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

JP2024111121A5Pending Publication Date: 2025-11-11NINTENDO CO LTD
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Patent Information

Application Number
JP2024098038
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-18
Publication Date
2025-11-11

AI Technical Summary

Technical Problem

Conventional games require special operation scenes to move terrain objects, limiting the simplicity and flexibility of player interaction.

Method used

A game program that allows players to control terrain objects through player character operations by selecting and rotating terrain objects using a first object as an operation target, with additional controls for movement, connection, and interaction with propulsion or gravity-based objects.

Benefits of technology

Enables simple and intuitive control of terrain objects within a virtual space, allowing players to manipulate complex terrain structures without dedicated operation screens, while maintaining stability and control over the player character.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game program capable of moving a topographic object by a player's operation.SOLUTION: A game program causes a computer to execute first control including at least the movement of a player character in a virtual space according to an operation input based on a first operation, and execute second control including rotation of an operation object with any one of a plurality of operational objects as the operation object according to an operation input based on a second operation, and to rotate a topographic object according to a change in a posture of a first object, which is an operational object.SELECTED DRAWING: Figure 6
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Description

[Technical field]

[0001] The present invention relates to a game program, an information processing device, an information processing system, and an information processing method. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there are games in which a player character moves on a terrain object in a virtual space (for example, see Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] “The Legend of Zelda: Breath of the Wild”, [online], 2022, Nintendo Co., Ltd., [searched on November 4, 2020], Internet<URL:https: / / www.zelda.com / breath-of-the-wild / > Summary of the Invention [Problem to be solved by the invention]

[0004] In conventional games, the player character could perform operations to move a specific object. On the other hand, the terrain object could also be moved based on the player's operation, but the operation was performed in a special operation scene. In other words, it was necessary to prepare a special operation scene.

[0005] Therefore, an object of the present invention is to provide a game program, an information processing device, an information processing system, and an information processing method that are capable of controlling the terrain with a simple configuration by moving terrain objects using a system in which a player character moves objects through player operation. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configuration.

[0007] (First Configuration) A game program according to a first configuration causes a computer of an information processing device to perform a first control of a player character in a virtual space in response to an operation input based on a first operation. The first control includes at least movement on a terrain object in the virtual space. The game program also causes the computer to perform a second control of an object to be operated, the object being one of a plurality of operable objects that are the target of the second operation, among a plurality of objects in the virtual space, in response to an operation input based on a second operation. The second control includes at least rotation in the virtual space. The game program also causes the computer to rotate a second object, which is the terrain object, in the virtual space in response to a change in attitude of the first object, which is the operable object.

[0008] According to the above, in response to an operation input based on the second operation, a second control including rotation is performed on one of the plurality of operable objects as an operation target, and the terrain object can be rotated in response to a change in the attitude of the first object which is the operable object. This allows the player to rotate the terrain object in the virtual space by rotating the first object as an operation target.

[0009] (Second Configuration) In a second configuration, in the above-mentioned first configuration, the computer may be caused to perform, as the second control, at least a control to rotate the object to be operated about a predetermined axis and a control to move the object to be operated in an indicated direction.

[0010] Based on the above, it is possible to rotate or move the object that is the operation target in response to an operation input based on the second operation.

[0011] (Third Configuration) In a third configuration, in the above-mentioned second configuration, the computer may further perform control to link the object set as the operation target to another object, as the second control.

[0012] Based on the above, it is possible to link another object to the object that is the operation target, in response to an operation input based on the second operation.

[0013] (Fourth Configuration) In a fourth configuration, in the third configuration, the controllable objects may include a propulsion object that generates a virtual propulsion force. The game program may further cause the computer to cause at least one of the controllable objects to move based on the virtual propulsion force when the second control is not being performed, and, when the propulsion object is connected to the first object, to move the first object to which the propulsion object is connected based on the virtual propulsion force of the propulsion object.

[0014] According to the above, by connecting the propulsion object to the first object, it is possible to move the first object. In this way, when the first object rotates, it is possible to rotate the land object.

[0015] (Fifth Configuration) In a fifth configuration, in the third or fourth configuration above, the game program may further cause the computer to cause at least one of the operable objects to move based on virtual gravity when the second control is not being performed, and when a third object which is an operable object different from the first object is connected to the first object, cause the first object to which the third object is connected to move based on the virtual gravity.

[0016] According to the above, by connecting the third object to the first object, the first object can be moved based on the gravity of the third object, whereby when the first object is rotated, the land object can be rotated.

[0017] (6th Configuration) In a sixth configuration, in the above fifth configuration, the first object may be maintained in a floating state in the air in the virtual space, regardless of the virtual gravity.

[0018] According to the above, since the first object is floating in the air, the player can easily rotate the first object by performing the second operation while checking the attitude of the first object.

[0019] (Seventh Configuration) In a seventh configuration, in the sixth configuration, a position of the first object may be fixed or a movement range of the first object may be limited in the virtual space.

[0020] Based on the above, it is possible to fix the first object in the virtual space, or to limit the movement range of the first object, and to control the attitude of the first object.

[0021] (8th Configuration) In an eighth configuration, in any one of the first to seventh configurations, the game program may further cause the computer to perform a motion based on virtual gravity for at least one of the operable objects when the second control is not being performed. The first object may be maintained in a floating state in the air in the virtual space regardless of the virtual gravity.

[0022] Based on the above, since the first object is floating in the air, the player can easily rotate the first object by performing the second operation while checking the attitude of the first object.

[0023] (Ninth Configuration) In a ninth configuration, in the above eighth configuration, the game program may cause the computer to drop the player character based on virtual gravity, and when the player character is riding on the first object, cause the first object to move based on the virtual gravity relative to the player character.

[0024] According to the above, when a player character is riding on a first object, the first object can be moved based on the gravity of the player character, and when the first object rotates, the terrain object can be rotated.

[0025] (10th Item) In a tenth configuration, in any of the first to ninth configurations above, the game program may further cause the computer to limit the second control over the first object when the player character is riding on the second object.

[0026] Based on the above, when the player character is riding on the first object, the second control over the first object can be limited. This makes it possible to prevent, for example, the player character from falling off the first object.

[0027] (11th Feature) In an eleventh configuration, in any of the first to tenth configurations above, the game program may, as the second control, cause the computer to rotate the second object at a predetermined rotational speed so that the rotation direction and rotation amount of the attitude of the second object relative to a reference attitude approach the rotation direction and rotation amount of the attitude of the first object relative to a reference attitude.

[0028] Based on the above, by rotating the land object at a predetermined rotation speed, it is possible to bring the orientation of the land object closer to the orientation of the first object.

[0029] Furthermore, the other configuration may be an information processing device that executes the above-mentioned game program, an information processing system, or an information processing method performed in an information processing system. Effect of the Invention

[0030] According to the present invention, by rotating the first object as an operation target, the topography object can be rotated in the virtual space. [Brief description of the drawings]

[0031] [Figure 1] FIG. 1 illustrates an example of a game system. [Diagram 2] A block diagram showing an example of the internal configuration of the main unit 2. [Diagram 3] FIG. 13 is a diagram showing an example of a game image displayed when the game of the present embodiment is executed. [Figure 4] FIG. 13 is a diagram showing an example of a game image including a first object. [Diagram 5] FIG. 13 is a diagram showing an example of a game image when a first object 70 is operated using a special ability of a player character PC. [Figure 6] FIG. 6 is a diagram showing an example of a game image when a predetermined rotation operation is performed in the state shown in FIG. 5; [Figure 7] FIG. 1 is a diagram showing a first object 70 and a land object 50 viewed from above in a virtual space before the first object 70 is operated. [Figure 8] FIG. 1 is a diagram showing a first object 70 and a terrain object 50 viewed from above in a virtual space, illustrating how the first object 70 and the terrain object 50 are linked together. [Figure 9] A diagram after a certain time has elapsed from the state of FIG. [Figure 10]After the first object 70 and the terrain object 50 have been rotated 90 degrees in the negative direction around the Y axis. [Figure 11] FIG. 11 is a diagram showing an example of a game image displayed on the screen in the state shown in FIG. 10; [Figure 12] After the first object 70 and the terrain object 50 have been rotated 180 degrees around the Y axis [Figure 13] FIG. 13 is a diagram showing an example of a game image displayed on the screen in the state shown in FIG. 12; [Figure 14] FIG. 13 is a diagram showing a state in which a first object 70 is rotated around a horizontal axis of the screen. [Figure 15] FIG. 1 is a diagram showing an example of a plurality of virtual objects 80 arranged in a virtual space. [Figure 16] FIG. 13 is a diagram showing a state in which a rock object 80a arranged in a virtual space is selected as an operation target and operated. [Figure 17] FIG. 13 is a diagram showing an example of a game image when a rock object 80a is connected to a first object 70. [Figure 18] FIG. 13 is a diagram showing an example of a game image when a propulsion object 80b is connected to a first object 70; [Figure 19] FIG. 13 is a diagram showing an example of data stored in the memory of the main unit 2 during execution of the game process. [Figure 20] 1 is a flowchart showing an example of a game process executed by the processor 21 of the main unit 2. [Figure 21] A flowchart showing an example of the first object operation control process in step S104. [Figure 22] A flowchart showing an example of the virtual object operation control process in step S106. [Figure 23] A flowchart showing an example of the terrain object control process in step S108. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0032] (Game System Configuration) A game system according to an example of this embodiment will be described below. FIG. 1 is a diagram showing an example of a game system. An example of a 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 main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The left controller 3 and right controller 4 include a plurality of buttons 5 (A button, B button, X button, Y button) and an analog stick 6 as an example of an operation unit for a user to perform input.

[0033] The main unit 2 is configured so that the left controller 3 and the right controller 4 can be detachably attached to it. 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, or the main unit 2 can be used as separate entities from the left controller 3 and the right controller 4. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."

[0034] FIG. 2 is a block diagram showing an example of the internal configuration of the main unit 2. As shown in FIG. 2, the main unit 2 includes a processor 21. The processor 21 is an information processing section that executes various information processes (e.g., game processes) executed in the main unit 2, and includes, for example, a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit). The processor 21 may be composed of only a CPU, or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU function. The processor 21 executes various information processes by executing an information processing program (e.g., a game program) stored in a storage section (specifically, an internal storage medium such as a flash memory 26, or an external storage medium attached to a slot 29, etc.).

[0035] The main device 2 also includes a display 12. The display 12 displays images generated by the main device 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device. The display 12 is connected to a processor 21. The processor 21 displays images generated (for example, by executing the above-mentioned information processing) and / or images acquired from the outside on the display 12.

[0036] The main unit 2 also has a left side terminal 23 which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 22 which is a terminal through which the main unit 2 performs wired communication with the right controller 4.

[0037] Furthermore, the main device 2 includes a flash memory 26 and a dynamic random access memory (DRAM) 27 as examples of internal storage media built into the main device 2. The flash memory 26 and the DRAM 27 are connected to the processor 21. The flash memory 26 is a memory used mainly for storing various data (which may be programs) saved in the main device 2. The DRAM 27 is a memory used for temporarily storing various data used in information processing.

[0038] The main unit 2 includes a slot 29. The slot 29 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 by the main unit 2 (e.g., save data of a game application, etc.) and / or a program executed by the main unit 2 (e.g., a game program, etc.).

[0039] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 28. The slot I / F 28 is connected to the processor 21. The slot I / F 28 is connected to a slot 29, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 29 in response to instructions from the processor 21.

[0040] The processor 21 appropriately reads and writes data from and to the flash memory 26, the DRAM 27, and the above-mentioned storage media, to execute the above-mentioned information processing.

[0041] The main unit 2 also includes a network communication unit 24. The network communication unit 24 is connected to the processor 21. The network communication unit 24 communicates with an external device via a network, wirelessly or wired. In this embodiment, the network communication unit 24 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 24 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (e.g., 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.

[0042] The main unit 2 includes a controller communication unit 25. The controller communication unit 25 is connected to the processor 21. The controller communication unit 25 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 25 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0043] The processor 21 is connected to the above-mentioned left side terminal 23 and right side terminal 22. When the processor 21 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left side terminal 23 and receives operation data from the left controller 3 via the left side terminal 23. When the processor 21 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right side terminal 22 and receives operation data from the right controller 4 via the right side terminal 22. In this way, 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, respectively.

[0044] In addition to the elements shown in FIG. 2, the main unit 2 also includes a battery for supplying power, and an output terminal for outputting images and sounds to a display device other than the display 12 (for example, a television).

[0045] (Game Overview) Next, the game of this embodiment will be described. Fig. 3 is a diagram showing an example of a game image displayed when the game of this embodiment is executed. As shown in Fig. 3, a player character PC is placed in a virtual space (game space). In the virtual space, a Y axis pointing vertically upward, and X and Z axes perpendicular to the Y axis are set.

[0046] A plurality of terrain objects 40, 50, 60 on which the player character PC can move are arranged in the virtual space. The player character PC is arranged on the ground 41 of the terrain object 40. The ground 41 is, for example, a surface parallel to the XZ plane of the virtual space. A terrain object 50 is arranged in front of the player character PC. Another terrain object 60 is arranged to the left of the terrain object 50. The terrain object 50 is floating in the virtual space. Although virtual gravity acts downward (in the negative Y-axis direction) in the virtual space, this gravity does not act on the terrain object 50 (or a virtual buoyant force acts in the opposite direction to gravity). Therefore, the terrain object 50 maintains a state of floating in the air.

[0047] The player character PC moves in the virtual space, jumps in the virtual space, and performs a predetermined action in the virtual space in response to an operation input based on the player's first operation. For example, the player character PC moves on the terrain object 40 in response to a directional input to the analog stick 6 of the left controller 3. In addition, the player character PC has the ability (hereinafter, referred to as a special ability) to operate one of the operable objects in response to an operation input based on the player's second operation.

[0048] The operable objects are objects that can be operated by the special abilities of the player character PC, and are placed on the terrain object. Details of the operable objects will be described later. Although not shown in the figures, in addition to the operable objects, various objects that cannot be operated by the special abilities of the player character PC (e.g., enemy characters, tree objects fixed in the virtual space, etc.) are placed on the terrain object.

[0049] There are gaps between the terrain objects 40, 50, and 60. Since the terrain object 40 and the terrain object 50 are relatively far apart, in the state shown in Fig. 3, the player character PC cannot move from the terrain object 40 onto the terrain object 50. Furthermore, since the terrain object 40 and the terrain object 60 are relatively far apart, the player character PC cannot move from the terrain object 40 onto the terrain object 60. Furthermore, since the terrain object 50 and the terrain object 60 are relatively far apart, even if the player character PC is located on the terrain object 50, the player character PC cannot move from the terrain object 50 onto the terrain object 60.

[0050] Here, the land objects 40 and 60 are fixed at predetermined positions and predetermined attitudes in the virtual space, whereas the land object 50 is configured so that at least its attitude can be changed in the virtual space.

[0051] In the game of this embodiment, a first object is placed for controlling at least the attitude of the land object 50. Fig. 4 is a diagram showing an example of a game image including the first object.

[0052] 4, a first object 70 is placed in the virtual space. The first object 70 is an example of an operable object that is controlled in response to an operation input based on a second operation of the player.

[0053] The first object 70 is placed at a position a predetermined distance away from the ground 41 of the terrain object 40. Since no virtual gravity acts on the first object 70 (or a virtual buoyant force acts in the opposite direction to gravity), the first object 70 maintains a state of floating in the air.

[0054] The first object 70 is an object for controlling the terrain object 50. The first object 70 may have the same or similar shape as the terrain object 50. The attitude of the terrain object 50 changes in response to a change in the attitude of the first object 70. The player controls at least the attitude of the first object by using the special ability of the player character PC.

[0055] Fig. 5 is a diagram showing an example of a game image when the first object 70 is operated using the special ability of the player character PC. Fig. 6 is a diagram showing an example of a game image when a predetermined rotation operation is performed in the state shown in Fig. 5.

[0056] For example, the player character PC acquires a special ability to control an operable object in a virtual space by acquiring a specific item during the game, defeating a specific enemy character, or talking to a specific game character, or the player character PC may initially have the special ability.

[0057] As shown in Fig. 5, a first object 70 is selected as an object to be operated from among a plurality of operable objects in a virtual space based on a selection operation by the player. For example, when a predetermined selection button is pressed while the first object 70 is located in front of the player character PC, the first object 70 is selected as an object to be operated. When the first object 70 is selected as an object to be operated, a beam is emitted from the hand of the player character PC, and the first object 70 is highlighted.

[0058] The first object 70 is initially placed at a predetermined position in the Y-axis direction from the ground 41, which is the top surface of the terrain object 40, in a predetermined orientation. Here, the initial position of the first object 70 is referred to as the "reference position", and the initial orientation of the first object 70 is referred to as the "reference orientation". The X1-Y1-Z1 coordinate system shown in FIG. 5 is a coordinate system fixed to the first object 70. The first object 70 has a first portion 71, a second portion 72, and a fourth portion 74. The fourth portion 74 of the first object 70 is formed so as to extend in the Y1-axis direction from the top surface of the first portion 71, and the second portion 72 of the first object 70 is formed so as to extend in the X1-axis direction from the right side surface of the first portion 71.

[0059] When the player performs a predetermined rotation operation in this state, the first object 70 rotates around the Y axis as shown in FIG. 6. The terrain object 50 rotates in response to the rotation of the first object 70. Specifically, the terrain object 50 is initially placed in the virtual space in a reference attitude, and the terrain object 50 changes from the reference attitude in response to a change from the reference attitude of the first object 70. For example, when the first object 70 rotates counterclockwise in the Y axis direction by a first angle, the attitude of the terrain object 50 is controlled so that the terrain object 50 also rotates counterclockwise in the Y axis direction by the first angle. Specifically, the terrain object 50 is rotated at a predetermined rotation speed so that the rotation direction and rotation amount of the attitude of the terrain object 50 with respect to the reference attitude approach the rotation direction and rotation amount of the attitude of the first object 70 with respect to the reference attitude.

[0060] The linkage of the attitudes of the first object 70 and the land object 50 will be described with reference to FIGS.

[0061] Fig. 7 is a diagram of the first object 70 and the terrain object 50 viewed from above in virtual space before the first object 70 is operated. Fig. 8 is a diagram of the first object 70 and the terrain object 50 viewed from above in virtual space, illustrating how the first object 70 and the terrain object 50 work together. Fig. 9 is a diagram after a predetermined time has elapsed from the state of Fig. 8.

[0062] As shown in FIG. 7, the player character PC is located on the ground 41 of the terrain object 40. A virtual camera VC is placed behind the player character PC, and a game image generated based on the virtual camera VC is displayed on a display device. The virtual camera VC moves in accordance with the movement of the player character PC. A fixed Xc-Yc-Zc coordinate system is set for the virtual camera VC. The Zc axis is the axis of the line of sight of the virtual camera VC, the Xc axis is the axis of the rightward direction of the virtual camera VC, and the Yc axis is the axis of the upward direction of the virtual camera VC.

[0063] A first object 70 is disposed in front of the player character PC at a position a predetermined distance away from the ground 41 in the Y-axis direction. For example, when the first object 70 is in the reference posture, the Y1-axis and X1-axis fixed to the first object 70 are parallel to the Y-axis and X-axis fixed to the virtual space, respectively. A second portion 72 of the first object 70 is formed so as to extend from the first portion 71 in the X1-axis direction, and a third portion 73 of the first object 70 is formed so as to extend from the first portion 71 in the Z1-axis direction.

[0064] Moreover, a terrain object 50 is disposed at a predetermined position in the Z-axis direction of the terrain object 40. The Xg-Yg-Zg coordinate system shown in FIG. 7 is a coordinate system fixed to the terrain object 50. When the terrain object 50 is in the reference attitude, the Yg axis and the Xg axis fixed to the terrain object 50 are parallel to the Y axis and the X axis fixed to the virtual space, respectively. Moreover, the terrain object 50 has a first portion 51, a second portion 52, and a third portion 53. The second portion 52 of the terrain object 50 is formed so as to extend from the first portion 51 in the Xg-axis direction, and the third portion 53 of the terrain object 50 is formed so as to extend from the first portion 51 in the Zg-axis direction.

[0065] When the terrain object 50 is in the reference posture, the second part 52 of the terrain object 50 extends from the first part 51 in the X-axis direction of the virtual space, and the third part 53 of the terrain object 50 extends from the first part 51 in the Z-axis direction of the virtual space. When the terrain object 50 is in the reference posture, the distance between the terrain object 40 and (the first part 51 of) the terrain object 50 is, for example, L1.

[0066] As shown in Fig. 8, when the first object 70 is selected as an object to be operated, if the player performs a predetermined rotation operation, the first object 70 rotates around the Y axis. For example, in response to pressing the A button among the multiple buttons 5 of the right controller 4, the first object 70 rotates around the Y axis in the negative direction (clockwise in Fig. 8) by a first angle. Also, in response to pressing the Y button among the multiple buttons 5 of the right controller 4, for example, the first object 70 rotates around the Y axis in the positive direction (counterclockwise in Fig. 8) by a first angle.

[0067] When the first object 70 rotates from the reference posture, the terrain object 50 also rotates. For example, when the first object 70 rotates around the Y axis in the negative direction (clockwise in FIG. 8) by a first angle, the terrain object 50 also rotates around the Y axis in the negative direction by the first angle. Specifically, the terrain object 50 is rotated from the reference posture so as to approach the rotation direction and rotation amount from the reference posture of the first object 70. For example, in response to pressing of the A button, the first object 70 rotates around the Y axis in the negative direction at a first rotation speed, and the terrain object 50 rotates around the Y axis in the negative direction at a second rotation speed slower than the first rotation speed. That is, the posture of the terrain object 50 changes later than the first object 70 in response to the change in the posture of the first object 70. For example, in Fig. 8, the first object 70 is rotated 30 degrees around the Y axis from the reference attitude, while the land object 50 is rotated 15 degrees around the Y axis from the reference attitude. If the first object 70 does not rotate further in this state of Fig. 8 and a predetermined time has passed, the amount of change in the attitude of the first object 70 and the amount of change in the attitude of the land object 50 will match, as shown in Fig. 9.

[0068] When the first object 70 is further rotated from the state shown in Fig. 9, the land object 50 is also further rotated. Fig. 10 is a diagram after the first object 70 and the land object 50 have been rotated 90 degrees in the negative direction around the Y axis. Fig. 11 is a diagram showing an example of a game image displayed on the screen in the state shown in Fig. 10.

[0069] As shown in FIG. 10, when the first object 70 rotates 90 degrees from the reference posture in the negative direction around the Y axis and a predetermined time has elapsed, the terrain object 50 also rotates 90 degrees from the reference posture in the negative direction around the Y axis. In this state, the second part 52 of the terrain object 50 extends from the first part 51 in the negative Z-axis direction of the virtual space, and the distance between the terrain object 40 and the terrain object 50 is shorter than that in the reference posture (see FIG. 11). Therefore, in the state shown in FIG. 10 and FIG. 11, the player character PC can move from the terrain object 40 to the terrain object 50 by walking or jumping. However, even in this state, the terrain object 50 and the terrain object 60 are separated by a distance L2, and the player character PC cannot move from the terrain object 50 to the terrain object 60 by walking or jumping.

[0070] Therefore, when the player moves the player character PC from the terrain object 40 to the terrain object 60, the player further rotates the first object 70. Fig. 12 is a diagram after the first object 70 and the terrain object 50 have been rotated 180 degrees around the Y axis. Fig. 13 is a diagram showing an example of a game image displayed on the screen in the state shown in Fig. 12.

[0071] As shown in FIG. 12, when the first object 70 is rotated 180 degrees around the Y axis, the terrain object 50 also rotates 180 degrees around the Y axis. In this state, the second part 52 of the terrain object 50 extends from the first part 51 in the negative X-axis direction of the virtual space, and the third part 53 of the terrain object 50 extends from the first part 51 in the negative Z-axis direction of the virtual space. Therefore, the distance between the terrain object 40 and the terrain object 50 is shorter than that in the reference posture, and the distance between the terrain object 40 and the terrain object 60 is also shorter than that in the reference posture (see FIG. 13). Therefore, in the state shown in FIG. 12 and FIG. 13, the player character PC can move from the terrain object 40 to the terrain object 50 by walking or jumping, and can also move from the terrain object 50 to the terrain object 60.

[0072] 8 to 13, the case where the first object 70 is rotated around an axis in the vertical direction of the virtual space (i.e., in the yaw direction) has been described. In this embodiment, when the first object 70 is selected as an object to be operated, the first object 70 can be rotated around an axis in the horizontal direction of the screen (i.e., in the pitch direction) in response to a rotation operation by the player.

[0073] FIG. 14 is a diagram showing how the first object 70 is rotated around an axis in the horizontal direction of the screen.

[0074] As shown in FIG. 14, for example, when the B button of the multiple buttons 5 of the right controller 4 is pressed, the first object 70 rotates in the positive direction (i.e., in the pitch direction) around the Xc axis, which is the rightward axis of the virtual camera VC, by a first angle. Also, for example, when the X button of the multiple buttons 5 of the right controller 4 is pressed, the first object 70 rotates in the negative direction around the Xc axis by a first angle. In response to this rotation of the first object 70 in the pitch direction, the terrain object 50 also rotates in the pitch direction. For example, in response to pressing of the A button, the first object 70 rotates around the Xc axis at a first rotation speed, and the terrain object 50 rotates around the Xc axis at a second rotation speed slower than the first rotation speed.

[0075] Furthermore, when the first object 70 is selected as an operation target, the first object 70 may rotate around the Zc axis of the virtual camera VC (i.e., in the roll direction) in response to a predetermined rotation operation. In response to the rotation of the first object 70 around the Zc axis, the terrain object 50 also rotates around the Zc axis.

[0076] In this way, in the game of this embodiment, a first object for manipulating a terrain object is placed in a virtual space. Depending on a change in the attitude of the first object, the attitude of the terrain object corresponding to the first object changes. By changing the attitude of the first object, the player can move the player character PC in the virtual space while changing the attitude of the terrain object, and progress through the game.

[0077] In addition to the objects shown in the figure, a plurality of first objects are arranged in the virtual space, and terrain objects corresponding to each of the first objects are arranged. The terrain object may be any object as long as the player character PC can move on it. A first object corresponding to such a terrain object is arranged in the virtual space, and the attitude of the first object is changed to change the attitude of the corresponding terrain object. For example, the terrain object may be a building including walls and a roof, and the player character PC may be able to move on the roof of the building. A first object corresponding to the building may be arranged inside the building as such a terrain object. When the first object is selected as an operation target and rotated, for example, around the Y axis of the virtual space, the walls and roof (ceiling) of the building except for the floor may rotate around the Y axis of the virtual space.

[0078] Also, it may be possible to change the position of the terrain object by changing the position of the first object. For example, the first object is initially placed at a reference position in the virtual space. Also, the terrain object is initially placed at a reference position in the virtual space. When the first object is selected as an object to be operated, if the first object is moved from the reference position in a first direction by a predetermined movement amount in response to a movement operation by the player, the terrain object is moved from the reference position in the first direction by the predetermined movement amount. In this case, the terrain object is moved so as to approach the movement direction and movement amount from the reference position of the first object. Specifically, in response to a movement operation by the player, the first object may move at a first speed, and the terrain object may move at a second speed slower than the first speed.

[0079] Next, a description will be given of a virtual object 80 arranged in a virtual space. The virtual object 80 is an example of an operable object that can be operated by the special ability of the player character PC. Fig. 15 is a diagram showing an example of a plurality of virtual objects 80 arranged in a virtual space.

[0080] As shown in FIG. 15, various kinds of virtual objects 80 are placed in the virtual space. For example, a rock object 80a is placed in the virtual space as the virtual object 80. FIG. 16 is a diagram showing a state in which the rock object 80a placed in the virtual space is selected as an operation target and operated. The rock object 80a is an object that resembles a rock and has a predetermined mass. As shown in FIG. 16, the player can select the rock object 80a as an operation target, and move the rock object 80a in the virtual space or change the posture of the rock object 80a.

[0081] As shown in FIG. 15, a propulsion object 80b and a wing object 80c are arranged in the virtual space as the virtual objects 80. The propulsion object 80b is, for example, an object that imitates a jet engine and generates a propulsive force. The propulsion object 80b generates a propulsive force in the opposite direction to the jet ejection direction. The wing object 80c is an object that generates a buoyancy upward in the virtual space and can fly in the virtual space when moving in the virtual space at a speed exceeding a predetermined speed. The player can use the special ability of the player character PC to operate these virtual objects 80 and connect the virtual objects 80 to each other to generate a combined object consisting of a plurality of operable objects. For example, when the propulsion object 80b is selected as an operation target and the propulsion object 80b is brought close to the wing object 80c, the propulsion object 80b is connected to the wing object 80c. As a result, a combined object (airplane object) including the propulsion object 80b and the wing object 80c is generated. The airplane object can fly in the virtual space by the propulsion force of the propulsion object 80b. The player character PC can fly in the virtual space by riding on the airplane object. Furthermore, the generated combined object can be connected to another virtual object 80.

[0082] The player can connect the virtual object 80 to the first object 70 .

[0083] FIG. 17 is a diagram showing an example of a game image when a rock object 80a is connected to the first object 70. As shown in FIG.

[0084] 16, a rock object 80a is selected as an operation target, and the rock object 80a is moved to approach the first object 70. When the rock object 80a and the first object 70 satisfy a predetermined connection condition, the rock object 80a is connected to the first object 70. For example, the connection condition is that the distance between the rock object 80a and the first object 70 is less than a predetermined value, and an instruction for connection is given by the player.

[0085] As shown in FIG. 17, when a rock object 80a having a predetermined mass is connected to the first object 70, the posture of the first object 70 changes. Specifically, when the rock object 80a is connected to the first object 70, the position of the center of gravity of the combined object consisting of the first object 70 and the rock object 80a changes. This change in the position of the center of gravity changes the posture of the first object 70 (combined object). Note that even if the rock object 80a is connected to the first object 70, the first object 70 (combined object) does not fall to the ground 41 but remains floating in the air. More specifically, physical calculations are performed based on the mass of the first object 70, the mass of the rock object 80a, and the position where the rock object 80a is connected. The gravity acting on each object and the buoyancy of the first object 70 are calculated, and the posture of the first object 70 (combined object) in which these forces are balanced is calculated.

[0086] When the rock object 80a is connected to the first object 70 in this way, even if the first object 70 is not selected as an operation target, the attitude of the first object 70 may change due to the influence of virtual gravity acting on the rock object 80a. Even in such a case, the attitude of the terrain object 50 changes according to the change in the attitude of the first object 70. For example, for a predetermined period immediately after the rock object 80a is connected to the first object 70, the attitude of the first object 70 gradually changes from the reference attitude. When the predetermined period has passed, the gravity acting on each object (the first object 70 and the rock object 80a) included in the combined object and the buoyancy of the first object 70 are balanced, and the attitude of the first object 70 becomes stable (the change in attitude stops). Even if the first object 70 is not selected as an operation target, the attitude of the first object 70 changes during this predetermined period, and the attitude of the terrain object 50 also changes accordingly.

[0087] Although not shown in the drawings, the player character PC can ride on the first object 70. When the player character PC rides on the first object 70, the attitude of the first object 70 also changes due to gravity acting on the player character PC. In response to this change in the attitude of the first object 70, the attitude of the land object 50 changes.

[0088] FIG. 18 is a diagram showing an example of a game image when a propulsion object 80b is connected to the first object 70. As shown in FIG.

[0089] As shown in FIG. 18, when the first object 70 is connected to a propulsion object 80b that generates a propulsion force, the posture of the first object 70 changes. Specifically, when the propulsion object 80b is connected to the first object 70, virtual gravity acting on the propulsion object 80b is applied to the combined object consisting of the first object 70 and the propulsion object 80b. The propulsion object 80b generates a propulsion force in a predetermined direction. The first object 70 (combined object) moves (rotates) due to the gravity and propulsion force. The first object 70 is configured not to move due to the propulsion force of the propulsion object 80b. Even when the propulsion object 80b is connected to the first object 70, the first object 70 (combined object) does not fall to the ground 41 but remains floating in the air. Specifically, a physical calculation is performed based on the mass of the first object 70, the mass of the propulsion object 80b, the position at which the propulsion object 80b is connected, and the propulsion force of the propulsion object 80b, to calculate the motion of the first object 70. If the propulsion object 80b continues to generate propulsion force, the attitude of the first object 70 continues to change.

[0090] In this way, even when the first object 70 moves due to the propulsion object 80b being connected to the first object 70, the attitude of the terrain object 50 changes according to the change in the attitude of the first object 70. When the attitude of the first object 70 continues to change, even if the first object 70 is not selected as an operation target, the attitude of the terrain object 50 continues to change according to the change in the attitude of the first object 70. For example, while the propulsion object 80b continues to generate a propulsive force, the first object 70 continues to rotate at a predetermined position. According to the rotation of the first object 70, the terrain object also continues to rotate. Note that the first object 70 may change its attitude and move in the virtual space by the propulsion force of the propulsion object 80b. In this case, the terrain object also moves according to the movement of the first object 70.

[0091] As described above, in the game of this embodiment, the player character PC has a special ability to operate an operable object arranged in a virtual space. The player uses the special ability of the player character PC to change at least the posture of the first object 70 arranged in the virtual space, thereby changing the posture of the terrain object. This allows the player to progress through the game while changing the terrain using the first object 70 arranged in the virtual space.

[0092] Furthermore, the player can connect the virtual object 80 to the first object 70 and change the attitude of the first object 70 by gravity or the propulsive force of the virtual object 80. This allows the attitude of the first object 70 to be automatically changed and the attitude of the land object to be changed without directly operating the first object 70 using the special ability of the player character PC.

[0093] In addition, while the player character PC is located on the terrain object 50 corresponding to the first object 70, the operation of the first object 70 using the special ability is limited. For example, while the player character PC is located on the terrain object 50, the first object 70 may not be selected as an object to be operated. This makes it impossible to operate the first object 70 while the player character PC is located on the terrain object 50. If the operation of the first object 70 is possible when the player character PC is located on the terrain object 50, the attitude of the terrain object 50 may change, and the positional relationship between the player character PC and the first object 70 may change, making it impossible to operate the first object 70. For example, the change in the attitude of the terrain object 50 may cause the player character PC to fall, or the change in the positional relationship between the player character PC and the first object 70 may cause the first object 70 to be unintentionally changed significantly, causing the player character PC to be shaken off the terrain object 50. For this reason, while the player character PC is located on the terrain object 50, it is not possible to operate the first object 70 using the special ability. Specifically, when the player character PC is located on the terrain object 50, selection of the first object 70 as an object to be operated is restricted. Note that, when the player character PC is located on the terrain object 50, it is possible to select the first object 70 as an object to be operated, but operation of the first object 70 may be restricted or disabled.

[0094] For example, when the propulsion object 80b is connected to the first object 70, the attitude of the first object 70 may change regardless of the presence or absence of a player's operation. In this case, the attitude of the terrain object 50 also changes, but the player character PC can move to the terrain object 50 even when the attitude of the terrain object 50 is changing.

[0095] (Game Processing Details) Next, details of the game processing related to the above-mentioned game will be described. First, data used in the game processing will be described. Fig. 19 is a diagram showing an example of data stored in the memory of the main unit 2 during execution of the game processing.

[0096] As shown in FIG. 19, the memory of the main unit 2 (DRAM 27, flash memory 26, or external storage medium) stores a game program, player character data, first object data, virtual object data, and topography object data.

[0097] The game program is a program for executing game processing, which will be described later. The game program is stored in advance in an external storage medium inserted in the slot 29 or in the flash memory 26, and is read into the DRAM 27 when the game is executed. The game program may be obtained from another device via a network (for example, the Internet).

[0098] The player character data is data related to the player character PC, and includes information related to the position and posture of the player character PC in the virtual space. The player character data also includes information indicating the items and abilities possessed by the player character PC, and data related to the shape of the player character PC.

[0099] The first object data is data related to the first object 70 arranged in the virtual space. The first object data includes data representing the position and orientation of the first object 70 in the virtual space. For example, the first object data includes data related to the reference position of the first object 70, data related to the reference orientation of the first object 70, data indicating the direction and amount of movement from the reference position, and data indicating the direction and amount of rotation from the reference orientation. Based on these data, the current position and orientation of the first object 70 are determined. In addition, when a virtual object 80 is connected to the first object 70, the first object data includes information related to the connected virtual object 80 (information related to the type, mass, connected position, etc. of the virtual object 80).

[0100] The virtual object data is data related to virtual objects 80 (for example, a rock object 80a, a propulsion object 80b, a wing object 80c, etc.) arranged in a virtual space. The virtual object data includes data representing the position and attitude in the virtual space of each virtual object 80. In addition, when a combined object consisting of a plurality of virtual objects 80 is generated, the virtual object data includes information related to the combined object (center of gravity position, mass, etc.).

[0101] The terrain object data is data related to each of a plurality of terrain objects arranged in a virtual space. Specifically, the terrain object data includes data representing the position and attitude of each terrain object in the virtual space. For example, the terrain object data includes data related to the reference position of the terrain object 50, data related to the reference attitude of the terrain object 50, data indicating the movement direction and movement amount of the terrain object 50 from the reference position, and data indicating the rotation direction and rotation amount of the terrain object 50 from the reference attitude. The current position and attitude of the terrain object 50 are determined based on these data.

[0102] Next, a detailed description will be given of the game processing performed in the main unit 2. Fig. 20 is a flowchart showing an example of the game processing executed by the processor 21 of the main unit 2.

[0103] 20, when the game processing is started, processor 21 executes an initial process (step S100). Specifically, processor 21 sets up a virtual space, and arranges in the virtual space a player character PC, a virtual camera VC, a first object 70 and a plurality of virtual objects 80 as operable objects, a plurality of terrain objects, and the like. In addition to these, objects different from the operable objects (for example, a tree object or an enemy character fixed in the virtual space) are arranged in the virtual space.

[0104] Next, the processor 21 acquires operation data from the controllers (step S101). The operation data includes data corresponding to operations on the buttons 5 and analog stick 6 of the left controller 3 and the buttons 5 and analog stick 6 of the right controller 4. The main unit 2 receives the operation data from each controller at a predetermined time interval (for example, 1 / 200 second intervals) and stores the operation data in memory. In step S101, the processor 21 acquires the operation data transmitted from each controller and stored in memory. Thereafter, the processor 21 repeatedly executes the processes of steps S101 to S110 at a predetermined frame time interval (for example, 1 / 60 second intervals).

[0105] Next, the processor 21 performs a player character control process (step S102). Here, the processor 21 controls the player character PC based on the operation data. For example, when the player performs a movement operation (for example, an operation on the analog stick 6 of the left controller 3), the processor 21 moves the player character PC by a movement amount for one frame. Also, when the player performs a selection operation (for example, an operation on a predetermined button of the controller), the processor 21 selects one of a plurality of operable objects arranged in the virtual space. For example, when a first object 70 exists in front of the player character PC and a predetermined button is pressed, the processor 21 selects the first object 70 as an operation target. Note that when the player character PC is located on the terrain object 50 corresponding to the first object 70, the processor 21 does not select the first object 70 as an operation target even if the first object 70 exists in front of the player character PC and a predetermined button is pressed. Furthermore, when a predetermined button is pressed when a virtual object 80 is in front of the player character PC, the processor 21 selects the virtual object 80 as an operation target. The processor 21 changes the display mode of the selected operation object to a specific display mode. In addition, the processor 21 causes the player character PC to start a jumping action or an attacking action in response to the player's operation. When the player character PC starts a jumping action or an attacking action, these actions are performed over multiple frames.

[0106] Next, processor 21 determines whether or not first object 70 is being operated as an operation target (step S103). If first object 70 is being operated (step S103: YES), processor 21 performs first object operation control processing (step S104). The first object operation control processing is processing for controlling at least the attitude of first object 70 based on operation data. Details of the first object operation control processing in step S104 will be described below.

[0107] (First object operation control process) FIG. 21 is a flowchart showing an example of the first object operation control process in step S104.

[0108] 21, the processor 21 determines whether or not to rotate the first object 70 being operated (step S200). For example, the processor 21 determines whether or not any of the multiple buttons 5 of the right controller 4 is pressed. If any of the multiple buttons 5 is pressed, the processor 21 determines YES in step S200.

[0109] When it is determined that the first object 70 is to be rotated (step S200: YES), the processor 21 rotates the first object 70 in a direction corresponding to the pressed button (step S201). For example, when the A button or the Y button of the multiple buttons 5 is pressed, the processor 21 rotates the first object 70 by a first angle around the Y axis of the virtual space. When the B button or the X button of the multiple buttons 5 is pressed, the processor 21 rotates the first object 70 by a first angle around the Xc axis. Note that when a predetermined rotation operation is being performed, the first object 70 may be rotated by the first angle around the Zc axis in step S201.

[0110] When the process of step S201 has been executed, or when the determination in step S200 is NO, the processor 21 determines whether or not to move the first object 70 in the virtual space (step S202). Specifically, the processor 21 determines whether or not a predetermined movement operation is performed using the controller. For example, when an operation is performed on the analog stick 6 of the left controller 3 or the right controller 4, the processor 21 determines YES in step S202.

[0111] When it is determined that the first object 70 is to be moved (step S202: YES), the processor 21 moves the first object 70 (step S203). For example, the processor 21 moves the first object 70 by a first movement amount in a direction in the virtual space according to the input direction of the analog stick 6. Note that the movement range of the first object 70 is limited. For example, the first object 70 can only be moved within a predetermined movement range, and cannot be moved beyond the movement range.

[0112] The position of the first object 70 may be fixed. In this case, the processes of steps S202 and S203 may not be performed. That is, the first object 70 may be fixed in the virtual space so as not to be translated in the virtual space. Although the first object 70 is not translated in the virtual space, the center position of the first object 70 may or may not change depending on the rotation of the first object 70.

[0113] When the process of step S203 has been performed, or when the determination in step S202 is NO, the processor 21 ends the process shown in FIG. 21, and returns the process to FIG.

[0114] Returning to FIG. 20, if the first object 70 is not being operated (step S103: NO), the processor 21 determines whether or not the virtual object 80 is being operated as the operation target (step S105). If the virtual object 80 is being operated (step S105: YES), the processor 21 performs a virtual object operation control process (step S106). The virtual object operation control process is a process for controlling the virtual object 80 based on operation data. Details of the virtual object operation control process in step S106 will be described below.

[0115] (Virtual object operation control processing) FIG. 22 is a flowchart showing an example of the virtual object operation control process in step S106.

[0116] 22, the processor 21 determines whether to rotate the virtual object 80 being operated (step S300), and if it is determined to rotate the virtual object 80, rotates the virtual object 80 (step S301). The processes of steps S300 and S301 are the same as the processes of steps S200 and S201 except that the operation target is different, and therefore detailed description thereof will be omitted.

[0117] When the process of step S301 has been executed, or when the determination in step S300 is NO, the processor 21 determines whether or not to move the virtual object 80 being operated in the virtual space (step S302). Specifically, the processor 21 determines whether or not a predetermined movement operation is being performed using the controller. For example, when an operation is being performed on the analog stick 6 of the left controller 3 or the right controller 4, the processor 21 determines YES in step S302.

[0118] When it is determined that the virtual object 80 is to be moved (step S302: YES), the processor 21 moves the virtual object 80 by the movement amount for one frame (step S303). For example, the processor 21 moves the virtual object 80 in a direction in the virtual space according to the input direction of the analog stick 6. In step S303, unlike the above-mentioned step S203, the movement of the virtual object 80 is not restricted. That is, the virtual object 80 is configured to be movable to any position in the virtual space according to the movement operation of the player. Note that in step S303, the movement of the virtual object 80 may be restricted, similarly to step S203.

[0119] When the process of step S303 has been executed, or when the determination in step S302 is NO, processor 21 determines whether or not the virtual object 80 being operated satisfies a connection condition with another object (step S304). For example, when the virtual object 80 being operated is located near the first object 70 and a predetermined instruction has been given by the player, processor 21 determines YES in step S304. Also, for example, when the virtual object 80 being operated is located near another virtual object 80 and a predetermined instruction has been given by the player, processor 21 determines YES in step S304.

[0120] When it is determined that the virtual object 80 being operated satisfies the connection condition with another object (step S304: YES), the processor 21 performs a process of connecting the virtual object 80 with the other object (step S305). For example, when the virtual object 80 being operated is located near the first object 70 and a predetermined instruction is given by the player, the processor 21 performs a process of connecting the virtual object 80 with the first object 70. For example, the processor 21 connects the virtual object 80 and the first object 70 at a position where these two objects are closest to each other at the time when the player gives the predetermined instruction. As a result, the virtual object 80 and the first object 70 are connected at the connection position, and thereafter, these objects behave as a combined object and integrally. Depending on the positional relationship between the virtual object 80 and the first object 70 at the time when the predetermined instruction is given, the connection position differs, and the position of the center of gravity of the combined object differs. Depending on the positional relationship of the center of gravity of the combined object, the posture of the first object 70 after the connection differs. The player can connect the virtual object 80 to a desired position on the first object 70, taking into consideration the changing posture of the first object 70.

[0121] When the process of step S305 has been performed, or when the determination in step S304 is NO, the processor 21 ends the process shown in FIG. 22, and returns the process to FIG.

[0122] Returning to FIG. 20, when the virtual object 80 is not being operated (step S105: NO), when the process of step S104 is performed, or when the process of step S106 is performed, the processor 21 performs a physical calculation for each object (step S107). Here, a physical calculation is performed for each object based on the force applied to each object in the virtual space, the mass of each object, the current motion of each object, and the like. Then, based on the result of the physical calculation, each object is moved in the virtual space. For example, when the player character PC is in the air, the player character PC is accelerated downward based on the gravity acting downward in the virtual space, and the position of the player character PC is updated. Also, for example, when the virtual object 80 is connected to the first object 70, the motion of the combined object consisting of the first object 70 and the virtual object 80 is calculated. For example, when the virtual object 80 is a rock object 80a, the motion of the combined object (first object 70) is calculated based on the gravity acting on the rock object 80a and the connection position of the rock object 80a. Also, for example, when the virtual object 80 is a propulsion object 80b, the motion of the combined object (first object 70) is calculated based on the propulsion force, gravity, and coupling position of the propulsion object 80b. Also, when the player character PC is riding on the first object 70, the motion of the first object 70 is calculated based on the gravity acting on the player character PC and the position on which the player character PC is riding. Then, as a result of the calculation, the posture and position of the first object 70 in the virtual space are determined. Note that the first object 70 may be configured so that only the posture is changeable, and the position of the first object 70 is fixed. Also, the first object 70 may be configured so that it is movable only within a predetermined movement range.

[0123] Next, the processor 21 performs a terrain object control process (step S108). Here, the processor 21 controls the attitude or position of the terrain object. Hereinafter, the terrain object control process of step S108 will be described in detail.

[0124] (Terrain object control processing) FIG. 23 is a flowchart showing an example of the topographic object control process in step S108.

[0125] 23, the processor 21 determines whether or not a change in the attitude of the land object 50 matches a change in the attitude of the first object 70 (step S400). Here, the processor 21 determines whether or not a rotation direction and amount of rotation from the reference attitude of the attitude of the land object 50 match a rotation direction and amount of rotation from the reference attitude of the attitude of the first object 70. If the rotation direction and amount of rotation from the reference attitude of the land object 50 match the rotation direction and amount of rotation from the reference attitude of the first object 70, the processor 21 determines YES in step S400.

[0126] When it is determined that the change in the attitude of the terrain object 50 does not match the change in the attitude of the first object 70 (step S400: NO), the processor 21 makes the change in the attitude of the terrain object 50 closer to the change in the attitude of the first object 70 (step S401). Here, the processor 21 changes the attitude of the terrain object 50 so that the attitude of the terrain object 50 approaches the current attitude of the first object 70. Specifically, the processor 21 rotates the terrain object 50 by a second angle smaller than the first angle so that the rotation direction and rotation amount of the attitude of the terrain object 50 from the reference attitude approaches the rotation direction and rotation amount of the attitude of the first object 70 from the reference attitude. For example, when the current attitude of the first object 70 is in a state where it is rotated by a predetermined angle around the Y axis from the reference attitude, the processor 21 rotates the terrain object 50 by the second angle around the Y axis so that the terrain object 50 approaches a state where it is rotated by a predetermined angle around the Y axis from the reference attitude. This second angle is an angle smaller than the first angle when the first object 70 is rotated in the above step S104. In other words, the land object 50 is rotated at a speed slower than the rotation speed when the first object 70 is rotated by the above special ability of the player character PC.

[0127] When the process of step S401 has been executed or when the determination is YES in step S400, the processor 21 determines whether or not the change in the position of the terrain object 50 coincides with the change in the position of the first object 70 (step S402). Here, the processor 21 determines whether or not the moving direction and amount of movement of the terrain object 50 from the reference position coincides with the moving direction and amount of movement of the first object 70 from the reference position. When the moving direction and amount of movement of the terrain object 50 from the reference position coincide with the moving direction and amount of movement of the first object 70 from the reference position, the processor 21 determines YES in step S402.

[0128] When it is determined that the change in the position of the terrain object 50 does not match the change in the position of the first object 70 (step S402: NO), the processor 21 makes the change in the position of the terrain object 50 closer to the change in the position of the first object 70 (step S403). Here, the processor 21 moves the terrain object 50 by a second movement amount smaller than the first movement amount so that the movement direction and movement amount of the terrain object 50 from the reference position are closer to the movement direction and movement amount of the first object 70 from the reference position. For example, when the current position of the first object 70 is in a state where it has moved by a predetermined movement amount in the X-axis direction from the reference position, the processor 21 moves the terrain object 50 by the second movement amount in the X-axis direction so that it is closer to a state where the terrain object 50 has moved by the predetermined movement amount in the X-axis direction from the reference position. This second movement amount is a movement amount smaller than the first movement amount when the first object 70 is moved in the above step S104. That is, the topography object 50 is moved at a speed slower than the moving speed of the first object 70 when it is moved by the special ability of the player character PC.

[0129] The topography object 50 may be fixed at a predetermined position in the virtual space, in which case the processes of steps S402 and S403 may not be performed.

[0130] When the process of step S403 has been executed, or when the determination in step S402 is YES, the processor 21 ends the process shown in FIG. 23, and returns the process to FIG.

[0131] Returning to FIG. 20, after step S108, processor 21 performs a drawing process (step S109). Specifically, processor 21 generates an image of the virtual space viewed from virtual camera VC, and displays it on the display device. Here, a game image based on the results of the processes of steps S101 to S108 is generated and displayed on the display device.

[0132] Next, processor 81 determines whether or not to end the game processing (step S110). For example, if the player instructs to end the game, processor 21 determines YES in step S110 and ends the processing shown in Fig. 20. If NO in step S110, processor 21 executes the processing of step S101 again. This ends the description of Fig. 20.

[0133] It should be noted that the processes shown in the above flowcharts are merely examples, and the order and contents of the processes may be changed as appropriate.

[0134] As described above, in this embodiment, a plurality of operable objects (70, 80) are arranged in a virtual space, and one of the plurality of operable objects is set as an operation target in response to an operation input based on a player's operation, and control including rotation of the operation target is performed (steps S104, S106). For example, when a first object 70 is selected as an operation target among the plurality of operable objects, the first object 70 is rotated in response to a predetermined operation input. In response to the rotation of the first object 70, the land object 50 (second object) corresponding to the first object 70 is rotated (step S108).

[0135] In this way, by changing at least the attitude of the first object 70, the attitude of the terrain object 50 can be changed. By arranging the first object 70 for operating the terrain object 50 in the virtual space, even a large terrain object that is difficult to operate directly can be operated. In addition, when operating the terrain object, it is conceivable to prepare a dedicated screen for operating the terrain object and operate (change) the terrain by switching to the dedicated screen. However, in this embodiment, even without preparing such a dedicated screen, the terrain object 50 can be operated by simply arranging the first object 70 in the virtual space and linking the terrain object 50. In other words, it is possible to provide a function for controlling the terrain object 50 with a simple configuration.

[0136] Furthermore, in this embodiment, the terrain object 50 is rotated at a predetermined rotation speed so that the rotation direction and amount of the attitude of the terrain object 50 from the reference attitude approach the rotation direction and amount of the attitude of the first object 70 from the reference attitude. This allows the terrain object 50 to rotate slowly even if the rotation speed of the first object 70 is relatively high, for example, and allows the player to change the attitude of the terrain object 50 to a desired attitude. Also, for example, if the rotation speed of the terrain object 50 is high, there is a possibility that objects existing on the terrain object 50 will be shaken off, but this can be prevented by reducing the rotation speed of the terrain object 50.

[0137] In this embodiment, the virtual object 80 is selected as an operation target from among a plurality of operable objects, and the operation target can be rotated or moved (step S106). Furthermore, the virtual object 80 as an operation target can be connected to another object (step S305). Virtual gravity acts in the virtual space, and the virtual object 80 moves based on the virtual gravity. The virtual objects 80 include a rock object 80a and a propulsion object 80b that generates a propulsion force. When the rock object 80a is connected to the first object 70, the first object 70 moves based on the virtual gravity applied to the rock object 80a. The posture of the terrain object 50 also changes due to the movement of the first object based on this gravity. When the propulsion object 80b is connected to the first object 70, the first object 70 moves based on the propulsion force of the propulsion object 80b. The posture of the terrain object 50 also changes due to the movement of the first object based on this propulsion force.

[0138] In this manner, in this embodiment, by connecting the first object 70 to another virtual object 80, at least the attitude of the first object 70 can be changed, and at least the attitude of the land object 50 can be changed. This makes it possible to change the attitude of the land object 50 without directly operating the first object 70 as an operation target.

[0139] In this embodiment, the player character PC can ride on the first object 70. When the player character PC rides on the first object 70, the attitude of the first object 70 changes based on the gravity acting on the player character PC. This allows the attitude of the land object 50 to be changed.

[0140] In addition, in this embodiment, although virtual gravity acts in the virtual space, the first object 70 floats in the air in the virtual space. Therefore, the player can perform a rotation operation while checking the posture of the first object 70, which makes it easier to perform the rotation operation.

[0141] Furthermore, in this embodiment, the position of the first object 70 is fixed in the virtual space, or the movement range of the first object 70 in the virtual space is limited. This makes it possible to easily operate the first object 70 and to easily control the attitude of the landform object 50. Furthermore, it is possible to prevent the landform object 50 from moving due to the movement of the first object 70, and to prevent the landform of the virtual space from changing too much.

[0142] Furthermore, in this embodiment, when the player character PC is located on the terrain object 50, the first object 70 is not selected as a selection target, and it is not possible to operate the first object 70. This makes it possible to prevent the player character PC from falling off the terrain object 50 or being shaken off from the terrain object 50.

[0143] (Modification) Although the present embodiment has been described above, the above embodiment is merely an example, and the following modifications may be made, for example.

[0144] For example, in the above embodiment, the position of the first object 70 is fixed or the movement of the first object 70 is restricted, thereby fixing the position of the terrain object 50 or restricting the movement of the terrain object 50. In other embodiments, the first object 70 may be configured to be movable to any position. In this case, the terrain object 50 is also movable to any position.

[0145] Also, in other embodiments, the terrain object 50 may be fixed at a reference position while the first object 70 is movable to any position from a reference position or within a predetermined range of movement.

[0146] In the above embodiment, the first object 70 is selected as an operation target from among the operable objects present in the virtual space by a selection operation by the player, and when a rotation operation is performed in the selected state, the first object 70 is rotated. The above-mentioned operation using the controller is merely an example, and the first object 70 may be controlled (rotated and / or moved) and the land object 50 may be controlled by any operation. For example, the selection operation and the rotation operation may be performed simultaneously.

[0147] In the above embodiment, when the player character PC is located on the terrain object 50, the first object 70 cannot be selected as an object to be operated. The operation of the first object 70 may be restricted by other methods when the player character PC is located on the terrain object 50. For example, when the player character PC is located on the terrain object 50, the first object 70 may be selected as an object to be operated, but the operation of the first object 70 may be restricted or invalidated. Also, when the player character PC is located on the terrain object 50, the first object 70 may be operable, but the range of the operation may be restricted. For example, when the player character PC is located on the terrain object 50, the attitude of the first object 70 may be changed only within a predetermined range. In this case, the attitude of the terrain object 50 may also be changed only within a predetermined range.

[0148] In other embodiments, even when the player character PC is located on the land object 50, operations on the first object 70 may not be restricted.

[0149] In the above embodiment, the rotation direction and amount of rotation of the terrain object 50 from the reference attitude are controlled so that the rotation direction and amount of the attitude of the terrain object 50 from the reference attitude approach the rotation direction and amount of the attitude of the first object 70 from the reference attitude. In other embodiments, the attitude of the terrain object 50 may be changed so as to always match the change in attitude of the first object 70. That is, the speed of the change in attitude of the first object 70 and the speed of the change in attitude of the terrain object 50 may be the same. The same applies to the change in position. That is, the position of the terrain object 50 may be changed so as to always match the change in position of the first object 70.

[0150] Furthermore, the hardware configuration for playing the game is merely an example, and the game processing may be performed in any other hardware. For example, the game processing may be executed in any information processing system, such as a personal computer, a tablet terminal, a smartphone, or a server on the Internet. Furthermore, the game processing may be executed in a distributed manner by a plurality of devices.

[0151] In addition, the configurations according to the above-described embodiments and the modifications thereof can be combined in any manner as long as they are not inconsistent with each other. Furthermore, the above is merely an example of the present invention, and various improvements and modifications other than those described above may be made. [Explanation of symbols]

[0152] 1. Game System 2 Main Unit 3 Left Controller 4 Right Controller 5 Buttons 6 Analog Stick 21 Processors 40, 50, 60 Terrain Objects 70 First Object 80 Virtual Objects

Claims

1. The computer of the information processing device performing a first control of a player character in a virtual space in response to an operation input based on a first operation, the first control including at least movement on a terrain object in the virtual space; in response to an operation input based on a second operation, one of a plurality of operable objects that are targets of the second operation among a plurality of objects in the virtual space is set as an operation target, and a second control of the operation target is performed, the second control including at least movement and rotation within the virtual space; A game program that rotates a second object, which is the land object, in the virtual space in response to a change in attitude of a first object among the plurality of operable objects.

2. The computer, 2. The game program according to claim 1, wherein the second control includes at least a control for rotating the object to be operated about a predetermined axis and a control for moving the object to be operated in a specified direction.

3. The computer, 3. The game program according to claim 2, wherein the second control further comprises control of connecting the object selected as the operation target to another object.

4. the operable object includes a propulsion object that generates a virtual propulsion force; The computer further comprises: causing at least one of the operable objects to perform a movement based on the virtual propulsion force when the second control is not being performed; 4. The game program according to claim 3, wherein, when the propulsion object is connected to the first object, the first object to which the propulsion object is connected is moved based on the virtual propulsion force of the propulsion object.

5. The computer further comprises: causing at least one of the operable objects to perform a movement based on virtual gravity when the second control is not being performed; 4. The game program according to claim 3, wherein when a third object, which is an operable object different from the first object, is connected to the first object, the first object to which the third object is connected is moved based on the virtual gravity.

6. The game program according to claim 5 , wherein the first object is maintained in a floating state in the air within the virtual space regardless of the virtual gravity.

7. The game program according to claim 6 , wherein the position of the first object is fixed or the range of movement of the first object is limited in the virtual space.

8. The computer further comprises: causing at least one of the operable objects to perform a movement based on virtual gravity when the second control is not being performed; The game program according to claim 1 , wherein the first object is maintained in a floating state in the air within the virtual space regardless of the virtual gravity.

9. The computer, causing the player character to fall based on virtual gravity; 9. The game program according to claim 8, wherein, when the player character is riding on the first object, the first object is moved based on the virtual gravity with respect to the player character.

10. The computer further comprises: The game program according to claim 1 , wherein the second control over the first object is limited when the player character is riding on the second object.

11. The computer, 11. A game program according to claim 1, wherein the second control rotates the second object at a predetermined rotational speed so that the direction and amount of rotation of the second object's attitude relative to a reference attitude approaches the direction and amount of rotation of the first object's attitude relative to a reference attitude.

12. An information processing system including a processor, the processor comprising: performing a first control of a player character in a virtual space in response to an operation input based on a first operation, the first control including at least movement on a terrain object in the virtual space; in response to an operation input based on a second operation, one of a plurality of operable objects that are targets of the second operation among a plurality of objects in the virtual space is set as an operation target, and a second control of the operation target is performed, the second control including at least movement and rotation within the virtual space; An information processing system that rotates a second object, which is the land object, in the virtual space in response to a change in attitude of a first object among the plurality of operable objects.

13. The processor:

13. The information processing system according to claim 12, wherein the second control includes at least a control for rotating the object to be operated about a predetermined axis and a control for moving the object to be operated in a designated direction.

14. The processor: The information processing system according to claim 13 , further comprising, as the second control, a control for connecting the object set as the operation target to another object.

15. the operable object includes a propulsion object that generates a virtual propulsion force; The processor further comprises: causing at least one of the operable objects to perform a movement based on the virtual propulsion force when the second control is not being performed; 15. The information processing system according to claim 14, wherein when the propulsion object is connected to the first object, the propulsion object moves the first object connected to the propulsion object based on the virtual propulsion force of the propulsion object.

16. The processor further comprises: causing at least one of the operable objects to perform a movement based on virtual gravity when the second control is not being performed; 15. The information processing system according to claim 14, wherein when a third object, which is an operable object different from the first object, is connected to the first object, the first object to which the third object is connected is moved based on the virtual gravity.

17. The information processing system according to claim 16 , wherein the first object is maintained in a floating state in the air within the virtual space regardless of the virtual gravity.

18. The information processing system according to claim 17 , wherein the position of the first object is fixed or the range of movement of the first object is limited in the virtual space.

19. The processor further comprises: causing at least one of the operable objects to perform a movement based on virtual gravity when the second control is not being performed; The information processing system according to claim 12 , wherein the first object is maintained in a floating state in the air within the virtual space regardless of the virtual gravity.

20. The processor: causing the player character to fall based on virtual gravity; 20. The information processing system according to claim 19, wherein, when the player character is riding on the first object, the first object is moved based on the virtual gravity with respect to the player character.

21. The processor further comprises: The information processing system according to claim 12 , wherein the second control over the first object is limited when the player character is riding on the second object.

22. The processor:

22. The information processing system according to claim 12, wherein the second control involves rotating the second object at a predetermined rotation speed so that the direction and amount of rotation of the attitude of the second object relative to a reference attitude approaches the direction and amount of rotation of the attitude of the first object relative to a reference attitude.

23. An information processing device including a processor, the processor comprising: performing a first control of a player character in a virtual space in response to an operation input based on a first operation, the first control including at least movement on a terrain object in the virtual space; in response to an operation input based on a second operation, one of a plurality of operable objects that are targets of the second operation among a plurality of objects in the virtual space is set as an operation target, and a second control of the operation target is performed, the second control including at least movement and rotation within the virtual space; an information processing device that rotates a second object, which is the land object, in the virtual space in accordance with a change in attitude of a first object among the plurality of operable objects;

24. The processor: The information processing apparatus according to claim 23 , wherein the second control comprises at least a control for rotating the object set as the operation target around a predetermined axis and a control for moving the object set as the operation target in a designated direction.

25. The processor:

25. The information processing device according to claim 23 or 24, wherein, as the second control, the second object is rotated at a predetermined rotation speed so that a rotation direction and a rotation amount of the attitude of the second object relative to a reference attitude approach a rotation direction and a rotation amount of the attitude of the first object relative to a reference attitude.

26. An information processing method performed in an information processing system, performing a first control of a player character in a virtual space in response to an operation input based on a first operation, the first control including at least movement on a land object in the virtual space; a step of performing a second control of a plurality of operable objects that are targets of the second operation, among a plurality of objects in the virtual space, as an operation target in response to an operation input based on a second operation, the second control including at least movement and rotation within the virtual space; and rotating, in the virtual space, a second object that is the land object in response to a change in attitude of a first object among the plurality of operable objects.

27. 27. The information processing method according to claim 26, wherein the second control includes at least a control for rotating the object set as the operation target around a predetermined axis and a control for moving the object set as the operation target in a designated direction.

28. 28. The information processing method according to claim 26 or 27, wherein, as the second control, the second object is rotated at a predetermined rotation speed so that the direction and amount of rotation of the attitude of the second object relative to a reference attitude approach the direction and amount of rotation of the attitude of the first object relative to a reference attitude.