Game program, game system, game device, and game processing method

JP2024111034A5Pending Publication Date: 2025-09-04NINTENDO CO LTD
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Patent Information

Application Number
JP2024095782
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-13
Publication Date
2025-09-04

AI Technical Summary

Technical Problem

The limitation of light sources in existing game devices, such as torches, restricts exploration in virtual spaces by preventing installation on walls or ceilings, making dark areas difficult to navigate.

Method used

A game system that allows objects to be installed at any position in a virtual space, using lighting effects to enhance visibility by installing first or second objects through player character interactions, such as attacks or collisions, which can transform into brighter objects to illuminate surroundings.

Benefits of technology

Facilitates exploration in dark virtual spaces by ensuring brightness around installed objects, enabling players to navigate and search more effectively.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game program, a game system, a game device, and a game processing method capable of facilitating a search utilizing lighting in a virtual space.SOLUTION: When movement control for a player character is executed in a virtual space on the basis of a user's operation input, and it is determined that an impact is applied to a first object in the virtual space, the first object or a second object in place of the first object is installed on a topographic object corresponding to the position where the impact is applied, and lighting in the virtual space is set so that a predetermined range around the position where the first object or the second object is installed is brighter than before the installation.SELECTED DRAWING: Figure 23
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Description

[Technical field]

[0001] The present invention relates to a game program, a game system, a game device, and a game processing method for performing processing using a player character in a virtual space. [Background technology]

[0002] Conventionally, there is a game device that executes a game program in which a player character searches for a dark area in a virtual space using a light source (for example, see Non-Patent Document 1). For example, in a specific scene in the game, the game device allows a player character to search for a dark area by moving around with a light source such as a torch. [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] "The Legend of Zelda: Breath of the Wild: Nintendo Official Guidebook", Shogakukan, May 11, 2017, p211 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the game device disclosed in Non-Patent Document 1, the torch, which is the light source used by the player character, cannot be placed on a wall, ceiling, or other location, and therefore the uses of the light source are limited.

[0005] Therefore, an object of the present invention is to provide a game program, a game system, a game device, and a game processing method that can facilitate exploration using lighting in a virtual space. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention may employ the following configurations (1) to (12), for example.

[0007] (1) One example configuration of a game program of the present invention causes a computer of an information processing device to control the movement of a player character within a virtual space based on a user's operational input, and when it is determined that an impact has been applied to a first object within the virtual space, to place the first object or a second object in place of the first object on a terrain object corresponding to the position where the impact was applied, and to set lighting within the virtual space so that a predetermined range around the position where the first object or the second object is placed is brighter than before the placement.

[0008] According to the above configuration (1), it becomes possible to place the first object or the second object at any position on the terrain object, and the surroundings of the position where the object is placed can be illuminated even in a dark space. Therefore, by utilizing the lighting provided by placing the first object or the second object at various positions, exploration within the virtual space can be facilitated.

[0009] (2) In the above configuration (1), the computer may further be caused to execute a process of having the player character perform at least an attack action based on a user's operational input, and when a first object is included in the range of the attack effect of the attack action, determine that an impact has been applied to the first object.

[0010] According to the above configuration (2), the first object or the second object can be newly placed by causing the player character to perform an attack action.

[0011] (3) In the above configuration (1), the computer may further be caused to execute a process of causing the player character to perform at least an attack action based on a user's operational input, and when the attack action causes a first object to collide with another object, determine that an impact has been applied to the first object.

[0012] According to the above configuration (3), the first object or the second object can be newly placed by causing the player character to perform an attack action.

[0013] (4) In the above configuration (2), the computer may further be caused to execute a process for having the player character perform an action of throwing a first object into a virtual space as an attack action based on a user's operational input, and when the first object released in response to the throw action collides with a terrain object, it may be caused to determine that an impact has been applied to the first object.

[0014] According to the above configuration (4), by making the player character perform an attack action, the first object or the second object can be placed at a position far away from the player character.

[0015] (5) In the above configuration (2) or (3), the attack action may be a close-combat action used within a direct reach of the player character itself or an object equipped by the player character.

[0016] According to the above configuration (5), by making the player character perform an attack action, the first object or the second object can be placed in a position near the player character.

[0017] (6) In the above configuration (5), the computer may further be caused to generate a composite object combining the first object and an equipment object that can be equipped by the player character based on a user's operational input, and execute a process to have the player character perform a close-combat action using the composite object based on the user's operational input, and when the close-combat action causes the composite object to collide with a terrain object, determine that an impact has been applied to the first object composited into the composite object.

[0018] According to the above feature (6), a first object or a second object can be newly placed using an accessory of a player character obtained by combining the first object.

[0019] (7) In the above configuration (1), the computer may further determine that an impact has been applied to a first object when the first object collides with another object at a speed equal to or greater than a predetermined speed in the virtual space.

[0020] According to the above configuration (7), the first object or the second object can be newly placed by having the player character perform an action to move the first object at a predetermined speed or faster.

[0021] (8) In the above configuration (7), the computer may further be caused to execute a process for causing a player character to perform an action of throwing a first object into a virtual space based on a user's operational input, and when the first object released in response to the throw action collides with a terrain object at a predetermined speed or faster, it may be caused to determine that an impact has been applied to the first object.

[0022] According to the above configuration (8), by having the player character perform an action to move the first object far away, the first object or the second object can be placed at a position far away from the player character.

[0023] (9) In the above configuration (7), the computer may further execute a process for causing a player character to perform a falling action to cause a first object to fall within a virtual space based on a user's operational input, and may determine that an impact has been applied to the first object when the first object that has fallen by the falling action collides with a terrain object at a predetermined speed or faster.

[0024] According to the above configuration (9), the first object or the second object can be easily placed by having the player character perform an action to drop the first object.

[0025] (10) In any one of the above configurations (1) to (9), the computer may further be caused to automatically control the movement of an enemy character in the virtual space, and to eliminate a first object or a second object placed in the virtual space in response to a predetermined action of the enemy character.

[0026] According to the above configuration (10), compared to an aspect in which the first object or the second object can be placed without restrictions, by providing an aspect in which the placed first object or the second object is erased from the virtual space, the difficulty level of the game can be adjusted.

[0027] (11) In any one of the above configurations (1) to (10), the computer may further be configured to erase at least one of the first object and the second object placed in the virtual space when the number of the first object and the second object placed in the virtual space reaches a predetermined number, or when a predetermined period of time has elapsed since the first object and the second object were placed on the terrain object.

[0028] According to the above feature (11), the difficulty level of the game can be adjusted by placing restrictions on the placement of the first object or the second object.

[0029] (12) In any one of the above configurations (1) to (11), the first object may be obtainable and possessable by a player character in the virtual space.

[0030] According to the above configuration (12), by searching for the first object, an incentive can be given in exploring the virtual space.

[0031] The present invention may also be embodied in the form of a game system, a game device, and a game processing method. Effect of the Invention

[0032] According to the present invention, it is possible to facilitate exploration within a virtual space by utilizing lighting provided by placing a first object or a second object. [Brief description of the drawings]

[0033] [Figure 1] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 2] FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are removed from the main unit 2. [Diagram 3] Six-sided views showing an example of the main unit 2 [Figure 4] Six-sided diagram showing an example of the left controller 3 [Diagram 5] Six-sided diagram showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 7] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 8] FIG. 13 is a diagram showing an example of a game image of a player character PC holding a first item object OBJa in a virtual space. [Figure 9] FIG. 13 is a diagram showing an example of a game image in which a first item object OBJa is dropped at the feet of a player character PC. [Figure 10] FIG. 13 is a diagram showing an example of a game image in which the player character PC strikes a first item object OBJa at his / her feet with a close-combat action of swinging an equipment object A. [Figure 11] FIG. 13 is a diagram showing an example of a game image in which a second item object OBJb is placed on a terrain object L by a close-combat action of swinging an equipment object A. [Figure 12] FIG. 13 is a diagram showing an example of a game image in which a player character PC synthesizes a synthetic equipment object α in a virtual space. [Figure 13] FIG. 13 is a diagram showing an example of a game image in which the player character PC strikes a first item object OBJa that has been combined with the combined equipment object α by a close-combat action of swinging the combined equipment object α; [Figure 14] FIG. 13 shows an example of a game image in which a second item object OBJb is placed on a terrain object by a close-combat action in which the player character PC swings the composite equipment object α. [Figure 15] FIG. 13 is a diagram showing an example of a game image in which a player character PC performs a long-distance attack action using a composite equipment object β. [Figure 16]FIG. 13 is a diagram showing an example of a game image in which a composite equipment object β is stuck into a terrain object, thereby impacting a first item object OBJa that is composited with the composite equipment object β; [Figure 17] FIG. 13 shows an example of a game image in which a second item object OBJb is placed on a terrain object by a long-distance attack action that releases a composite equipment object β. [Figure 18] FIG. 13 is a diagram showing an example of a game image in which a player character PC drops a first item object OBJa off a cliff. [Figure 19] FIG. 13 is a diagram showing an example of a game image in which a first item object OBJa falls at a speed exceeding a first speed, thereby causing an impact on the first item object OBJa; [Figure 20] FIG. 13 is a diagram showing an example of a game image in which a second item object OBJb is placed on a terrain object L by falling at a speed exceeding a first speed. [Figure 21] FIG. 1 shows an example of a data area set in the DRAM 85 of the main unit 2. [Figure 22] A flowchart showing an example of a game process executed by the game system 1. [Figure 23] A subroutine showing an example of the item object collision determination process in step S126 of FIG. [Figure 24] A subroutine showing an example of the item object erasing process in step S127 of FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0034] A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4 (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.

[0035] 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.

[0036] 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."

[0037] 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.

[0038] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.

[0039] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0040] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.

[0041] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.

[0042] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.

[0043] 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.

[0044] 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).

[0045] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIG. 1 and FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0046] 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.

[0047] 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.

[0048] 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.

[0049] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0050] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 also includes a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 also includes a second L button 65 and a second R button 66, like the left controller 3.

[0051] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.

[0052] 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.

[0053] 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.).

[0054] 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.

[0055] 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.

[0056] 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.

[0057] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.

[0058] 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.

[0059] 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.

[0060] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.

[0061] 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.

[0062] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.

[0063] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.

[0064] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0070] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. In other words, the main unit 2 can determine the operations performed on each button 103 and analog stick 32 based on the operation data.

[0071] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0072] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.

[0073] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.

[0074] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.

[0075] As described above, in the game system 1 of this embodiment, the left controller 3 and the right controller 4 are detachable from the main unit 2. In addition, by mounting an integrated device in which the left controller 3 and the right controller 4 are mounted on the main unit 2 or the main unit 2 alone on a cradle, it is possible to output images (and sounds) to an external display device such as a stationary monitor. In the following explanation, the game system 1 will be described in a usage mode in which images are displayed on the display 12. When using the game system 1 in a usage mode in which images are displayed on the display 12, it is also possible to use a game system 1 in a mode in which the left controller 3 and the right controller 4 are fixed to the main unit 2 (for example, a mode in which the main unit 2, the left controller 3, and the right controller 4 are integrated into one housing).

[0076] Game play is performed using a virtual space displayed on the display 12 in response to operations such as operations of the operation buttons and sticks of the left controller 3 and / or the right controller 4 in the game system 1, or touch operations on the touch panel 13 of the main unit 2. In this embodiment, as an example, game play is possible using a player character PC operating in the virtual space in response to user operations using the operation buttons, sticks, and touch panel 13.

[0077] An outline of a first game processing example performed in the game system 1 will be described with reference to Figs. 8 to 11. Fig. 8 is a diagram showing an example of a game image of a player character PC holding a first item object OBJa in a virtual space. Fig. 9 is a diagram showing an example of a game image in which a first item object OBJa is dropped at the feet of the player character PC. Fig. 10 is a diagram showing an example of a game image in which the player character PC applies an impact to the first item object OBJa at the feet by a close-combat action of swinging an equipment object A. Fig. 11 is a diagram showing an example of a game image in which a second item object OBJb is placed on the game field (terrain object L) by a close-combat action of swinging an equipment object A.

[0078] In FIG. 8, an image is displayed in which the player character PC is located in an underground field in a virtual space. The player character PC can move at least in the ground field in the virtual space, the underground field below the ground of the ground field, and the empty field above the ground field based on the movement operation input of the user. In this embodiment, for convenience, a field at a predetermined height or higher in the virtual space is referred to as an empty field, a field at a height less than a predetermined height from the ground in the virtual space is referred to as a ground field, and a field below the ground is referred to as an underground field. Note that each field does not have to be actually separated in the virtual space.

[0079] In the above-mentioned underground field, if no light source is set, it will be a dark space. However, in the drawings in this embodiment, in order to make the explanation easier to understand, the player character PC and various virtual objects in the underground field are shown as being visible, without expressing the darkness of the underground field. In this embodiment, the game image is displayed on the display 12 of the main unit 2, but may be displayed on another display device connected to the main unit 2.

[0080] In FIG. 8, the player character PC is placed in the underground field with the first item object OBJa in hand. The player character PC can acquire the first item object OBJa on the ground field or the underground field by performing a predetermined acquisition action (for example, an action of picking up the first item object OBJa that has fallen on the field) and store it in the player character PC. Here, the state in which the player character PC stores the first item object OBJa means a state in which the player character PC can carry an object such as the first item object OBJa without equipping or holding it. At this time, the first item object OBJa does not need to be displayed on the game field. The stored first item object OBJa can basically be placed on the game field or used (including equipped or held) according to the user's operation input in an appropriate situation. As an example, the first item object OBJa is stored by putting the first item object OBJa in a pouch or an item box. Note that such a container does not need to be displayed. Furthermore, a container such as a pouch or an item box may not exist on the game field, but may simply have the function of storing the first item object OBJa.

[0081] The first item object OBJa may be an object that is pre-placed on the game field (terrain object L) at the start of the game, or it may be an object dropped by an enemy character, placed when an enemy character is defeated, or it may be an object obtained from an object that is not an item object.

[0082] The first item object OBJa may emit a weak light in the underground field. For example, the light emitted by the first item object OBJa is at a level that allows the first item object OBJa to be visible in the displayed game image even in a dark underground field. As an example, a post-effect that causes the first item object OBJa to emit weak light by a point light source or emission may be set to the first item object OBJa. Note that in FIG. 8, the state in which the first item object OBJa emits light is shown by an effect line.

[0083] In Fig. 9, in response to an action instruction from the user, the player character PC performs an action of dropping the first item object OBJa that he is holding at his feet. As a result, the first item object OBJa is placed on the terrain object L that constitutes the underground surface on which the player character PC stands in the underground field. As will be described later, the first item object OBJa is transformed into a second item object OBJb and fixed to the terrain object L and placed by satisfying a predetermined placement condition. However, in the state shown in Fig. 9, the above-mentioned placement condition is not satisfied, so the first item object OBJa is placed as it is on the terrain object L in an unplaced state.

[0084] The player character PC can perform an action of attacking other characters or virtual objects (e.g., enemy characters) in response to a user operation. As an example, it is possible to control the player character PC to perform an attack action using a weapon in response to a user operation. In this embodiment, an equipment object, a composite equipment object, etc. are prepared as weapons used by the player character PC for an attack action. The player character PC can be equipped with both an equipment object and a composite equipment object, and can perform an attack action using the equipment object in response to a user operation, or can perform an attack action using the composite equipment object in response to a user operation.

[0085] The player character PC shown in Fig. 10 has an equipment object A, which is an example of an equipable weapon, and is performing an action of attacking a first item object OBJa placed on a terrain object L using the equipment object A. For example, in a state where the player character PC is holding the equipment object A, in response to an action instruction from the user, the player character PC performs an action of swinging down the equipment object A (thereby causing damage to the target of the attack). If the first item object OBJa is placed within the range of the attack effect of the attack action of the player character PC, the equipment object A collides with the first item object OBJa, and an impact from the attack is applied to the first item object OBJa.

[0086] The player character PC may be capable of equipping a plurality of types of equipment objects. Here, in this embodiment, short-range attack equipment objects such as a sword object and a spear object, long-range attack equipment objects such as a bow and arrow object, and defense equipment objects such as a shield object may be simultaneously equipped. In this case, the player character PC can perform an action of attacking by holding one of the equipment objects being equipped. That is, in response to an action instruction of a user who selects and holds an equipment object, the player character PC is caused to take a posture of holding the selected equipment object, and further, in response to an action instruction of the user, the player character PC is caused to perform an action of attacking using the equipment object. In other embodiments, the number of equipment objects that the player character PC can simultaneously equip may be one. In this embodiment, an attack action in a state where an equipment object is equipped is shown, but an action of the player character PC (action of hitting, kicking, gripping, etc.) may be the attack action.

[0087] When it is determined that an impact is applied to the first item object OBJa by an attack action by the player character PC in the virtual space, the first item object OBJa satisfies the installation condition. As shown in Fig. 11, when the installation condition is satisfied, the first item object OBJa is transformed into a second item object OBJb and fixed to the terrain object L and installed.

[0088] The second item object OBJb is an object different from the first item object OBJa, and may be an object different in appearance and performance from the first item object OBJa. The second item object OBJb emits a stronger light in the underground field than the first item object OBJa. The second item object OBJb emits light such that a predetermined range of the underground field surrounding the position where the second item object OBJb is placed is brighter than before the placement, due to the light emitted by the second item object OBJb. As an example, a point light source or surface light source that emits a stronger light than the first item object OBJa is set for the second item object OBJb. When the second item object OBJb is placed on the terrain object L, the above-mentioned light continues to be emitted in the placed state, so that the user can grasp the situation of the underground field around the placement position.

[0089] An outline of a second game processing example performed in the game system 1 will be described with reference to Figs. 12 to 14. Fig. 12 is a diagram showing an example of a game image in which the player character PC synthesizes a synthesis equipment object α in a virtual space. Fig. 13 is a diagram showing an example of a game image in which the player character PC applies an impact to the first item object OBJa synthesized into the synthesis equipment object α by a close-combat action of swinging the synthesis equipment object α. Fig. 14 is a diagram showing an example of a game image in which the player character PC applies a close-combat action of swinging the synthesis equipment object α by a close-combat action of swinging the synthesis equipment object α, and places a second item object OBJb on the terrain object L.

[0090] The player character PC shown in FIG. 12 has a composite equipment object α, which is an example of an equipable weapon. The composite equipment object α is generated by combining an equipment object A (sword object) with a first item object OBJa. Since the composite equipment object α is generated by combining a first item object OBJa that can be transformed into a second item object OBJb that emits light, the user can cause the player character PC to perform an attack action to exhibit a function of placing the transformed second item object OBJb on a target object. In addition, the composite equipment object α exhibits a basic attack function of "slashing other objects that come into contact" by an attack action of swinging a sword object, by causing the player character PC to perform an attack action. For example, when the composite equipment object α is swung and the sword blade is brought into direct contact with an enemy character, it can also inflict a predetermined damage by slashing the enemy character.

[0091] In this embodiment, the synthesized equipment object α is generated by synthesizing and integrating the first item object OBJa with the equipment object A held by the player character PC. For example, the user can generate the synthesized equipment object α by issuing an item use instruction for synthesizing the first item object OBJa by designating it as the item object to be synthesized into the equipment object A (in other words, an instruction to integrate the equipment object A with the first item object OBJa).

[0092] As shown in Fig. 12, the synthesized equipment object α has an appearance in which the first item object OBJa is synthesized with the tip portion of the equipment object A (it can also be said that the tip portion of the equipment object A is replaced with the first item object OBJa and integrated with it). Thus, in this embodiment, the synthesized equipment object (e.g., synthesized equipment object α) has an appearance that includes at least a part of the appearance of the equipment object (e.g., equipment object A) that is the basis of the synthesized equipment object, and at least a part of the appearance of the item object (e.g., first item object OBJa) that is the basis of the synthesized equipment object. This allows the user to get the impression that the synthesized equipment object is an object synthesized with an equipment object and an item object.

[0093] The portion of the equipment object into which the item object is to be combined may be set according to the combination of the item object and the equipment object. For example, when an item object is combined with a shield object, which is a defensive equipment object, the item object may have an appearance of being combined with the center or outer frame of the shield object.

[0094] In the example shown in Fig. 12, the appearance of the synthesized equipment object is synthesized by replacing a part of the appearance of the original equipment object A with the entire appearance of the original item object OBJa. However, the appearance of the synthesized equipment object may be synthesized by replacing a part of the appearance of the original equipment object with a part of the appearance of the original item object. The appearance of the synthesized equipment object may be synthesized by combining the entire appearance of the original equipment object with a part or all of the appearance of the original item object.

[0095] 13 is performing an attack action by swinging a composite equipment object α, which is an example of an equipable weapon, down toward a terrain object L at the player's feet. This attack action by the player character PC causes the composite equipment object α to collide with the terrain object L, and an impact from the attack is applied to the first item object OBJa that is composited into the composite equipment object α.

[0096] When it is determined that an impact has been applied to the first item object OBJa combined with the composite equipment object α due to a collision between the composite equipment object α and the terrain object L caused by a close-combat action of the player character PC in the virtual space, the first item object OBJa satisfies the installation condition. As shown in FIG. 14, when the installation condition is satisfied, the first item object OBJa combined with the composite equipment object α is transformed into a second item object OBJb and fixed to the part of the terrain object L where the composite equipment object α collided and installed. The second item object OBJb installed due to the collision between the composite equipment object α and the terrain object L has the same function as the second item object OBJb installed in the first game processing example described above.

[0097] Here, when the first item object OBJa synthesized into the synthesized equipment object α is transformed into a second item object OBJb and placed on the terrain object L, the synthesized equipment object α is returned to the original equipment object A. In this way, the synthesized equipment object α functions as a tool for placing the second item object OBJb in the underground field, and after exerting this function, it can be used as the original equipment object A that has lost this function.

[0098] An outline of a third game processing example performed in the game system 1 will be described with reference to Figs. 15 to 17. Fig. 15 is a diagram showing an example of a game image in which the player character PC performs a long-distance attack action using a synthesis equipment object β. Fig. 16 is a diagram showing an example of a game image in which the synthesis equipment object β is stuck into a terrain object L, thereby applying an impact to a first item object OBJa synthesized into the synthesis equipment object β. Fig. 17 is a diagram showing an example of a game image in which a second item object OBJb is placed on the terrain object L by a long-distance attack action of releasing the synthesis equipment object β.

[0099] The player character PC shown in FIG. 15 has a composite equipment object β, which is an example of an equipable weapon. The composite equipment object β is generated by combining an equipment object B (bow and arrow object; more specifically, an arrow object) with a first item object OBJa. Since the composite equipment object β is generated by combining a first item object OBJa that can be transformed into a second item object OBJb that emits light, the user can cause the player character PC to perform an attack action to exhibit a function of placing the transformed second item object OBJb on a target object. In addition, the composite equipment object β exhibits a basic attack function by an attack action of shooting an arrow object, that is, "shooting an arrow object at another object," by causing the player character PC to perform an attack action. For example, when an arrow object shot using the composite equipment object β pierces an enemy character, it can also cause a predetermined damage by piercing the enemy character.

[0100] In Fig. 15, the player character PC is in a ready state for the composite equipment object β, and has performed an action of picking up an arrow object (a shot preparation state). In addition, in response to a shot instruction given by the user, a targeting marker T is displayed, which indicates the shot direction of the arrow object when the arrow object is shot. In the shot preparation state, the user can give an instruction to change the shot direction in addition to the shot instruction.

[0101] In this embodiment, the composite equipment object β is generated by integrating the first item object OBJa with the equipment object B held by the player character PC. For example, in the above-mentioned ejection preparation state, the user can generate the composite equipment object β by issuing an item use instruction to combine the first item object OBJa designated by the object held by the player character PC with the arrow object equipped by the player character PC (in other words, an instruction to integrate the arrow object constituting the equipment object B with the first item object OBJa).

[0102] As shown in FIG. 15, the composite equipment object β has an appearance in which the first item object OBJa is composited with the tip of an arrow object constituting the equipment object B (it can also be said that the tip of the arrow object is replaced with the first item object OBJa and integrated with it). Thus, in this embodiment, the composite equipment object (e.g., the composite equipment object β) has an appearance including at least a part of the appearance of the equipment object (e.g., the arrow object constituting the equipment object B) that is the basis of the composite equipment object, and at least a part of the appearance of the item object (e.g., the first item object OBJa) that is the basis of the composite equipment object. Note that when an item object is composited with a bow and arrow object that is a long-range attack equipment object, the bow and arrow object may have an appearance in which the item object is composited with the arrowhead, the notch, or the shaft of the arrow object that constitutes the bow and arrow object.

[0103] 16, an arrow object constituting the composite equipment object β is shot by an attack action of the player character PC and then stuck in the terrain object L of the underground field. When the arrow object of the composite equipment object β collides with the terrain object L due to the attack action of the player character PC, an impact from the attack is applied to the first item object OBJa that is composited with the arrow object.

[0104] In the virtual space, when it is determined that an impact is applied to the first item object OBJa that is combined with the composite equipment object β due to a collision between the arrow object and the terrain object L caused by the long-distance attack action of the player character PC, the first item object OBJa satisfies the installation condition. As shown in FIG. 17, when the installation condition is satisfied, the first item object OBJa that is combined with the arrow object that constitutes the composite equipment object β is transformed into a second item object OBJb and fixed to the part of the terrain object L where the arrow object collided and installed. The second item object OBJb that is installed due to the collision between the arrow object and the terrain object L also has the same function as the second item object OBJb installed in the first game processing example described above. In this way, by using the arrow object that constitutes the composite equipment object β for attack, the player character PC can install the second item object OBJb at a distance in the underground field, and by setting a new light source at the target position to which the player character PC moves and around that position, it is possible to easily search for the position.

[0105] Here, when the first item object OBJa synthesized into the arrow object is transformed into the second item object OBJb and placed on the terrain object L, the synthesized equipment object β is returned to the original equipment object A (i.e., the arrow object constituting the equipment object A is restored). In this way, the synthesized equipment object β functions as a tool for placing the second item object OBJb far away in the underground field from the player character PC, and after exerting this function, it can be used as the original equipment object B that has lost this function. Note that the arrow object shot in the attack action may be erased from the virtual space when the arrow flight ends by piercing the target of attack, etc.

[0106] In addition, even if the first item object OBJa is not pierced by the synthesized arrow object (for example, if it is bounced off and does not pierce the first item object OBJa), a second item object OBJb may be placed at the position where the arrow object reached.

[0107] In the above-mentioned third game processing example, an example of a long-distance attack by shooting an arrow object constituting the composite equipment object β is used, but the second item object OBJb may be placed in response to an attack action of the player character PC that releases the composite equipment object into the virtual space in another manner. For example, the second item object OBJb may be placed in response to an attack action that releases the composite equipment object into the virtual space by the player character PC throwing or kicking a composite equipment object (for example, a composite equipment object that is obtained by combining the first item object OBJa with a stick object or a sword object) that is formed by combining the first item object OBJa. In this way, even if the player character PC releases a composite equipment object formed by combining the first item object OBJa into the virtual space in another attack manner, the second item object OBJb may be placed far away from the player character PC where the composite equipment object collides with the terrain object L.

[0108] In the above embodiment, the player character PC uses a composite equipment object obtained by combining the first item object OBJa with an equipment object for an attack action, but the player character PC may use the first item object OBJa alone for an attack action. For example, the player character PC may be able to perform an attack action by throwing the first item object OBJa to hit an enemy character, thereby enabling an attack using the first item object OBJa alone. In this case, even if the first item object OBJa does not move at a speed exceeding a first speed described later, it may be determined that the first item object OBJa collides with another object due to an attack action of the player character PC, or that the first item object OBJa is placed within a range where the effect of the attack action of the player character PC can be reached, and the first item object OBJa may be transformed into a second item object OBJb and placed.

[0109] In this embodiment, the second item object OBJb can be placed on a terrain object L whose location cannot be changed and which indicates a wall, ceiling, stone pillar, cliff face, rock, tree, building, cave, etc. In another embodiment, the second item object OBJb may be placed on another character operating in an underground field or a virtual object whose location can be changed. For example, when the second item object OBJb can be placed on another character (e.g., an enemy character) operating in an underground field, it is possible to place the second item object OBJb transformed from the first item object OBJa on another character by an attack action of the player character PC using a composite equipment object synthesized with the first item object OBJa or an attack action of the player character PC using the first item object OBJa alone. In this case, the enemy character on which the second item object OBJb is placed may also be damaged by an attack action of the player character PC.

[0110] In another embodiment, the second item object OBJb may not be placed on another character operating in an underground field. As an example, when another character (e.g., an enemy character) operating in an underground field is attacked by an attack action of the player character PC using a composite equipment object obtained by combining the first item object OBJa, the other character is damaged, but the composite equipment object may not be placed on the other character and may change to the original equipment object. As another example, when another character (e.g., an enemy character) operating in an underground field is attacked by an attack action of the player character PC using only the first item object OBJa, the other character is damaged, but the second item object OBJb may not be placed on the other character and the first item object OBJa may be erased.

[0111] Furthermore, the first item object OBJa satisfies the installation condition for being transformed into a second item object OBJb and placed by receiving an impact due to being placed within the range of the effect of an attack action of the player character PC. In this case, as is clear from the above-mentioned first to third game processing examples, the first item object OBJa may be on the attacking side (second game processing example, third game processing example) or on the attacked side (first game processing example) in the attack action of the player character PC.

[0112] An outline of a fourth example of game processing performed in the game system 1 will be described with reference to Figs. 18 to 20. Fig. 18 is a diagram showing an example of a game image in which a player character PC drops a first item object OBJa off a cliff. Fig. 19 is a diagram showing an example of a game image in which the first item object OBJa falls at a speed exceeding a first speed, thereby giving an impact to the first item object OBJa. Fig. 20 is a diagram showing an example of a game image in which a second item object OBJb is placed on a terrain object L by falling at a speed exceeding the first speed.

[0113] 18, an image is displayed in which a player character PC is positioned on top of a cliff in an underground field while holding a first item object OBJa in his / her hand. In response to an action instruction from the user, the player character PC performs an action of dropping the first item object OBJa that he / she is holding down the cliff. When the first item object OBJa is dropped from the cliff, it moves down to the bottom of the cliff at a falling speed based on virtual physical calculations (e.g., virtual inertia and gravity) in the virtual space.

[0114] 19, the first item object OBJa dropped from the cliff collides with the terrain object L below the cliff at the above-mentioned falling speed. When the first item object OBJa collides with another object (for example, the terrain object L) at a speed exceeding the first speed in the virtual space, the first item object OBJa satisfies the installation condition.

[0115] As shown in FIG. 20, when the first item object OBJa satisfies the installation condition due to a collision at a speed exceeding the first speed, the first item object OBJa is transformed into a second item object OBJb at the collision position and fixed to the terrain object L and installed. The second item object OBJb installed due to a collision at a speed exceeding the first speed also has the same function as the second item object OBJb installed in the first game processing example described above. Therefore, in the fourth game processing example, by dropping the first item object OBJa into a dark and invisible space such as the bottom of a valley, the space is brightened so that the user can check the surrounding conditions such as the terrain and enemy characters, and the items placed on the terrain. In this way, even if the player character PC is not performing an attack action, when the first item object OBJa collides with another object in the virtual space at a speed exceeding the first speed, it is determined that an impact has been applied to the first item object OBJa, and the first item object OBJa is transformed into a second item object OBJb and installed on the terrain object L corresponding to the position where the collision occurred.

[0116] In the above embodiment, an example is used in which the first item object OBJa alone collides at a speed exceeding the first speed, but the installation condition may be determined to be satisfied when a collision occurs at a speed exceeding the first speed in a state where the first item object OBJa is combined into a composite equipment object. For example, when a player character PC drops a composite equipment object obtained by combining a first item object OBJa with an equipment object that is a stick object off a cliff, the composite equipment object may collide with a terrain object L at a speed exceeding the first speed, and a second item object OBJb transformed into the composite equipment object may be installed at the collision position.

[0117] In the above embodiment, the installation condition is satisfied by the first item object OBJa released by the player character PC colliding with the terrain object L at a speed exceeding the first speed when falling, but the installation condition may be satisfied in other ways. For example, the installation condition may be determined to be satisfied when the first item object OBJa alone or a composite equipment object formed by combining the first item object OBJa, which is released in response to an action of the player character PC to release the object into the virtual space, collides with another object at a speed exceeding the first speed. For example, it may be determined that the installation condition is satisfied when the first item object OBJa alone or a composite equipment object formed by combining the first item object OBJa collides with another object at a speed exceeding the first speed by an action in which the player character PC shoots the first item object OBJa alone using a bow object or a gun object, an action in which the player character PC throws the object, an action in which the player character PC kicks the object, or an action in which the player character PC rolls or slides the object down a slope or the like. In this case, the action of releasing the object does not have to be an action of attacking another character.

[0118] In this manner, in the present embodiment, when it is determined that an impact has been applied to the first item object OBJa in the virtual space, the installation condition is satisfied, and the first item object OBJa is installed in place of the second item object OBJb on the terrain object L in the underground field corresponding to the position where the impact was applied, and lighting is set so that a predetermined range around the installation position becomes brighter than before the installation. The installation condition is satisfied when it is determined that an impact has been applied to the first item object OBJa and the first item object OBJa is placed within a range where an attack effect can be reached by the player character PC performing an attack action, or when the first item object OBJa collides with another object at a first speed or faster.

[0119] The above-mentioned installation condition may be determined to be satisfied by other actions. For example, the installation condition may be determined to be satisfied when an impact is applied to the first item object OBJa by an action other than an attack action of the player character PC, such as being trampled by the player character PC or another character, or when the first item object OBJa alone or the first item object OBJa combined with an equipment object collides with another object in a predetermined motion mode and an impact is applied thereto.

[0120] Also, even if the above-mentioned installation conditions are satisfied, there may be cases where the second item object OBJb is not placed. For example, if the environment is such that the second item object OBJb cannot be placed (for example, if the installation position is set to be unplaceable, such as if the installation position is liquid or viscous, if the installation position is made of a material having a predetermined hardness or more, or if the installation position is an equipment of the player character PC), there may be cases where the second item object OBJb is not placed. In this case, the first item object OBJa may not be transformed into the second item object OBJb and may be placed in the virtual space in an unplaced state, or the first item object OBJa may be erased from the virtual space.

[0121] Also, as described above, when the second item object OBJb is placed on the terrain object L, it continues to emit the above-mentioned light while it is placed. This means that even if the game is interrupted, when the game is resumed from the interrupted state, the second item object OBJb will continue to emit light in the same installation position. This allows the user to maintain the underground field state where brightness was once ensured even when the game is interrupted, so that the user can proceed with exploring the underground field without having to re-place the second item object OBJb on the terrain object L.

[0122] Also, the second item object OBJb once placed may be erased from the virtual space. As a first example, a placement limit may be set for the second item object OBJb, and when the second item object OBJb is placed beyond the placement limit, the second item object OBJb already placed may be erased in a FIFO manner. As the placement limit, it is possible to set an upper limit on the number of items placed or to set a time limit after the item is placed. As a second example, the second item object OBJb placed on the terrain object L may be destroyed or captured by the action in the virtual space of another character (e.g., an enemy character) operating under automatic control by the processor 81, and thus may be erased. For example, if the second item object OBJb is not erased from the virtual space once placed, it is possible to place the second item object OBJb without any restrictions in a dark space such as an underground field, and it is assumed that the exploration of the field becomes too easy. However, by providing a mode in which the second item object OBJb once placed is erased from the virtual space according to the first example or the second example, the difficulty of the game can be adjusted.

[0123] Next, an example of a specific process executed by the game system 1 will be described with reference to Fig. 21. Fig. 21 is a diagram showing an example of a data area set in the DRAM 85 of the main unit 2. In addition to the data shown in Fig. 21, the DRAM 85 also stores data used in other processes, but detailed description thereof will be omitted.

[0124] 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.

[0125] 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, player character data Db, other character data Dc, equipment data Dd, stored item data De, placed item data Df, non-placed item data Dg, virtual camera data Dh, image data Di, and the like.

[0126] The operation data Da is operation data acquired appropriately from the left controller 3 and / or the right controller 4 and the main unit 2. As described above, the operation data acquired from the left controller 3 and / or the right controller 4 and the main unit 2 includes information on inputs (specifically, information on operations) from each input unit (specifically, each button, analog stick, touch panel). In this embodiment, the operation data is acquired from the left controller 3 and / or the right controller 4 and the main unit 2, and the operation data Da is appropriately updated using the acquired operation data. The update cycle of the operation data Da may be updated every frame, which is the cycle of processing executed by the game system 1 described later, or may be updated every cycle in which the above operation data is acquired.

[0127] The player character data Db is data that indicates the position, orientation, and posture of the player character PC placed in the virtual space, as well as the movement, status, etc. in the virtual space. The other character data Dc is data that indicates the position, orientation, and posture of other characters placed in the virtual space, as well as the movement, status, etc. in the virtual space.

[0128] The equipment data Dd indicates equipment objects and composite equipment objects that are equipped by the player character PC, and includes data indicating which of the equipped equipment objects and composite equipment objects are being used (in a ready state) by the player character PC.

[0129] The stored item data De is data indicating the type and number of item objects stored by the player character PC.

[0130] The placed item data Df is data that indicates the position, type, and lighting settings of an item object placed on the game field (terrain object L). The non-placed item data Dg is data that indicates the position, type, and lighting settings of each item object when it is held by the player character PC, when it is moving in the virtual space, or when it is placed on the game field (terrain object L) in an unplaced state.

[0131] The virtual camera data Dh is data that indicates the position, direction, angle of view, etc. of a virtual camera placed in a virtual space.

[0132] The image data Di is data for displaying images (e.g., an image of the player character PC, images of other characters, images of various objects such as equipment objects and item objects, images of a field in a virtual space, background images, etc.) on a display screen (e.g., the display 12 of the main unit 2).

[0133] Next, a detailed example of game processing, which is an example of information processing in this embodiment, will be described with reference to Figs. 22 to 24. Fig. 22 is a flow chart showing an example of game processing executed by the game system 1. Fig. 23 is a subroutine showing an example of item object collision determination processing in step S126 of Fig. 22. Fig. 24 is a subroutine showing an example of item object deletion processing in step S127 of Fig. 22. In this embodiment, a series of processes shown in Figs. 22 to 24 are performed by the processor 81 executing a predetermined application program (game program) included in the various programs Pa. In addition, the game processing shown in Figs. 22 to 24 may be started at any timing.

[0134] 22 to 24 are merely examples, and the order of the steps may be changed, or other processes may be executed in addition to (or instead of) the steps, as long as the same results are obtained. In addition, in this embodiment, the steps of the above flowcharts are described as being executed by the processor 81, but some of the steps of the above flowcharts may be executed by a processor other than the processor 81 or a dedicated circuit. Some of the processes 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). That is, the processes shown in FIGS. 22 to 24 may be executed by a plurality of information processing devices including the main unit 2 working together.

[0135] In FIG. 22, the processor 81 performs initial settings in the game processing (step S121) and proceeds to the next step. For example, in the initial settings, the processor 81 initializes parameters for performing the processing described below and updates each data. As an example, the processor 81 places the player character PC in a predetermined posture, other characters, a virtual camera, and the like at default positions in the virtual space in the initial state, and updates the player character data Db, the other character data Dc, and the virtual camera data Dh. The processor 81 also updates the placed item data Df and the non-placed item data Dg according to the status of the item object in the game field (terrain object L) (for example, when the game is first started, the item object placed in the game field (terrain object L) is set to a default state, and when the game is resumed midway, the item object is set to the status before the game is interrupted based on the save data, etc.).

[0136] 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.

[0137] Next, processor 81 performs various game control processes (step S123), and proceeds to the next step.

[0138] As a first example of various game control processes in step S123, the processor 81 performs a player character action process. For example, the processor 81 sets the action of the player character PC based on the operation data Da. As one example, the processor 81 sets the position, direction, posture, action, state, and the like of the player character PC based on the operation input indicated by the operation data Da and virtual physical calculations (for example, virtual inertia and gravity) in the virtual space, and updates the player character data Db.

[0139] The actions of the player character PC include actions using equipment objects and composite equipment objects. For example, when a user instruction is given to change the equipment object or composite equipment object equipped by the player character PC, the processor 81 changes the equipment object or composite equipment object possessed by the player character PC in response to the instruction, and updates the equipment data Dd in response to the change. In addition, in response to an attack action instruction given by the user, the processor 81 causes the player character PC to perform an action that uses the equipment object or composite equipment object based on the equipment data Dd (for example, swinging the equipment object or composite equipment object possessed to attack).

[0140] Moreover, the action of the player character PC includes an action using an item object (for example, the first item object OBJa alone). For example, when a user instruction is given to set an action in which the player character PC holds the first item object OBJa, the processor 81 sets the first item object OBJa to a state in which the player character PC holds it in response to the instruction, and sets a point light source or emission that emits weak light on the first item object OBJa, and updates the player character data Db and the unplaced item data Dg. Note that even if the user instruction is not given, the first item object OBJa may be set to a point light source or emission that emits weak light in a state in which it is placed alone on the terrain object L. Furthermore, when a user instruction is given to set an action in which the player character PC lets go of the first item object OBJa held by the player character PC (for example, drops the held first item object OBJa at the player's feet or at the bottom of a cliff), the processor 81 makes the player character PC perform the action set in response to the instruction, and updates the player character data Db. Furthermore, the processor 81 moves the released first item object OBJa in the virtual space and updates the not-placed item data Dg. Then, when the released first item object OBJa collides with a terrain object L or the like before reaching the first speed, the processor 81 places the first item object OBJa in an unplaced state at the collision position and updates the not-placed item data Dg.

[0141] As a second example of the various game control processes in step S123, processor 81 performs another character action process. For example, processor 81 places a character other than the player character PC, controls the action of the other character in accordance with a rule predetermined in the game program, and updates the other character data Dc.

[0142] As a third example of various game control processes in step S123, the processor 81 performs a process of synthesizing equipment when the player character PC is performing an action capable of generating a synthesized equipment object. For example, the processor 81 performs a process of synthesizing equipment in response to the player character PC being able to use an item object and being in a ready state for the equipment object during the game. For example, the processor 81 specifies a target item object for the equipment synthesis process among the item objects held by the player character PC or the item objects on the game field (terrain object L) based on the operation data Da, and synthesizes the equipment object held by the player character PC with the target item object to generate a synthesized equipment object. Then, the processor 81 changes the target equipment object held by the player character PC to a synthesized equipment object (see FIG. 12 and FIG. 15), and updates the equipment data Dd based on the change.

[0143] In addition, in the process of synthesizing the above-mentioned equipment, after the target item object is brought closer to the equipment object, a performance may be performed in which each object is controlled so that the target item object disappears and the target equipment object held by the player character PC is changed into a synthesized equipment object.

[0144] As a fourth example of the various game control processes in step S123, the processor 81 performs a process in which the player character PC acquires a first item object OBJa based on the operation data Da. For example, in response to an action in which the player character PC acquires a first item object OBJa, the processor 81 adds and stores the first item object OBJa acquired by the action in the player character PC, and updates the stored item data De based on the state after the storage.

[0145] Processor 81 then performs item object collision processing (step S126), and proceeds to step S127. Hereinafter, the item object collision determination processing in step S126 will be described with reference to FIG.

[0146] 23, processor 81 refers to equipment data Dd to determine whether or not an impact has been applied to the first item object OBJa (step S143). If an impact has been applied to the first item object OBJa, processor 81 advances the process to step S145. On the other hand, if an impact has not been applied to the first item object OBJa, processor 81 advances the process to step S144.

[0147] As a first example of a case where it is determined in step S143 that an impact has been applied to the first item object OBJa, a positive determination is made when an impact is applied to the first item object OBJa by a close-combat action of the player character PC attacking with a composite equipment object. For example, the processor 81 makes a positive determination in step S143 when an impact is applied to the first item object OBJa constituting the composite equipment object as a result of a composite equipment object (e.g., a sword object or a spear object synthesized with the first item object OBJa) used in the close-combat action colliding with another object based on the player character data Db.

[0148] As a second example of a case where it is determined in step S143 that an impact has been applied to the first item object OBJa, a positive determination is made when an impact is applied to the first item object OBJa by an attack action of the player character PC attacking using an equipment object. For example, based on the player character data Db and the non-placed item data Dg, the processor 81 makes a positive determination in step S143 when an impact is applied to the first item object OBJa by the equipment object used in the attack action colliding with the first item object OBJa placed on the game field (terrain object L).

[0149] As a third example of a case where it is determined in step S143 that an impact has been applied to the first item object OBJa, a positive determination is made when an impact is applied to the first item object OBJa by a long-distance attack action of the player character PC attacking with a composite equipment object. For example, the processor 81 makes a positive determination in step S143 based on the player character data Db when an impact is applied to the first item object OBJa constituting the composite equipment object as a result of at least a part of the composite equipment object (e.g., a bow and arrow object formed by combining the first item object OBJa with an arrow object) used in the long-distance attack action moving far away and then colliding with another object.

[0150] In step S144, the processor 81 determines whether or not the first item object OBJa collides with another object at a moving speed equal to or greater than the first speed. If the first item object OBJa collides with another object at a moving speed equal to or greater than the first speed, the processor 81 advances the process to step S145. On the other hand, if the first item object OBJa does not collide with another object at a moving speed equal to or greater than the first speed, the processor 81 ends the process of this subroutine.

[0151] As a first example of a case where it is determined in step S144 that the first item object OBJa has collided at the first speed or faster, a positive determination is made when the first item object OBJa alone moves in the virtual space at the first speed or faster and collides with another object. For example, the processor 81 makes a positive determination in step S144 when the player character PC, set by the player character motion control process performed in the process of step S123, releases the first item object OBJa, causing the first item object OBJa to move in the virtual space at the first speed or faster and collide with the land object L, based on the unplaced item data Dg.

[0152] As a second example of a case where it is determined in step S144 that the first item object OBJa has collided at the first speed or faster, a positive determination is made when at least a part of a composite equipment object into which the first item object OBJa has been composited moves in the virtual space at the first speed or faster and collides with another object. For example, the processor 81 makes a positive determination in step S144 based on the player character data Db when at least a part (e.g., an arrow object into which the first item object OBJa has been composited) of a composite equipment object used in a long-distance attack action (e.g., a bow and arrow object into which the first item object OBJa has been composited) is released into the virtual space and moves at the first speed or faster and collides with a terrain object L.

[0153] In step S145, the processor 81 replaces the first item object OBJa with the second item object OBJb and places it, and proceeds to the next step. As a first example, when an impact is given by the equipment object used in the attack action colliding with the first item object OBJa placed on the terrain object L of the game field (terrain object L), the processor 81 determines that the placement condition is satisfied, replaces the first item object OBJa with the second item object OBJb and places it on the terrain object L, and updates the non-placed item data Dg and the placed item data Df. As a second example, when an impact is given to the first item object OBJa constituting the composite equipment object by at least a part of the composite equipment object used in the attack action colliding with another object (for example, the terrain object L), the processor 81 determines that the placement condition is satisfied, changes the composite equipment object held by the player character PC to an equipment object, places the second item object OBJb on the terrain object L based on the collision position, and updates the equipment data Dd and the placed item data Df. As a third example, when the first item object OBJa alone collides with another object (for example, terrain object L) at a speed equal to or greater than the first speed, the processor 81 determines that the installation condition is met, replaces the first item object OBJa with a second item object OBJb, installs the first item object OBJa on the terrain object L based on the collision position, and updates the installed item data Df and the non-installed item data Dg. As a fourth example, when at least a part of a composite equipment object obtained by combining the first item object OBJa collides with another object (for example, terrain object L) at a speed equal to or greater than the first speed, the processor 81 determines that the installation condition is met, changes at least a part of the composite equipment object with which the collision occurred to an equipment object, installs the second item object OBJb on the terrain object L based on the collision position, and updates the equipment data Dd and the installed item data Df.

[0154] Next, the processor 81 sets lighting based on the placed second item object OBJb (step S146), and ends the processing of this subroutine. For example, the processor 81 sets a point light source or a surface light source that emits a predetermined light to the second item object OBJb, and updates the placed item data Df.

[0155] 22, in step S127, processor 81 performs an item object erasing process, and proceeds to step S128. Hereinafter, the item object erasing process in step S127 will be described with reference to FIG.

[0156] 24, processor 81 refers to the placed item data Df to determine whether or not a second item object OBJb is placed on the game field (terrain object L) (step S151). If a second item object OBJb is placed, processor 81 advances the process to step S152. On the other hand, if a second item object OBJb is not placed, processor 81 ends the process of this subroutine.

[0157] In step S152, the processor 81 determines whether or not a condition for erasing any of the placed second item objects OBJb has been satisfied. For example, when second item objects OBJb exceeding the placement limit have been placed, or when an action of another character leading to the erasure of placed second item objects OBJb has been performed, the processor 81 makes a positive determination in the above step S151. Then, when the condition for erasing any of the second item objects OBJb has been satisfied, the processor 81 advances the process to step S153. On the other hand, when the condition for erasing any of the second item objects OBJb has not been satisfied, the processor 81 ends the process of this subroutine.

[0158] In step S153, the processor 81 erases the second item object OBJb for which the erasure condition is satisfied, and ends the processing of the subroutine. As a first example, when the second item object OBJb is placed in such a way that the placement limit is exceeded, the processor 81 erases the second item object OBJb that exceeds the placement limit from the virtual space in a FIFO manner, and updates the placed item data Df. As a second example, the processor 81 erases the second item object OBJb from the virtual space in response to an action of another character that leads to the erasure of the placed second item object OBJb, and updates the placed item data Df.

[0159] Returning to FIG. 22, in step S128, the processor 81 performs a display control process and proceeds to the next step. For example, the processor 81 places the player character PC and other characters, and each object such as the first item object OBJa and the second item object OBJb in the virtual space based on the player character data Db, the other character data Dc, the installed item data Df, and the non-installed item data Dg. The processor 81 also equips the player character PC with an equipment object and a composite equipment object based on the equipment data Dd. The processor 81 also sets lighting for the virtual space using light sources for the first item object OBJa and the second item object OBJb based on the installed item data Df and the non-installed item data Dg, and other light sources and environmental light in the virtual space. The processor 81 also sets the position and / or attitude of a virtual camera for generating a display image based on the virtual camera data Dh, and places 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 controls displaying the virtual space image on the display 12. The processor 81 may execute a process for controlling the movement of the virtual camera in the virtual space based on the position and posture of the player character PC, and may update the virtual camera data Dh. The processor 81 may also move the virtual camera in the virtual space based on the operation data Da, and update the virtual camera data Dh.

[0160] Next, processor 81 determines whether or not to end the game processing (step S129). Conditions for ending the game processing in step S129 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 S129 is repeatedly executed until it is determined in step S129 that the process is to end.

[0161] In this manner, in this embodiment, it becomes possible to place the second item object OBJb at any position in the underground field, and brightness can be ensured even in a dark space, so that exploration of the underground field can be facilitated by utilizing the lighting provided by placing the second item object OBJb at various positions.

[0162] In the above-described embodiment, an example is used in which the first item object OBJa is transformed into the second item object OBJb, but the first item object OBJa may be placed as it is on the terrain object L. In this case, when the placement condition is satisfied by determining that an impact has been applied to the first item object OBJa, the first item object OBJa is placed as it is on the terrain object L corresponding to the position where the impact was applied, and lighting in the virtual space is set so that a predetermined range around the position where the first item object OBJa is placed becomes brighter than before the placement.

[0163] In addition, the underground field may be set to a space with a brightness less than the ambient light set in the virtual space. For example, when the ambient light of a predetermined brightness is set for the entire virtual space, the image for displaying the underground field may be dimmed (for example, filled with black) so that it is darker than the brightness of the ambient light, thereby generating a display image to be displayed on the display 12. In this case, the lighting setting by placing the second item object OBJb is displayed with the lighting setting enabled by canceling the dimming process (for example, canceling the black filling) for the range that becomes bright by placing the second item object OBJb. In this way, even when exploring an underground field that is dimmed more than other fields, the second item object OBJb that can ensure the brightness around the installation position can be placed at any position, thereby making it easy to explore the underground field using the lighting by the second item object OBJb.

[0164] 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.), and the like.

[0165] In the above description, an example was used in which the information processing (game processing) is performed by the game system 1, but at least a part of the above processing steps may be performed by another device. For example, if the game system 1 is configured to be capable of communicating with another device (e.g., a server, another information processing device, another image display device, another game device, another mobile terminal), the above processing steps may be executed by the cooperation of the other device. In this way, by performing at least a part of the above processing steps by another device, processing similar to the above processing is possible. In addition, the above information processing can be executed by one processor or by cooperation between multiple processors included in an information processing system composed of at least one information processing device. In the above embodiment, the processor 81 of the game system 1 can execute a predetermined program to perform information processing, but a part or all of the above processing may be executed by a dedicated circuit provided in the game system 1.

[0166] 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.

[0167] Furthermore, the processing sequence, setting values, conditions used for judgment, and the like used in the above-described information processing are merely examples, and it goes without saying that this embodiment can be realized even with other sequences, values, and conditions.

[0168] 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.

[0169] Although the present invention has been described in detail above, the above description is merely illustrative of the present invention in all respects and is not intended to limit its scope. Needless to say, various improvements and modifications can be made without departing from the scope of the present invention. In addition, it is understood that a person skilled in the art can implement an equivalent range based on the description of the present invention and technical common sense from the description of specific examples of the present invention. In addition, it should be understood that the terms used in this specification are used in the sense commonly used in the field unless otherwise specified. Therefore, unless otherwise defined, all technical terms and technical terms used in this specification have the same meaning as commonly understood by a person skilled in the art to which this invention belongs. In the event of a conflict, this specification (including definitions) shall prevail. [Industrial Applicability]

[0170] As described above, the present invention can be used as a game program, a game system, a game device, a game processing method, and the like that can facilitate exploration using lighting in a virtual space. [Explanation of symbols]

[0171] 1. Information processing system 2. Main unit 3...Left controller 4…Right controller 11. Housing 12…Display 13...Touch panel 32, 52…Analog stick 42, 64…Terminals 81…Processor 82…Network communication section 83...Controller communication section 85…DRAM 101, 111...Communication control unit

Claims

1. The computer of the information processing device Controlling the movement of a player character in a virtual space based on a user's operational input; automatically controlling the actions of enemy characters in the virtual space; when it is determined that an impact has been applied to a first object in the virtual space, placing the first object or a second object in place of the first object on a terrain object corresponding to the position where the impact was applied, and setting lighting in the virtual space so that a predetermined range around the position where the first object or the second object is placed becomes brighter than before the placement of the first object or the second object; a game program that causes the first object or the second object placed on the land object to be eliminated in accordance with a predetermined action of the enemy character;

2. Furthermore, the computer executing a process of causing the player character to perform at least an attack action based on an operation input by a user; The game program according to claim 1 , wherein the computer program determines that the impact has been applied to the first object when the first object is included in a range of an attack effect of the attack action.

3. Furthermore, the computer executing a process of causing the player character to perform at least an attack action based on an operation input by a user; The game program according to claim 1 , wherein when the attack action causes the first object to collide with another object, it is determined that the impact has been applied to the first object.

4. Furthermore, the computer executing a process of causing the player character to perform an action of releasing the first object into a virtual space as the attack action based on an operation input by a user; The game program according to claim 3 , wherein when the first object released in response to the release action collides with the land object, it is determined that the impact has been applied to the first object.

5. 3. The game program according to claim 2, wherein the attack action is a close-combat action used within a direct reach of the player character's movement or an object equipped by the player character.

6. Furthermore, the computer generating a composite object that combines the first object and an equipment object that can be equipped by the player character based on a user's operation input; executing a process of causing the player character to perform the melee attack action using the composite object based on an operation input by a user; The game program according to claim 5 , wherein when the composite object collides with the terrain object due to the melee attack action, it is determined that the impact has been applied to the first object composited into the composite object.

7. Furthermore, the computer 2. The game program according to claim 1, wherein when the first object collides with another object at a predetermined speed or faster in the virtual space, it is determined that the impact has been applied to the first object.

8. Furthermore, the computer executing a process of causing the player character to perform an action of releasing the first object into a virtual space based on an operation input by a user; 8. The game program according to claim 7, wherein when the first object released in response to the release action collides with the land object at a speed equal to or greater than the predetermined speed, it is determined that the impact has been applied to the first object.

9. Furthermore, the computer executing a process of causing the player character to perform a falling action of dropping the first object in a virtual space based on an operation input by a user; 8. The game program according to claim 7, wherein when the first object that has fallen due to the falling action collides with the land object at a speed equal to or greater than the predetermined speed, it is determined that the impact has been applied to the first object.

10. Furthermore, the computer 10. A game program according to claim 1, wherein at least one of the first objects and the second objects placed in the virtual space is erased when the number of the first objects and the second objects placed in the virtual space reaches a predetermined number, or when a predetermined period of time has elapsed since the first objects and the second objects were placed on the terrain object.

11. 10. The game program according to claim 1, wherein the first object is obtainable and possessable by the player character in the virtual space.

12. A gaming system including a processor, The processor: Controlling the movement of a player character within a virtual space based on user operation input; automatically controlling the actions of enemy characters within the virtual space; when it is determined that an impact has been applied to a first object in the virtual space, placing the first object or a second object in place of the first object on a terrain object corresponding to the position where the impact was applied, and setting lighting in the virtual space so that a predetermined range around the position where the first object or the second object is placed becomes brighter than before the placement of the first object or the second object; A game system that eliminates the first object or the second object placed on the terrain object in accordance with a predetermined action of the enemy character.

13. Further, the processor causing the player character to perform at least an attack action based on a user's operation input; The game system according to claim 12 , wherein it is determined that the impact has been applied to the first object when the first object is included in a range of an attack effect of the attack action.

14. Further, the processor causing the player character to perform at least an attack action based on a user's operation input; The game system according to claim 12 , wherein when the attack action causes the first object to collide with another object, it is determined that the impact has been applied to the first object.

15. Further, the processor causing the player character to perform an action of releasing the first object into a virtual space as the attack action based on an operation input by a user; The game system according to claim 14 , wherein when the first object released in response to the release action collides with the land object, it is determined that the impact has been applied to the first object.

16. The game system according to claim 14 , wherein the attack action is a close-combat action used within a direct reach of an action of the player character or an object equipped by the player character.

17. Further, the processor generating a composite object by combining the first object and an equipment object that can be equipped by the player character based on a user's operation input; causing the player character to perform the melee attack action using the composite object based on a user's operation input; The game system according to claim 16 , wherein when the composite object collides with the terrain object as a result of the melee attack action, it is determined that the impact has been applied to the first object composited into the composite object.

18. Further, the processor The game system according to claim 12 , wherein it is determined that the impact has been applied to the first object when the first object collides with another object at a predetermined speed or faster in the virtual space.

19. Further, the processor causing the player character to perform an action of releasing the first object into a virtual space based on an operation input by a user; 19. The game system according to claim 18, wherein it is determined that the impact has been applied to the first object when the first object released in response to the release action collides with the land object at a speed equal to or greater than the predetermined speed.

20. Further, the processor causing the player character to perform a falling action of dropping the first object in a virtual space based on an operation input by a user; 19. The game system according to claim 18, wherein it is determined that the impact has been applied to the first object when the first object that has fallen due to the falling action collides with the land object at a speed equal to or greater than the predetermined speed.

21. Further, the processor 21. A game system according to any one of claims 12 to 20, wherein at least one of the first objects and the second objects placed in the virtual space is erased when the number of the first objects and the second objects placed in the virtual space reaches a predetermined number, or when a predetermined period of time has elapsed since the first objects and the second objects were placed on the terrain object.

22. 21. The game system according to claim 12, wherein the first object is obtainable and possessable by the player character in the virtual space.

23. A gaming device equipped with a processor, The processor: Controlling the movement of a player character within a virtual space based on user operation input; automatically controlling the actions of enemy characters within the virtual space; when it is determined that an impact has been applied to a first object in the virtual space, placing the first object or a second object in place of the first object on a terrain object corresponding to the position where the impact was applied, and setting lighting in the virtual space so that a predetermined range around the position where the first object or the second object is placed becomes brighter than before the placement of the first object or the second object; The game device eliminates the first object or the second object placed on the land object in accordance with a predetermined action of the enemy character.

24. The processor of the information processing device Controlling the movement of a player character in a virtual space based on a user's operational input; automatically controlling the actions of enemy characters in the virtual space; when it is determined that an impact has been applied to a first object in the virtual space, placing the first object or a second object in place of the first object on a terrain object corresponding to the position where the impact was applied, and setting lighting in the virtual space so that a predetermined range around the position where the first object or the second object is placed becomes brighter than before the placement of the first object or the second object; A game processing method in which the first object or the second object placed on the land object is eliminated in accordance with a predetermined action of the enemy character.