitted.
[0058] 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.
[0059] 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.).
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] The main body device 2 also includes an acceleration sensor 89 and an angular velocity sensor 90 .
[0067] 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. Since the left controller 3 and the right controller 4 basically have the same configuration, the left controller 3 will be explained below.
[0068] 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.
[0069] 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.
[0070] 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.
[0071] The left controller 3 includes an inertial sensor. Specifically, the left controller 3 includes an acceleration sensor 104. The left controller 3 also includes an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along three predetermined axes (for example, the x, y and z axes shown in FIG. 4). The acceleration sensor 104 may detect acceleration in one or two axial directions. In this embodiment, the angular velocity sensor 105 detects angular velocity around three predetermined axes (for example, the x, y and z axes shown in FIG. 4). The angular velocity sensor 105 may detect angular velocity around one or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timing.
[0072] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensors) from each input unit (specifically, each button 103, analog stick 32, each sensor 104 and 105). 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.
[0073] 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. That is, the main unit 2 can determine the operations on the buttons 103 and the analog stick 32 based on the operation data. In addition, the main unit 2 can calculate information regarding the movement and / or attitude of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).
[0074] (First embodiment) Next, the game of the first embodiment will be described. When the game of this embodiment is started, a virtual space is defined. A virtual camera and a player character PC are placed in the virtual space. The virtual camera is set behind the player character PC, and a game image including the player character PC is generated using the virtual camera and displayed on the display 12 or a stationary monitor.
[0075] Fig. 8 is a diagram showing an example of a game image displayed on the display 12 when the game of this embodiment is executed. As shown in Fig. 8, the game image includes a player character PC and a plurality of material objects OBJ (OBJa to OBJg) as virtual objects arranged in a virtual space. The player character PC is a character operated by a user. In response to user operations on the main unit 2, the left controller 3, and / or the right controller 4, the player character PC moves within the virtual space and generates a combined object (product) by combining a plurality of material objects OBJ.
[0076] The material objects OBJ are objects that can move within the virtual space in response to a user's operation and can form parts that become part of a combined object. For example, the material objects OBJ are placed on the ground of the virtual space in advance. The material objects OBJ may also appear in the virtual space based on a user's operation. For example, the material objects OBJ may appear in the virtual space when the player character PC defeats an enemy character or completes a predetermined task.
[0077] A user can generate a combined object by assembling a plurality of material objects OBJ. For example, a user can generate a vehicle object such as a vehicle, a tank, an airplane, a ship, or a weapon object for attacking an enemy character as a combined object, and can proceed with a game using the generated combined object. For example, a player character PC can move in a virtual space by riding on the generated vehicle object and moving the vehicle object, or can attack an enemy character using a weapon object. Note that a user can combine a plurality of material objects OBJ by arbitrarily setting the position and / or posture. Therefore, a user can generate a combined object without a function by assembling a plurality of material objects OBJ, and can also generate a virtual object as a simple object or decoration.
[0078] In the example of FIG. 8, an engine object OBJa, a wing object OBJb, a wheel object OBJc, a plate object OBJd, a joystick object OBJJe, a box object OBJf, and a rock object OBJg are shown as examples of multiple material objects OBJ placed in the virtual space.
[0079] The engine object OBJa is a material object that functions as a power source for moving the vehicle object. When the engine object OBJa is configured as a part of a combined object, it applies acceleration, speed, angular velocity, angular acceleration, etc. to the entire combined object. The wing object OBJb is a material object that has the function of moving the vehicle object through the air in the virtual space.
[0080] The wheel object OBJc is a material object that functions as a power source for moving the vehicle object, and can be configured as, for example, the wheels of a vehicle. The plate object OBJd is a material object that becomes a flat building material. The plate object OBJd can be used, for example, as the body of a vehicle object. In addition, the plate object OBJd can be arranged vertically to form a wall in the virtual space, or multiple plate objects OBJd can be assembled to generate a three-dimensional object.
[0081] The joystick object OBJe is a material object having a function of controlling the direction of movement of the vehicle object, and applies force in the direction in which the vehicle object rotates.
[0082] The box object OBJf is a material object that can be used as a building material having a three-dimensional shape such as a cube or a rectangular parallelepiped. The box object OBJf can be used as a building material for various combined objects (for example, a part of a car body). The rock object OBJg is a material object that imitates a rock that can be used as a building material having a block shape (for example, a round or square shape), a plate shape, or a rod shape.
[0083] It should be noted that other material objects for forming the combined object may be further prepared.
[0084] As shown in FIG. 8, one or more adhesion points BP may be set in a material object OBJ. The adhesion points BP are positions at which material objects OBJ are preferentially attached to each other when they are attached (connected) to each other. The adhesion points BP are set in advance in each material object OBJ by the game creator. For example, one adhesion point BP is set in the bottom surface of an engine object OBJa. Also, three adhesion points BP are set in the top surface of a wing object OBJb. Also, one or more adhesion points BP are set in a wheel object OBJc, a plate object OBJd, and a joystick object OBJe. Note that no adhesion points BP are set in a box object OBJf or a rock object OBJg.
[0085] The user selects a material object OBJ (storage object) stored by the player character PC or one of the material objects OBJ placed in the virtual space, and combines it with other material objects OBJ to create multiple material objects OBJ. In this way, the user can generate a combined object as a product, which is composed of multiple material objects OBJ.
[0086] An example in which a combined object is generated by combining material objects OBJ will be described with reference to Figures 9 and 10. Figure 9 is a diagram showing an example of a combined object generated by combining a rock object OBJg and a box object OBJf. Figure 10 is a diagram showing an example of a combined object generated by combining an engine object OBJa and a wing object OBJb.
[0087] 9, a rock object OBJg and a box object OBJf arranged in a virtual space are joined together to generate a combined object. Specifically, in response to a user operation, the player character PC moves the rock object OBJg so that it comes into contact with the box object OBJf. Then, in response to a user operation, the player character PC uses an adhesion object B to perform an action of adhering the rock object OBJg and the box object OBJf at an arbitrary position, thereby generating a combined object in which the rock object OBJg and the box object OBJf are joined together.
[0088] As shown in FIG. 10, an engine object OBJa and a wing object OBJb are assembled to generate a combined object (vehicle object). Specifically, in response to a user operation, the player character PC moves the engine object OBJa so that it is placed near the center of the upper surface of the wing object OBJb. Then, in response to a user operation, the player character PC uses the adhesion object B to perform an action of adhering the engine object OBJa and the wing object OBJb so that the adhesion points BP come into contact with each other, thereby generating a combined object in which the engine object OBJa and the wing object OBJb are assembled. In the figure, a state is shown in which the player character PC is riding on a vehicle object in which the engine object OBJa and the wing object OBJb are assembled, and moving in the air.
[0089] A process of registering a combined object to be made to appear in a virtual space will be described with reference to Fig. 11. Fig. 11 is a diagram showing an example of a game image when registering a combined object to be made to appear in a virtual space. In the following description, a game is used as an example of an application executed in the game system 1, but other applications may be executed in the game system 1.
[0090] 11, a game image that is a subjective image of the virtual space seen from the player character PC is displayed on the display 12 of the game system 1. This subjective image is a game image for registering the combined object generated by the player character PC as a blueprint, and can be displayed by switching to the registration mode in response to a user operation.
[0091] In the example of Fig. 11, a virtual space in which a combined object OBJA and a plurality of material objects OBJa, OBJc, OBJf, and OBJg are arranged is displayed as the subjective image. For example, the combined object OBJA is generated by the player character PC in the virtual space as described above, and is generated by combining stored objects that the player character PC temporarily stored and material objects that were arranged in the virtual space. Specifically, the combined object OBJA is generated as a vehicle object composed of four wheel objects OBJc, one board object OBJd, and one joystick object OBJe.
[0092] In a game mode for registering a combined object, when a combined object is displayed in a game image, design information of the combined object displayed in the game image is registered in response to a user operation for registering the combined object. Here, the design information is structural data of the combined object for generating the combined object again in a virtual space. For example, the design information describes the type of each material object constituting the combined object, the position where the material objects are glued together, and the posture of each material object.
[0093] In a game mode in which a combined object is registered, when a user operation to register a combined object is performed, a game presentation is performed in which a game image displayed at the time of the user operation is captured (for example, a game presentation in which a sound effect such as a shutter sound is output and the game image at that time is frozen and displayed). Then, a game presentation is performed in which the combined object captured in the game image is registered as a blueprint, and the user is notified of the registered combined object. Here, the blueprint is created based on an image obtained by the above-mentioned capture, and shows, for example, the appearance of the combined object based on the above-mentioned design information. As an example, together with an image showing the blueprint in which the combined object is displayed, information showing that the blueprint is to be registered is shown to the user by a text image, a sound, or the like, and the user is notified that the combined object has been registered as a setting drawing. Note that even if a part of the combined object deviates from the game image captured, the blueprint of the combined object may be registered. Furthermore, if the captured game image contains multiple combined objects, the combined object closest to the viewpoint (virtual camera position) of the game image may be registered, or the combined object with the largest captured surface area may be registered, or the combined object comprising the largest number of material objects may be registered.
[0094] In the above description, an example was used in which the game image displayed at the time of the user's operation was captured as the imaging range, but a part of the game image displayed may be captured as the imaging range instead of the entire game image. As an example, a rectangular range near the center of the image, which is a part of the image of the displayed virtual space, may be set as the imaging range. In this case, the image of the virtual space displayed in the rectangular range becomes the imaging range, instead of the entire image of the displayed virtual space, and the game image within the imaging range is treated as the game image that has been captured.
[0095] In the above description, when a user operation to register a combined object is performed, a game presentation is performed in which a game image displayed at the time of the user operation is captured, and a combined object to be registered is selected from the captured game image. However, the combined object to be registered may be selected and registered in other ways. For example, a cursor for selecting a combined object to be registered as a blueprint may be displayed overlapping the game image, and the combined object displayed overlapping the cursor may be registered as a blueprint at the time a user operation indicating the registration of the combined object is performed. In this case, a game presentation such as capturing a game image as described above may not be performed, but by treating the game image at the time the user operation is performed as the captured game image described above, a process for registering the combined object selected by the user as a blueprint can be performed using a process similar to the above-mentioned registration process. Specifically, it is considered to create and register as a blueprint a game image that is a subjective image of the player character PC, in which a combined object to be registered selected by the cursor is set so that the center of gravity of the visible surface is located at the center of the angle of view. In addition, the mode of selecting and registering a combined object using the cursor may be performed using other registration procedures or methods.
[0096] A process of making a combined object based on a registered blueprint appear in a virtual space will be described with reference to Fig. 12 and Fig. 13. Fig. 12 is a diagram showing an example of a game image in a game mode in which a combined object appears in a virtual space. Fig. 13 is a diagram showing an example of a game image in which a combined object based on a registered blueprint appears in a virtual space.
[0097] 12, a game image showing a virtual space including a player character PC is displayed on the display 12 of the game system 1. For example, the game image shows the virtual space as seen from a virtual camera placed behind the player character PC. Then, the game image is displayed in a reveal mode in which a combined object is revealed in response to a user operation.
[0098] The game image shows blueprints that can be selected by the user and blueprints currently selected by the user as the target to be displayed. For example, in the example of FIG. 12, blueprint D1 is displayed as the target to be displayed, and blueprints D2 and D3 are displayed as other selectable blueprints. As an example, blueprints D2 and D3 are displayed in a different display mode from blueprint D1 by displaying them in a grayed-out state, thereby being displayed to be distinguished from blueprint D1, which is the target to be displayed. For example, images captured by the user of the virtual space in the registration process are used for blueprints D1 to D3. Alternatively, images of the combined objects to be registered extracted from the captured images are used for blueprints D1 to D3.
[0099] A plurality of blueprints that the user can select are presented, for example, and each blueprint is generated based on a captured image of the virtual space captured by the user. In this way, the combination object (product) to be revealed is selected / set through imaging, so that the captured image (blueprint) itself can be an option, which creates interest and allows the user to easily grasp the product revealed by the captured image (blueprint). Note that the blueprints that the user can select may include blueprints that have been prepared in advance by a designer or the like. For example, the blueprint may be an item that the player character PC can obtain in the virtual space, or may be presented to the player character PC by clearing a predetermined game event.
[0100] Here, as described above, the player character PC can temporarily store virtual objects and items. The virtual objects that the player character PC can temporarily store include some types of material objects that can form a combined object. In the following, the material objects temporarily stored by the player character PC are described as stored objects. For example, the stored objects may be temporarily stored by the player character PC picking up a material object placed in the virtual space, or may be newly stored when a predetermined event occurs to the player character PC. The design drawing D1 to be displayed is accompanied by stored objects that can form a combined object generated based on the design drawing D1 among the stored objects currently stored by the player character PC. In the example of FIG. 12, it is shown that the player character PC is storing a wheel object OBJc and a joystick object OBJe that can form a combined object shown in the design drawing D1. In addition, the blueprint D1 to be displayed may be accompanied by numerical information such as the number of contained objects that can be used to form the combined object, the maximum number that can be used for the combined object, and the minimum number currently required for the combined object (i.e., the maximum number minus the number of material objects that can be used within the target area A of the virtual space described below).
[0101] Note that the state in which the player character PC temporarily stores a stored object means that the player character PC can carry the stored object without equipping or holding the stored object. At this time, the stored stored object is not displayed on the game field. The stored stored object can basically be taken out by the player character PC in an appropriate situation and placed on the game field or used (including equipped or held). In this embodiment, the player character PC stores the stored object by putting the object in a container (for example, a pouch or item box) worn by the player character PC. Note that such a container does not need to be displayed. Also, such a container may not exist, and only a function for storing the stored object may exist.
[0102] When a user operation to transition to the above-mentioned appearance mode is performed, the target area A is displayed. The target area A is a range indicating which material objects arranged in the virtual space are to be used to compose the combined object that is the current appearance target. A material object only partially included in the target area A may or may not be the target for use. For example, the target area A is set to a circular or elliptical range on the ground of a predetermined size centered on a position on the ground in front of the player character PC. The player character PC can automatically generate a combined object to be appeared by using the material objects arranged in the target area A among the material objects arranged in the virtual space, and appear it in the virtual space.
[0103] In this embodiment, only when it is possible to complete the combined object to be revealed from the stored object of the player character PC and the material objects arranged in the target area A, that is, only when the material objects constituting the combined object to be revealed are prepared without shortage, the combined object can be revealed. In the example shown in FIG. 12, a combined object consisting of four wheel objects OBJc, one board object OBJd, and one joystick object OBJe is the object to be revealed. In contrast, four wheel objects OBJc and one board object OBJd are arranged in the target area A, and the player character PC stores the joystick object OBJe as a stored object, and the combined object can be completed by combining these material objects. Therefore, when a user operation to make the combined object appear is performed, the combined object appears.
[0104] As another example, even if the storage object of the player character PC and the material object arranged in the target area A cannot complete the combined object to be revealed, that is, even if the material objects constituting the combined object to be revealed are insufficient, a part of the combined object may be revealed. For example, as a part of the combined object, the combined object may be revealed in a state in which the combination of the material objects excluding the missing material object is maintained. In this case, if the material objects connecting the material objects are insufficient, the combined object will be revealed in a small group state in which the material objects excluding the missing material object can be combined only, or in a scattered state in which the material objects are dispersed individually. As an example, when the combined object is completed by combining the material object A-material object B-material object C-material object D-material object E in this order, if the material object C is insufficient, a combined object of the material object A and the material object B and a combined object of the material object D and the material object E will be revealed. As another example, if material object B is missing from a combined object that is completed by assembling material object A, material object B, and material object C in that order, material object A alone and material object C alone will move to the locations where material objects A and C are scheduled to appear and appear separately.
[0105] Also, in the game image, a completed model object of the combined object that is scheduled to appear at the present time is displayed. For example, in an example shown in FIG. 12, a completed model object M1 is displayed in the center of the target area A, that is, on the ground in front of the player character PC. The completed model object M1 indicates a predicted shape when the combined object based on the currently selected design drawing D1 is completed and appears, and is displayed in a display mode (for example, a skeleton object displayed semi-transparently) different from that of the actual combined object. Note that the completed model object placed in the virtual space and the combined object that appears based on the completed model object are placed in the center of the target area A as described above, but may be placed in any position as long as a part of them is present within the target area A.
[0106] As a first example, the completed model object M1 may be displayed in a state of floating above the ground in the virtual space. In this case, the combined object that appears based on the position and posture of the completed model object M1 appears in a state of floating above the ground, and then falls to the ground and is placed on the ground. As a second example, when other objects are placed on the ground of the virtual space on which the completed model object M1 is placed, the completed model object M1 may be displayed at a position where a predetermined gap is formed above the other object. In either case, the completed model object M1 is displayed at a position where the bottom of the completed model object M1 does not overlap with any part of the ground or any part of the other object, and does not come into contact with them. As a third example, if the completed model object M1 is placed in the virtual space and there is another object (for example, a wall in the center of the target area A or a roof at the top) that intersects with the interior of the completed model object M1 and there is insufficient space within the target area A to place the completed model object M1, the completed model object M1 may be displayed as not being displayed or grayed out to make it clear that a combined object cannot appear.
[0107] Furthermore, the display position and display posture of the displayed forecast model object M1 may be changeable in response to a user operation. As an example, once the forecast model object M1 is placed and displayed in the virtual space, only its posture may be changeable in response to a user operation. As another example, the forecast model object M1 placed and displayed in the virtual space may be changeable in its position in the front-back and left-right directions within the target area A, or its placement height (up-down position) from the ground in the target area A may be changeable in response to a user operation.
[0108] In addition, when the material objects necessary for completing the combined object are present in the target area A and / or the storage object, the display mode of the corresponding material object portion of the completed model object M1 changes (e.g., becomes colored). On the other hand, when the necessary material objects are not present in either the target area A or the storage object, the display mode of the corresponding material object portion of the completed model object M1 remains the default display mode (e.g., remains colorless and semi-transparent). Therefore, the display mode of the completed model object M1 as a whole changes depending on whether all the material objects necessary for completing the combined object are present in the target area A and / or the storage object or not, so that the user can recognize the lack of material objects for completing the combined object and making it appear. In addition, the completed model object M1 can recognize the predicted position in the virtual space when the combined object is made to appear.
[0109] In addition, even if the material objects necessary to complete a combined object have different appearances from the material objects that are configured as part of the combined object, these material objects may be treated as the same object if their shapes are substantially the same. For example, material objects that belong to the same object category (e.g., logs, rocks, weapons, joysticks, etc.) and have a shape similarity within a predetermined value may be considered as the same object in the process of configuring a combined object. As an example, material objects that have the same shape (substantially the same) but have different surface appearances (e.g., different textures or colors) may be treated as the same object. Note that objects that can be considered to have the same shape may be set in advance, or the degree of similarity may be calculated each time to determine whether or not they are considered to be equal. In addition, the material of the object (e.g., wood, metal, etc.) may be further taken into consideration, and if the material is the same, they may be treated as the same object.
[0110] Furthermore, for the material objects arranged in the virtual space, those to be used for the above-mentioned combined object (objects to be used when the combined object appears) are displayed in a different manner. For example, among the material objects in the target area A, the material objects to be used to complete the combined object currently scheduled to appear are displayed in a different manner (for example, colored). In the example shown in FIG. 12, among the material objects in the target area A, four wheel objects OBJc and one board object OBJd to be used for the combined object to be appeared are displayed in a different manner (hatched objects in the example of FIG. 12). This allows the user to recognize the material objects arranged in the virtual space that will be consumed to generate the combined object.
[0111] In addition, when there are more than the required number of usable material objects for the combined object to be manifested, a predetermined priority may be set and consumed. As an example, when there are more than the required number of material objects arranged in the target area A, the material objects arranged near the player character PC may be consumed with priority. As another example, when substantially the same object exists as both a material object and a storage object arranged in the target area A, the material objects arranged in the target area A may be consumed with priority.
[0112] Here, the material objects arranged in the virtual space include those that the player character PC can temporarily store as a storage object and those that the player character PC cannot temporarily store as a storage object. The non-storable objects that the player character PC cannot temporarily store as a storage object may be material objects that are very large compared to the player character PC in the virtual space or material objects that have a large number of slightly different shapes or sizes (for example, rocks and trees). In this embodiment, the non-storable objects that the player character PC cannot temporarily store as a storage object include a board object OBJd, a box object OBJf, a rock object OBJg, and a treasure chest object (not shown). The material objects that the player character PC can temporarily store as a storage object include an engine object OBJa, a wheel object OBJc, and a joystick object OBJe.
[0113] In addition, the material object in the virtual space that can be used for the combined object to be manifested may be used from at least a part of the combined object. For example, if a combined object is already placed in the target area A, at least a part of the material object constituting the combined object may be used to manifest a new combined object. In other words, if at least a part of a combined object including a material object that can be used for the combined object to be manifested is placed in the virtual space in the target area A, the material object constituting the combined object placed in the virtual space may be used for the combined object to be manifested. When a material object that is a part of a combined object placed in the virtual space is used, the connection between the material object and other objects in the combined object is cut and the material object disappears, so that the other material objects fall from their positions to the ground due to the cutoff and disappearance of the connection. In addition, if other material objects are connected to each other in the combined object, the connection may be maintained.
[0114] In the above, when determining which of the material objects located within the target area A to use, it is not taken into consideration whether the material object is a part of a combined object or not. That is, as in the case where a material object exists alone, for example, a material object located near the player character PC may be used preferentially. In any case, however, it is used at least preferentially over a contained object. In another example, a material object existing alone may be used preferentially over a material object existing as a part of a combined object. In yet another example, a material object existing alone may be used preferentially, followed by a contained object, and finally a material object existing as a part of a combined object.
[0115] Furthermore, the target area A may be set as a three-dimensional range in a virtual space. For example, the target area A may be defined as a cylinder or an elliptical cylinder of a predetermined size. In this case, a material object placed within the cylinder or the elliptical cylinder within a predetermined height range from the player character PC may be selected as an object to be used within the target area A, or a material object placed on the ground within that height range may be selected as an object to be used. Note that the target area A set as a three-dimensional range may be a three-dimensional shape with a height limit, or may be a three-dimensional shape with no height limit (i.e., infinite).
[0116] In FIG. 13, when a user operation to make a combined object appear is performed, the combined object appears at the position and posture where the completed model object was placed. For example, in one example of FIG. 13, a combined object OBJA appears at the position in the virtual space where the completed model object M1 was placed, in the posture where the completed model object M1 was placed. At this time, the material objects in the virtual space used to generate the combined object that appears are erased from the virtual space upon the appearance. When the material objects in the virtual space are erased, a game presentation may be performed in which the player character PC collects the material objects. In addition, the storage object used to generate the combined object that appears is erased from the storage object of the player character PC. Here, the user operation to make a combined object appear is possible only when all the material objects necessary to complete the combined object are in the target area A and / or the storage object. In this case, the combined object can only be made to appear in a completed state, and it is not possible to make an incomplete combined object appear. The user operation to make the combined object appear may be possible even when the material objects required to complete the combined object are not enough within the target area A and the possessed storage objects. In this case, the combined object can be made to appear even in an incomplete state.
[0117] The material object erased from the virtual space may be used as at least a part of the combined object to be manifested. When the material object is used as at least a part of the combined object to be manifested, the material object in the target area A may be moved to an appropriate position in the combined object and incorporated into the combined object, or the material object may be erased from the target area A once to manifest a combined object having substantially the same material object. In other words, using the material object as at least a part of the combined object to be manifested includes not only using the material object as it is, but also erasing it from the virtual space once and using substantially the same material object. As an example, the process of using the material object may be realized by any of the following processes (a) and (b). (a) A process of deleting a material object from the virtual space and creating a combined object that is made up of a polygon model different from the polygon model of the material object. (b) A process of making a combined object using at least a part of the polygon model of a material object (specifically, a combined object whose polygon model is composed of the polygon model of a material object and the polygon model of another object) appear on the game field. The process (b) above can also represent the process in which a material object is deleted and a combined object is generated by combining that material object with another object.
[0118] In this way, when using a virtual object placed in a virtual space as a material for a combined object, it is necessary for the user to have ownership or control over the virtual object in order to maintain the game characteristics. In this embodiment, the user designates the target area A at the position where the virtual object is placed, or moves the virtual object into the target area A, so that the user has ownership or control over the virtual object, and it is possible to generate a combined object using the virtual object as a material while maintaining the game characteristics. Furthermore, the game field is generally set with terrains of various properties / shapes, such as mountains, valleys, rivers, and seas, and there may be cases where the appeared combined object cannot be appropriately placed in the virtual space. However, in this embodiment, the virtual space area in which the combined object appears is a virtual space area in which the material object can be appropriately placed, so that the appeared combined object is more likely to be appropriately placed, and the possibility that the combined object will fall and be lost when it appears can be reduced, resulting in excellent usability.
[0119] In addition, when the player character PC is placed in the air in the virtual space, in the case where the combined object based on the blueprint is made to appear, the combined object may be made to appear in a manner different from the above-mentioned ground. Figure 14 is a diagram showing an example of the appearance of the player character PC making the combined object appear in the air in the virtual space.
[0120] In Fig. 14, when the player character PC makes a combined object appear in the air in the virtual space, a completed model object of the combined object that is currently scheduled to appear is displayed in the air below the player character PC in the virtual space. For example, in the example shown in Fig. 14, a completed model object M2 is displayed in the air below the player character PC in the virtual space. The completed model object M2 indicates a predicted shape of the combined object based on the currently selected design drawing D2 when it is completed and appears, and is displayed in a display mode (for example, a skeleton object displayed semi-transparently) different from the real combined object, as in the case on the ground.
[0121] When the player character PC performs a user operation to make the combined object appear in the air in the virtual space, the combined object appears at the position and posture where the completed model object M2 was placed. For example, in the example of FIG. 14, a combined object based on the design drawing D2 appears at the position in the virtual space where the completed model object M2 was placed, in the posture where the completed model object M2 was placed. The player character PC can then jump down from the position in the air to ride on the appeared combined object and proceed with the game.
[0122] In the example shown in FIG. 14, when the player character PC makes the combined object appear in the air in the virtual space, the target area A is not displayed, but when the player character PC makes the combined object appear in the air, the target area A may or may not be set. In the former case, a three-dimensional target area (e.g., a cylindrical or elliptical cylindrical shape) may be set in the virtual space centered on the player character PC, and when the three-dimensional target area reaches the ground, the material objects arranged in the target area on the ground and the material objects included in the three-dimensional target area and arranged in the air may be made available. In this case, the target area is set below the player character PC in the air. In the latter case, when the player character PC holds all the material objects constituting the combined object to be made appear, a user operation to make the combined object appear may be possible. In addition, the target area set when the player character PC makes the combined object appear in the air in the virtual space may be set in front of the player character PC in the air.
[0123] Also, when the player character PC is placed in the air in the virtual space, the combined object may not be made to appear. In this case, when a user operation to make the combined object appear is performed while the player character PC is in the air in the virtual space, a notification that the combined object cannot be made to appear may be given by a displayed image or sound.
[0124] (Second Example) Next, a game of the second embodiment will be described. In the game of the second embodiment, the player character PC also generates a combined object (a product) by assembling a plurality of material objects OBJ in response to a user operation. Then, the combined object generated by the player character PC is automatically registered as a blueprint of the combined object. Here, the blueprint in the second embodiment is created based on the combined object assembled in response to a user operation, and shows the appearance of the combined object based on the above-mentioned design information. Then, in the second embodiment as in the first embodiment, a process can be performed to make the combined object based on the registered blueprint appear in the virtual space.
[0125] As an example, the blueprint in the second embodiment is automatically registered every time the player character PC puts together material objects OBJ. For example, when material object A and material object B are put together, the blueprint of the combination of material object A and material object B is automatically registered. When material object C is further put together into the combination of material object A and material object B, the blueprint of the combination of material object A, material object B, and material object C is automatically registered separately from the blueprint of the combination of material object A and material object B. Therefore, in this case, two blueprints are registered: one for the combination of material object A and material object B, and the other for the combination of material object A, material object B, and material object C.
[0126] Here, in the game of the second embodiment, in addition to the above-mentioned automatically registered blueprint (hereinafter referred to as the first type blueprint), by acquiring a predetermined item in the game, a blueprint of a combined object corresponding to the item (hereinafter referred to as the second type blueprint) may also be registered. Also, an upper limit may be set for each of the first type blueprint and the second type blueprint. In this case, when the first type blueprint is automatically registered and the upper limit of the first type blueprint is exceeded every time the player character PC assembles a material object, the first type blueprint that has been registered relatively old is automatically deleted. Also, when the player character PC acquires the predetermined item and the second type blueprint corresponding to the item is registered and the upper limit of the second type blueprint is exceeded, the second type blueprint that has been selected according to a user operation or that has been registered relatively old is deleted.
[0127] In order to prevent such automatic deletion, a specific design drawing (hereinafter, referred to as a third type design drawing) may be set from among the first type design drawing and the second type design drawing. As an example, the third type design drawing may be registered by selecting and setting a "favorite" design drawing from among the first type design drawing and the second type design drawing in response to a user operation. Even if the number of registered first type design drawings exceeds the upper limit of the first type design drawings or the number of registered second type design drawings exceeds the upper limit of the second type design drawings in response to the registration process, the registration of the third type design drawing is maintained. An upper limit may also be set for the number of third type design drawings that can be registered. When the user newly registers a third type design drawing and the upper limit of the third type design drawings is exceeded, the third type design drawing selected in response to the user operation among the already registered third type design drawings is deleted.
[0128] When the third type blueprint is selected and registered from the first type blueprint and the second type blueprint, the selected blueprint may be changed to the third type blueprint (i.e., the blueprint is moved from the registration list of the first type blueprint or the registration list of the second type blueprint to the registration list of the third type blueprint and registered), or the selected blueprint may be duplicated as the third type blueprint (i.e., copied from the registration list of the first type blueprint or the registration list of the second type blueprint to the registration list of the third type blueprint and registered). In the latter case, the blueprint of the composite object registered as the third type blueprint may be deleted as the first type blueprint or the second type blueprint by the above-mentioned deletion process, but the registration as the third type blueprint will be maintained.
[0129] In addition, the above-mentioned first type blueprint may not be automatically registered when the player character PC separates the material object from the combined object. For example, when material object C is selected and separated from the combined object of material object A-material object B-material object C-material object D-material object E, and separated into material object A-material object B, material object C, and material object D-material object E, a combined object of material object A-material object B and a combined object of material object D-material object E are obtained. However, if such a separated combined object is automatically registered as a first type blueprint for each separation, the upper limit of the number of first type blueprints that can be registered will be reached relatively quickly, but it may not be a blueprint that the user wants to register. By not automatically registering the above-mentioned first type blueprint at the time of the separation, such a situation can be avoided.
[0130] As another example, a user operation indicating that the combined object is completed may be used as a trigger to register the blueprint of the combined object as the first type blueprint. In this case, when the blueprint is newly registered as the first type blueprint, the user is notified by a text image, a voice, or the like along with an image showing the blueprint in which the registered combined object is displayed, and information indicating that the blueprint is to be registered.
[0131] In addition, the second type blueprint may not have an upper limit on the number of blueprints that can be registered. In this case, for example, the second type blueprint may be registered without limit in response to acquisition of a predetermined number of predetermined items prepared in the game, and may not be deleted by a user operation or automatically. This makes it possible to prevent a situation in which a user unintentionally deletes a blueprint of a rare fusion object that can be acquired as the second type blueprint.
[0132] Also, the game of the first embodiment and the game of the second embodiment may be appropriately combined. As a first example, in the game of the first embodiment, the second type of design drawing in the second embodiment may be registerable. As a second example, a specific design drawing selected from the design drawings registered by performing an operation of capturing a game image in the first embodiment may be further registerable as the third type of design drawing in the second embodiment. As a third example, a game may be played in which both the design drawing registered by performing an operation of capturing a game image in the first embodiment and the first type of design drawing automatically registered in the second embodiment are registerable.
[0133] Next, an example of a specific process executed by the game system 1 in the first embodiment will be described with reference to Fig. 15 to Fig. 18. Fig. 15 is a diagram showing an example of a data area set in the DRAM 85 of the main unit 2 in the first embodiment. In addition to the data shown in Fig. 15, the DRAM 85 also stores data used in other processes, but detailed description thereof will be omitted.
[0134] 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.
[0135] 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, registration data Db, model data Dc, target area data Dd, player character data De, object data Df, registration process flag data Dg, appearance process flag data Dh, image data Di, and the like.
[0136] 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 input from each input unit (specifically, each button, analog stick touch panel, each sensor) (specifically, information on operation and detection results by each sensor). In this embodiment, the operation data is acquired from the left controller 3 and / or the right controller 4 and the main unit 2 by wireless communication, 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.
[0137] The registration data Db is data indicating design information for each registered combined object. For example, the registration data Db is composed of data indicating design information describing, for each registered combined object, the types of constituent material objects, the positions where the material objects are attached to each other, the postures of each of the material objects, etc.
[0138] The model data Dc is data that indicates the type, placement position, placement attitude, display mode, etc. of a predicted completion model object to be placed in virtual space.
[0139] The target area data Dd is data that indicates the position, size, shape, etc. of the target area to be placed in the virtual space.
[0140] The player character data De is data indicating the position and posture of the player character PC placed in the virtual space, as well as the action and state in the virtual space. The player character data De also includes data indicating the type and number of objects temporarily stored by the player character PC. The object data Df is data indicating the type, position, posture, state, adhesion state with other objects, display mode, etc. of each object placed in the virtual space.
[0141] The registration process flag data Dg is data indicating a registration process flag that is set to ON in a game mode in which a combined object is registered. The appearance process flag data Dh is data indicating an appearance process flag that is set to ON in a game mode in which a combined object is made to appear.
[0142] The image data Di is data for displaying an image (eg, an image of a character or object, an image of a virtual space, a background image, etc.) on a display screen (eg, the display 12 of the main device 2).
[0143] Next, a detailed example of the information processing in the first embodiment will be described with reference to Figs. 16 to 18. Fig. 16 is a flow chart showing an example of the information processing executed by the game system 1. Fig. 17 is a subroutine showing a detailed example of the registration processing performed in step S126 in Fig. 16. Fig. 18 is a subroutine showing a detailed example of the appearance processing performed in step S128 in Fig. 16. In this embodiment, the series of processing shown in Figs. 16 to 18 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 information processing shown in Figs. 16 to 18 is started is arbitrary.
[0144] The processing of each step in the flowcharts shown in FIGS. 16 to 18 is merely an example, and the order of processing each step may be changed, or another processing may be performed in addition to (or instead of) the processing of each step, as long as the same result is obtained. 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. 16 to 18 may be executed by a plurality of information processing devices including the main unit 2 working together.
[0145] 16, processor 81 performs initial settings in information processing (step S121) and proceeds to the next step. For example, in the initial settings, processor 81 initializes parameters for performing the processing described below. As one example, processor 81 initially places a player character PC and multiple objects in a virtual space based on a preset virtual space setting, and initially sets player character data De and object data Df.
[0146] Next, 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 S122), and proceeds to the next step.
[0147] Next, processor 81 operates the player character PC in the virtual space (step S123), and proceeds to the next step. For example, processor 81 operates the player character PC based on the operation data Da acquired in step S122, and updates the player character data De.
[0148] Next, the processor 81 operates each object in the virtual space (step S124) and proceeds to the next step. For example, the processor 81 operates each object arranged in the virtual space based on the action of the player character PC (for example, the action of the player character PC moving a vehicle object), the action of the object itself and other objects, and virtual physical calculations in the virtual space, and updates the object data Df. When the processor 81 arranges a new object in the virtual space in response to a game event, the processor 81 adds new data related to the object and updates the object data Df. When the processor 81 temporarily stores an object arranged in the virtual space or a newly acquired object in the player character PC, the processor 81 updates the player character data De with the object as a stored object. When objects are connected to each other or the connection between the objects is released in response to the player character PC, the object data Df is updated in response to the connection state. Note that the object moving means moves a material object in the virtual space based on a user operation, and corresponds to the processor 81 performing the process of step S124, for example. The combined object generating means generates a combined object by combining a plurality of material objects based on a user operation, and corresponds to the processor 81 that performs the process of step S124, for example.
[0149] Next, the processor 81 determines whether or not to perform the registration process (step 125). For example, if the operation data acquired in the above step S122 indicates a user instruction to transition to a game mode in which the registration process is performed or if the registration process flag indicated by the registration process flag data Dg is set to on, the processor 81 makes an affirmative determination in the above step S125. Then, if the processor 81 determines to perform the registration process, the process proceeds to step S126. On the other hand, if the processor 81 determines not to perform the registration process, the process proceeds to step S127.
[0150] In step S126, processor 81 performs a registration process, and the process proceeds to step S127. The registration process performed in step S126 will be described below with reference to Fig. 17. Note that the product setting means performs a process of setting a combined object generated by combining a plurality of material objects as a product that can be manifested, and corresponds to processor 81 that performs the process of step S126, as an example.
[0151] 17, the processor 81 sets the registration process flag to ON (step S140) and proceeds to the next step. For example, the processor 81 sets the registration process flag to ON and updates the registration process flag data Dg.
[0152] Next, processor 81 determines whether or not to end the game mode in which the registration process is performed (step S141). Conditions for ending the game mode in which the registration process is performed in step S141 include, for example, that a condition for ending the game mode is satisfied, that the user has performed an operation to end (cancel) the game mode, or that the user has performed an operation to decide not to register the combination object to be registered as a blueprint. If processor 81 does not want to end the game mode in which the registration process is performed, it proceeds to step S142, and if processor 81 wants to end the game mode in which the registration process is performed, it proceeds to step S146.
[0153] Next, the processor 81 generates a subjective image of the virtual space viewed from the player character PC (step S142), and proceeds to the next step. For example, the processor 81 generates a subjective image of the player character PC by disposing a virtual camera at a position and orientation that sets the player character PC as a viewpoint and a gaze point in front of the player character PC.
[0154] Next, processor 81 uses the subjective image generated in step S142 to select a combined object to be registered (step S143), and proceeds to the next step. For example, processor 81 selects a combined object to be registered as a blueprint from objects in the virtual space included in the subjective image based on a predetermined selection rule. As an example, when the subjective image includes a plurality of combined objects, processor 81 selects a combined object closest to the viewpoint of the subjective image as a registration target.
[0155] Next, processor 81 determines whether or not to register the combined object to be registered as a blueprint (step S144). For example, when the operation data acquired in step S122 indicates an instruction to register the combined object, processor 81 makes a positive determination in step S144. Then, when processor 81 registers the combined object to be registered as a blueprint, processor 81 advances the process to step S145. On the other hand, when processor 81 does not register the combined object to be registered as a blueprint, processor 81 ends the process of the subroutine.
[0156] Next, the processor 81 registers the design information of the combined object to be registered (step S145), and proceeds to step S146. For example, the processor 81 adds the design information indicating the configuration of the combined object to be registered selected in step S144 to the registration data Db.
[0157] In step S146, the processor 81 sets the registration process flag to OFF and ends the process of this subroutine. For example, the processor 81 sets the registration process flag to OFF and updates the registration process flag data Dg.
[0158] Returning to Fig. 16, in step S127, processor 81 determines whether or not to perform reveal processing. For example, in the case where the operation data acquired in step S122 above indicates a user instruction to transition to a game mode in which reveal processing is performed or where the reveal processing flag indicated by the reveal processing flag data Dh is set to on, processor 81 makes an affirmative determination in step S127 above. Then, in the case where processor 81 determines to perform reveal processing, it advances the process to step S128. On the other hand, in the case where processor 81 determines not to perform reveal processing, it advances the process to step S129.
[0159] In step S128, processor 81 performs a revealing process, and the process proceeds to step S129. Hereinafter, the revealing process performed in step S128 will be described with reference to FIG.
[0160] 18, the processor 81 sets the emergence processing flag to ON (step S150) and proceeds to the next step. For example, the processor 81 sets the emergence processing flag to ON and updates the emergence processing flag data Dh.
[0161] Next, processor 81 determines whether or not to end the game mode in which the reveal processing is performed (step S151). Conditions for ending the game mode in which the reveal processing is performed in step S151 include, for example, that a condition for ending the game mode is satisfied, or that the user has performed an operation to end (cancel) the game mode. If processor 81 does not want to end the game mode in which the reveal processing is performed, it proceeds to step S152, and if it is going to end the game mode in which the reveal processing is performed, it proceeds to step S164.
[0162] Next, the processor 81 determines whether or not the current time is a stage at which the user is prompted to select a design plan (step S152). As an example, if the current time is a stage at which the design plan has already been decided, the processor 81 makes a negative determination in the above step S152. If the current time is a stage at which the user is prompted to select a design plan, the processor 81 advances the process to step S153. On the other hand, if the current time is not a stage at which the user is prompted to select a design plan, the processor 81 advances the process to step S156.
[0163] In step S153, the processor 81 sets a game image that displays blueprints selectable by the user and prompts the user to select from the selected blueprints, and proceeds to the next step. For example, the processor 81 extracts design information of all combined objects registered in the registration data Db, generates a game image that displays a list of blueprints showing each combined object generated based on the design information, and prompts the user to select from the blueprints. At this time, a completion forecast model (a completion forecast model object) based on the blueprint provisionally selected by the user and a target area may be displayed in the virtual space according to the current position and orientation of the player character PC. In addition, an image showing a storage object of the player character PC that can be used for the combined object shown by the blueprint provisionally selected by the user may be displayed around the blueprint.
[0164] Next, the processor 81 determines whether or not a user operation to determine a design drawing has been performed (step S154). For example, when the operation data acquired in the above step S122 indicates a user instruction to determine a design drawing, the processor 81 makes a positive determination in the above step S154. Then, when a user operation to determine a design drawing has been performed, the processor 81 advances the process to step S155. On the other hand, when a user operation to determine a design drawing has not been performed, the processor 81 advances the process to step S156.
[0165] In step S155, the processor 81 determines the combined object to be made to appear, and proceeds to step S156. For example, the processor 81 determines the combined object to be made to appear based on the currently selected design drawing, and extracts design information related to the combined object from the registered data Db. Then, the processor 81 sets data for displaying a completed model object based on the design information, and updates the model data Dc using the data.
[0166] In step S156, the processor 81 determines whether or not the design plan has been determined. If the design plan has been determined, the processor 81 advances the process to step S157. On the other hand, if the design plan has not been determined, the processor 81 ends the process of the subroutine. Note that even after the design plan has been determined, the selection of the design plan may be retried. In this case, the processor 81 makes an affirmative determination in the determination process of step S152, thereby allowing the reselection of the design plan.
[0167] In step S157, the processor 81 sets a target area in the virtual space, and proceeds to the next step. For example, the processor 81 sets a target area (see FIG. 12) centered on a position on the ground a predetermined distance ahead of the player character PC, and updates the target area data Dd based on the target area. Note that the area setting means performs processing to set an area at an arbitrary position in the virtual space based on a user operation, and corresponds to the processor 81 that performs the processing of step S157, for example.
[0168] Next, the processor 81 places the completion forecast model object in the virtual space (step S158) and proceeds to the next step. For example, the processor 81 places the completion forecast model object indicated by the model data Dc in the center of the target area set in the virtual space in step S157.
[0169] Next, the processor 81 performs a process of changing the display mode of the material object and the completed model object arranged in the virtual space (step S159), and proceeds to the next step. For example, the processor 81 changes the display mode of an object that is actually used when the combined object set as the appearance target appears among the material objects arranged in the target area set in the above step S157 from the default display mode, and updates the object data Df using the changed display mode. Also, when there is a material object that deviates from the target area due to the movement of the target area, the processor 81 returns the display mode of the material object to the default display mode, and updates the object data Df using the changed display mode. Also, the processor 81 extracts an object that is actually used when the combined object set as the appearance target appears among the objects stored in the player character PC, and performs a setting to display an image showing the object in the game image (for example, around the selected blueprint). Furthermore, when a material object required to complete a combined object corresponding to the currently set completed forecast model object is within the target area and / or the storage object, the processor 81 changes the display mode of the corresponding material object portion from the default display mode and updates the model data Dc using the changed display mode. When a material object required to complete a combined object deviates from the target area and becomes insufficient, the processor 81 returns the display mode of the corresponding material object portion to the default display mode and updates the model data Dc using the changed display mode. Note that when there is another object intersecting with the interior of the completed forecast model object and there is no space in the target area to place the completed forecast model object, the processor 81 may not display the completed forecast model object or may display it grayed out.
[0170] Next, the processor 81 determines whether or not the combined object currently to be revealed can be revealed (step S160). For example, when all of the material objects required to complete the combined object to be revealed are within the target area and / or the containing object, the processor 81 determines that the combined object can be revealed. Then, when the combined object can be revealed, the processor 81 advances the process to step S161. On the other hand, when the combined object cannot be revealed, the processor 81 ends the process of the subroutine. Note that when there is another object that intersects with the interior of the completed forecast model object and there is no space in the target area to place the completed forecast model object, the processor 81 may determine that the combined object cannot be revealed.
[0171] In step S161, the processor 81 determines whether or not to make the combined object to be made to appear appear in the virtual space. For example, when the operation data acquired in the above step S122 indicates a user instruction to make the combined object to be made to appear appear in the virtual space, the processor 81 makes a positive determination in the above step S161. Then, when the processor 81 makes the combined object to be made to appear appear in the virtual space, the processor 81 advances the process to step S162. On the other hand, when the processor 81 does not make the combined object to be made to appear appear in the virtual space, the processor 81 ends the process of the subroutine.
[0172] In step S162, processor 81 erases the material objects used in the combined object to be appeared from the virtual space, and proceeds to the next step. For example, processor 81 erases data related to the material objects used in the combined object to be appeared and placed in the virtual space from object data Df. Processor 81 also erases data related to the material objects used in the combined object to be appeared and used from the container object from player character data De.
[0173] Next, the processor 81 makes the combined object to be made appear (step S163), and proceeds to step S164. For example, the processor 81 changes the completed model object indicated by the model data Dc to a normal display mode (for example, changes the semi-transparent display mode to the same display mode as the virtual object arranged in the virtual space) and transitions it to a combined object, and adds data on the combined object to the object data Df so that the combined object exists in the virtual space. The product making appear means makes a product corresponding to a plurality of material objects appear so that at least a part of the product is included in the area, at least using a material object at least a part of which is included in the area, and corresponds to the processor 81 performing the processing of step S163, for example.
[0174] In the above steps S162 and S163, data related to the material object used in the combined object is deleted from the object data Df, and data related to the combined object is added to the object data Df. However, as described above, the process of deleting the material object may be realized by either of the following processes (a) and (b). (a) A process of temporarily deleting data of material objects to be incorporated into a combined object from the object data Df, and adding data of a newly constructed combined object formed from data of the material objects to be incorporated into the combined object to the object data Df (b) A process of updating at least a part of the data (position data, posture data, adhesion information, etc.) of the material objects to be incorporated into the combined object to a state in which the material objects are incorporated into the combined object, and leaving the data of the combined object in the object data Df. According to the process of (b) above, the data of the material object in the object data Df can be stored in the object data Df as part of the data of the combined object into which the material object is incorporated. As described above, "deleting the data of the material object" does not exclude the data of the material object being used as part of the data of another object (specifically, a combined object) after the data of the material object is deleted.
[0175] In step S164, the processor 81 sets the emergence processing flag to OFF, and ends the processing of this subroutine. For example, the processor 81 sets the emergence processing flag to OFF and updates the emergence processing flag data Dh.
[0176] Returning to FIG. 16, in step S129, the processor 81 performs a display control process and proceeds to the next step. For example, the processor 81 arranges the player character PC, virtual objects including material objects and combined objects, a completed model object, a target area, and the like, in the virtual space based on the registration data Db, the model data Dc, the target area data Dd, the player character data De, the object data Df, and the image data Di, and the like. The processor 81 also sets the position and / or attitude of a virtual camera for generating a display image based on the operation data Da and the position and orientation of the player character PC, and arranges the virtual camera in the virtual space. Then, the processor 81 generates an image of the virtual space as seen from the set virtual camera, and performs control to display the virtual space image on the display 12.
[0177] Next, processor 81 determines whether or not to end the game processing (step S130). Conditions for ending the game processing in step S130 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 S122 above to repeat the process, and if it ends the game processing, it ends the process according to this flowchart. Thereafter, the series of processes from step S122 to step S130 is repeatedly executed until it is determined in step S130 that the process is to end.
[0178] In this way, in the above-mentioned embodiment, the user designates a target area at a position where a material object is placed in the virtual space, or moves the material object into the target area, whereby the user is considered to have ownership or control over the material object, and it becomes possible to generate a combined object using the material object while maintaining the game nature. Furthermore, since the virtual space area in which the combined object appears is a virtual space area in which the material object can be appropriately placed, the combined object that appears is more likely to be appropriately placed, and the possibility that the combined object will fall and be lost when it appears can be reduced, resulting in excellent usability.
[0179] In the above embodiment, the combined object once generated by the user operating the player character PC is made to appear again in the virtual space. However, the combined object to be made to appear may be a product that the user has never generated. For example, a combined object based on a design prepared in advance by a designer or the like may be made to appear in response to a user operation. Also, a combined object may be made to appear based on a design obtained by a user registering a combined object prepared in advance by a designer or the like. Also, a combined object may be made to appear using a design of a combined object once generated by another user. The design prepared in advance by a designer or the like may be set as an item that the player character PC can obtain during the game.
[0180] In the above-mentioned embodiment, the "appearance" does not necessarily mean that the combined object is definitely placed at the stage when the combined object appears, and there may be a process of positioning the combined object from the appearance position after the combined object appears. For example, after the combined object is made to appear at the position in the virtual space where the completed model object was displayed, the position where the combined object is placed in the virtual space may be adjusted according to a user operation, and the combined object may be placed at the adjusted position, thereby completing the appearance of the combined object.
[0181] In addition, it is considered that the emergent combined object is configured using at least one material object belonging to any one of the following: a stored object temporarily stored by the player character PC, an object that the player character PC can store but is placed in the virtual space, and an unstorable object that the player character PC cannot store and is placed in the virtual space. Therefore, the above-mentioned embodiment can be realized even in a game in which at least one of the above three types of objects does not exist. As an example, even in a game in which the player character PC cannot temporarily store objects, the above-mentioned embodiment can be realized by generating a combined object by combining only the unstorable objects placed in the virtual space. In addition, the above-mentioned stored object may not be stored by the player character PC, but may be owned by the user who operates the player character PC.
[0182] Furthermore, when making the combined object appear, a predetermined item (e.g., a special item for which the right to appear can be obtained) may be required in addition to the above-mentioned material object. As one example, when making the combined object appear, at least one of the above items located within the target area A in the virtual space and / or the above items owned by the player character PC may be consumed. As another example, when making the combined object appear, a usable gauge set for the above items located within the target area A in the virtual space and / or the above items owned by the player character PC may be decreased by a predetermined amount.
[0183] In the above-mentioned embodiment, an example was used in which a combined object is generated as a product by combining a plurality of material objects by gluing them together. The manner in which a plurality of material objects are combined may be such that they are fixed by the presence of an intervening object between the material objects, or such that they are fixed without the presence of an intervening object. The adhesion in the above-mentioned embodiment is a concept that includes both of the above-mentioned fixing manners, and includes such manners in which the material objects are combined and fixed together by adsorption, electro-deposition, joining, fusion, welding, crimping, screwing, fitting, pasting, etc. In addition, a product may be generated by changing a plurality of material objects into an object with a different appearance without substantially maintaining the original appearance. For example, a single object (product) may be generated by transmuting, synthesizing, fusing, etc. a plurality of material objects.
[0184] In the above embodiment, the area for using a material object from the virtual space and the area indicating the position where the combined object will appear are shown as the same target area A, but the two areas may be shown as different areas. As an example, the area for using a material object from the virtual space may be set larger than the area indicating the position where the combined object will appear, or the two may be set as different shapes. The position where the combined object will appear may be freely set by the user, regardless of the area for using the material object.
[0185] Also, the emergent combined object may not use a stored object temporarily stored by the player character PC. That is, the combined object may be generated using only material objects belonging to either a storeable object that the player character PC can store but is located in the virtual space, or a non-storeable object that the player character PC cannot store but is located in the virtual space. When attempting to generate a combined object using a stored object temporarily stored by the player character PC, the stored object must be temporarily placed within the target area A in the virtual space, but since the combined object is assembled using only material objects located within the target area A, it becomes easy to understand what is used in the combined object.
[0186] In addition, when there are not enough material objects for the combined object to be made, there may be special objects that can substitute for the missing material objects. For example, when there are not enough log objects and stone objects to make up a combined object, two special objects may be used to make the combined object appear by changing them into a log object and a stone object (or objects having a similar shape to them), respectively.
[0187] Furthermore, the attitude of the object in the above-described embodiment may also include the concept of the orientation or direction of the object.
[0188] Furthermore, the game system 1 may be any device, such as a portable game device, any portable electronic device (PDA (Personal Digital Assistant), mobile phone, personal computer, camera, tablet, etc.), etc. In this case, the input device for performing the operation of moving an object does not have to be the left controller 3 or the right controller 4, and may be another controller, a mouse, a touch pad, a touch panel, a trackball, a keyboard, a cross key, a slide pad, etc.
[0189] In the above description, the information 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 able to communicate with another device (e.g., another server, 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 the other 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.
[0190] 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.
[0191] Furthermore, the processing order, setting values, conditions used for judgment, etc. used in the above-mentioned information processing are merely examples, and it goes without saying that the above-mentioned embodiment can be realized even if other orders, values, and conditions are used.
[0192] 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.
[0193] Although several system examples, method examples, device examples, and apparatus examples have been described in detail above, the above description is merely illustrative in all respects and is not intended to limit the scope thereof. Needless to say, various improvements and modifications can be made without departing from the spirit and scope of the appended claims. It is understood that the scope should be interpreted only by the scope of the appended claims. It is also understood that a person skilled in the art can implement an equivalent scope based on the description of the present embodiment and technical common sense from the description of the specific embodiment. When used in this specification, an element described in the singular form with the word "a" or "an" in front thereof should be understood not to exclude a plurality of elements related thereto. It should also be understood that the terms used in this specification are used in the sense commonly used in the art 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 embodiment belongs. In the event of a conflict, this specification (including definitions) shall prevail. [Industrial Applicability]
[0194] As described above, the present invention can be used as a game program, a game device, a game system, a game processing method, and the like, which enable creation of products, etc., using materials in a virtual space. [Explanation of symbols]
[0195] 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. A computer comprising: generating a combined object by combining material objects arranged in a virtual space at a position and / or posture based on a user operation; storing the positions and / or orientations of the material objects of the generated combined object; A game program that, based on a user operation, makes a product object corresponding to the stored positions and / or postures of the material objects appear in the virtual space by using the corresponding material objects placed in the virtual space.
2. A game program as described in claim 1, which automatically causes the computer to memorize the positions and / or postures of the generated combined object relative to the material objects.
3. 3. The game program according to claim 2, further comprising causing said computer to automatically delete, from among already stored positions and / or orientations between said material objects, those that were stored relatively old.
4. The number of the combined objects for which the positions and / or orientations of the material objects in the combined object are automatically stored is a predetermined number, The computer includes: setting an arbitrary combined object from among the stored combined objects as a specific combined object in response to a user operation; A game program as described in claim 2 or 3, wherein when the positions and / or postures of the material objects of the combined object are automatically newly stored, the memory of the positions and / or postures of the material objects of the specific combined object is retained even when the specified number is exceeded.
5. A game program described in any one of claims 1 to 4, wherein the computer causes the product object corresponding to the stored positions and / or postures of the material objects relative to each other to appear in the virtual space using material objects within an area set in the virtual space based on user operation.
6. 6. The game program according to claim 5, further comprising: causing the computer to distinguishably display the material objects used to make the product object appear among the objects contained within the area.
7. 7. The game program according to claim 5, further comprising causing the computer to display an image showing the product object to be produced by assembling a plurality of the material objects.
8. A game program described in any one of claims 1 to 7, further comprising, when the computer is short of a corresponding material object placed in the virtual space for making the product object appear, making the product object appear using a special object different from the material object.
9. A plurality of types of the material object are set, 9. The game program according to claim 8, wherein the computer causes the product object to appear using the special object even if any of at least two corresponding types of material objects arranged in the virtual space for making the product object appear is insufficient.
10. A game program as described in claim 8 or 9, wherein the special object is transformed into the missing material object or an object having a shape similar to the missing material object and is used to make the product object appear.
11. 11. The game program according to claim 9, wherein the computer is caused to make the product object appear by using the material object arranged in the virtual space and a storage object temporarily stored by a player character operated by a user.
12. An information processing system comprising a processor, The processor, generating a combined object by combining material objects arranged in a virtual space at a position and / or a posture based on a user operation; storing in a memory the positions and / or orientations of the material objects of the generated combined object; An information processing system that, based on a user operation, makes a product object corresponding to the positions and / or orientations of the material objects stored in the memory appear in the virtual space using the corresponding material objects placed in the virtual space.
13. A method for generating a combined object by combining material objects arranged in a virtual space in a position and / or posture based on a user operation, storing the positions and / or orientations of the material objects of the generated combined object; An information processing method in which, based on a user operation, a product object corresponding to the stored positions and / or orientations of the material objects is made to appear in the virtual space using the corresponding material objects placed in the virtual space.