Game program, information processing device, information processing system, and game processing method
Patent Information
- Application Number
- JP2024107953
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-04
- Publication Date
- 2025-03-11
- Estimated Expiration
- 2042-03-03
AI Technical Summary
In games where player characters synthesize equipment by combining materials, the relationship between pre-synthesis equipment and materials is not clearly presented to the player, making it difficult to understand the synthesis process.
A game program that integrates equipment and material objects on a virtual game field, displaying an integrated equipment object by merging the player's equipment object with a material object, and changing the equipment object to the integrated form, while the material object disappears, thus clearly illustrating the relationship.
The solution allows players to easily understand the relationship between equipment and its source materials, enhancing the strategic nature of the game by providing clear visual cues and reducing operational effort.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game program for controlling a player character, an information processing device, an information processing system, and a game processing method. [Background technology]
[0002] 2. Description of the Related Art Conventionally, in games, a character is made to perform an attack action using a weapon such as a sword (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5978530 Summary of the Invention [Problem to be solved by the invention]
[0004] In a game in which a player character uses equipment such as a weapon, new equipment may be generated by combining the equipment with other materials. Conventionally, such equipment is combined by, for example, a menu screen for selecting the equipment and materials to be combined being displayed in response to the player character talking to a blacksmith character appearing in the game, and the player selecting the equipment and materials on the menu screen. Since the equipment is combined on the menu screen in this way, there was a problem that even if the player character is subsequently displayed wearing the combined equipment, it is difficult for the player to understand the relationship between the combined equipment and the original object (i.e., the equipment and materials before the combination).
[0005] Therefore, an object of the present invention is to provide a game program, an information processing device, an information processing system, and a game processing method that can clearly present to the player the relationship between equipment and the object from which it was generated. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (29).
[0007] (1) One example of the present invention is a game program executed in an information processing device. The game program causes a computer of the information processing device to function as a display control means and a first object generating means. The display control means causes a display device to display a virtual game field in which a player character operated by a player is placed. The first object generating means generates an integrated equipment object having an appearance in which an equipment object that can be equipped by the player character and a material object are integrated, based on the equipment object and the material object. When an integration instruction is given by the player in a state in which a scene in which a player character equipped with an equipment object and a material object are placed in the game field are displayed on the display device, the first object generating means generates an integrated equipment object based on the equipment object equipped by the player character and the material object placed in the game field. In the above case, the display control means displays a state in which the material object placed in the game field disappears and the equipment object equipped by the player character on the game field is changed to an integrated equipment object.
[0008] According to the above configuration (1), the material objects in the game field are lost, and the equipment object equipped by the player character is displayed as being changed. This makes it possible to present to the player in an easily understandable manner the relationship between the new equipment object (i.e., the integrated equipment object) and the object that generated it.
[0009] (2) The first object generating means may generate the integrated equipment object by using an equipment object placed on the game field as a material object.
[0010] According to the above configuration (2), equipment objects in the game field can be used in two ways: either as equipment objects that can be equipped to a player character as such, or as material objects for generating integrated equipment objects, thereby improving the strategic nature of the game.
[0011] (3) The first object generating means may generate integrated equipment objects for all combinations of a plurality of types of material objects that can be used to generate an integrated equipment object and a plurality of types of equipment objects that can be used for the generation.
[0012] The above configuration (3) makes it possible for the player to easily understand the combinations of equipment objects and material objects that can be used to generate an integrated equipment object.
[0013] (4) The game program may further cause the computer to function as object appearing means, which, when a predetermined condition is satisfied, causes the integrated equipment object to disappear and causes the equipment object from which the integrated equipment object is based to appear in the game without causing the material object from which the integrated equipment object is based to appear in the game.
[0014] The above feature (4) can reduce the possibility of a material object being moved to a location on the game field other than the location where it was placed in advance, causing inconvenience to the progress of the game.
[0015] (5) The game program may further cause the computer to function as a disappearing means, which, when an equipment durability value set for the integrated equipment object indicates that the durability has run out, disappears the integrated equipment object without causing the equipment object and material object that are the source of the integrated equipment object to appear in the game.
[0016] According to the above feature (5), it is possible to provide the player with an incentive to repeatedly generate integrated equipment objects in the game.
[0017] (6) The player character may be able to carry the object that the player character stores in the game field. The first object generating means may generate the integrated equipment object by using, as a material object, an unstorable object that cannot be put into a state in which it can be stored by the player character. The game program may further cause the computer to function as a storage setting means for setting the integrated equipment object into a state in which it can be stored by the player character.
[0018] According to the above configuration (6), by using an unstorable object as a material object, the variety of material objects can be increased, and a variety of integrated equipment objects can be generated. Even if an unstorable object is used as a material object, the player character can store it if it is an integrated equipment object (that is, it can be saved without having to be thrown away because it cannot be stored). Therefore, the player can actively generate integrated equipment objects.
[0019] (7) The equipment object may include a projectile object and a projectile weapon object for projecting the projectile object. When an integration instruction is given in a state in which the player character is in a stance to project the projectile object with the projectile weapon object and one of the material objects stored by the player character is selected, the first object generating means may generate an integrated projectile object representing a projectile obtained by integrating the projectile object with the selected material object. The display control means may display that a projectile object among the equipment objects equipped by the player character on the game field is changed to an integrated projectile object. The integrated projectile object may be unable to be stored by the player character.
[0020] Generally, projectile objects are shot by use, and cannot be used continuously like swords. Therefore, when a plurality of integrated projectile objects are required in one battle event, it may be inconvenient for the user to generate them from the material objects and projectile objects arranged in the game field each time. In this respect, according to the configuration of (7) above, the material objects stored by the player character can be directly used for the integration process, so that the player can easily operate the player character to launch the integrated projectile object based on the projectile object. In addition, since the integrated projectile object is not stored by the player character, the user needs to generate the integrated projectile object each time. This reduces the possibility of the inconvenience of data capacity being compressed by the user generating an excessively large integrated projectile object in advance from a large number and / or various projectile objects and various material objects, and maintains the sense of tension during the battle event.
[0021] (8) The game program may further cause the computer to function as a durability setting means and a second object generating means. The durability setting means sets a material durability value to an integrated equipment object based on the material object having a durability value set. The second object generating means, when the material durability value set in the integrated equipment object equipped by the player character indicates that the durability has run out, causes the integrated equipment object to disappear and generates the equipment object that was the basis of the integrated equipment object.
[0022] According to the above configuration (8), the integrated equipment object can inherit the property of the material object (i.e., the property of having a durability value). Therefore, in the case of an integrated equipment based on a material having a durability value, the player can reasonably predict that the integrated equipment will be changed to the original equipment object according to the durability.
[0023] (9) The material object may be a switchable function object that can be in an active state in the game field in which a predetermined function of the material object is exercised and an inactive state in which the predetermined function is not exercised. The game program may further cause the computer to function as function control means. The function control means causes the integrated equipment object to exercise a predetermined function in response to a player character performing a predetermined action using the integrated equipment object based on the switchable function object.
[0024] According to the above feature (9), the player can make the integrated equipment object exert its function at a desired timing by making the player character perform a predetermined action.
[0025] (10) The material object may be a propulsion object having a function of generating propulsion force. The game program may further cause the computer to function as movement control means. When the player character is equipped with an integrated equipment object based on the propulsion object, the movement control means moves the player character in the game field by generating propulsion force in at least one of the integrated equipment object and the player character.
[0026] According to the above feature (10), a function different from the original function of the equipment object can be added to the integrated equipment object.
[0027] (11) An integrated equipment object may have an appearance that includes at least a portion of the appearance of the equipment object from which the integrated equipment object is based, and at least a portion of the appearance of the material object from which the integrated equipment object is based.
[0028] According to the above feature (11), the player can easily recognize the equipment object and material object that are the basis of the integrated equipment object from the external appearance of the integrated equipment object.
[0029] (12) An integrated equipment object may have an appearance which replaces part of the appearance of the equipment object from which the integrated equipment object is based, or a part of the appearance of the material object from which the integrated equipment object is based.
[0030] According to the above feature (12), the player can easily predict the appearance of the integrated equipment object from the appearances of the original equipment object and material object.
[0031] (13) An integrated equipment object may have an appearance in which a portion of the appearance of the equipment object from which the integrated equipment object is based is replaced with a part or all of the reduced appearance of the material object from which the integrated equipment object is based.
[0032] According to the above feature (13), similarly to the feature (12), the player can easily predict the appearance of the integrated equipment object from the appearances of the original equipment objects and material objects. Also, according to the above feature (13), it is possible to reduce the possibility that the integrated equipment object will make it difficult to see the player character or other objects.
[0033] (14) The first equipment object may include a projectile object and a projectile weapon object that projects the projectile object. The first object generating means may generate an integrated projectile object that represents a projectile that is an integrated combination of a projectile object included in the first equipment object and a predetermined material object. The integrated projectile object may have an appearance in which a part of the appearance of the original projectile object from which the integrated projectile object is generated is replaced with a part or all of the appearance of the original predetermined material object from which the integrated projectile object is generated. The integrated equipment object generated based on a second equipment object that does not include a projectile object and a predetermined material object may have an appearance in which a part of the appearance of the second equipment object is replaced with a part or all of the appearance of a reduced version of the predetermined material object.
[0034] The above configuration (14) can reduce the possibility that the integrated equipment object will make it difficult to see other characters or objects. Also, when an integrated projectile object is placed on the game field, it can reduce the possibility that a player will look at the external appearance of the original material object of the integrated projectile object and mistakenly think that a material object of a different size than normal has been placed.
[0035] (15) The display control means may, when an integration instruction is given while a scene in which a player character equipped with an equipment object and a material object are placed on a game field are being displayed on a display device, displays that the equipment object equipped by the player character is changed to an integrated equipment object after the material object approaches the player character.
[0036] According to the above feature (15), it is possible to easily present to the player which equipment object and material object were the basis for generating the integrated equipment object.
[0037] (16) The first object generating means may generate an integrated equipment object based on material objects placed on the game field that are within a predetermined distance from the position of the player character or the position of an equipment object equipped by the player character.
[0038] According to the above configuration (16), it is possible to limit the material objects that can be used to generate an integrated equipment object, thereby reducing the possibility of the game's playability collapsing because any material object can be used to generate an integrated equipment object without any restrictions.
[0039] (17) The first object generating means may generate an integrated equipment object based on a material object determined based on the position of a player character or an equipment object equipped by the player character, and an orientation of the player character or the equipment object, among material objects placed within a certain range in the game field, and the equipment object.
[0040] According to the above feature (17), the player can generate an integrated equipment object based on a material object that is located in an easily recognizable position.
[0041] (18) The game program may further cause the computer to function as an image adding means for adding an instruction image to a material object that satisfies a predetermined criterion in a state in which a scene in which a player character equipped with an equipment object and one or more material objects are arranged on a game field is displayed on a display device.
[0042] According to the above feature (18), in a state in which a game image showing a game field is displayed, the material object that is the source of the integrated equipment object can be presented to the player in an easily understandable manner.
[0043] (19) The player character may be capable of being equipped with a plurality of equipment objects at the same time. The first object generating means may generate an integrated equipment object based on one equipment object designated by a player out of the plurality of equipment objects equipped by the player character and the material object.
[0044] According to the above configuration (19), when a player character is equipped with a plurality of equipment objects, an integrated equipment object can be generated based on the equipment object designated by the player.
[0045] (20) The player character may be capable of equipping a plurality of equipment objects at the same time. The game program may further cause the computer to function as an action control means. The action control means causes the player character to perform an action of holding one equipment object designated by the player among the plurality of equipment objects equipped by the player character. The first object generating means may generate an integrated equipment object based on the equipment object that the player character is holding and the material object.
[0046] According to the above configuration (20), when a player character is equipped with a plurality of equipment objects, it is possible to make it easier for the player to perform an operation for generating an integrated equipment object.
[0047] (twenty one) The game program may further cause the computer to function as an instruction image display control means. The instruction image display control means causes the display device to display an instruction image associating the equipment object equipped by the player character with the material object in a state in which a scene in which the player character equipped with the equipment object and the material object are arranged on a game field is displayed on the display device. The first object generating means may generate an integrated equipment object based on the equipment object and the material object associated by the instruction image when an integration instruction is given in a state in which the instruction image is displayed.
[0048] According to the above configuration (21), the equipment object and material object that are the basis of the integrated equipment object can be presented to the player in an easily understandable manner.
[0049] (twenty two) The game program may further cause the computer to function as option display control means. When a material object is located within a predetermined distance from a position of the player character and an integrated equipment object can be generated, the option display control means causes the display device to display option images showing a plurality of equipment objects. The first object generating means may generate the integrated equipment object based on one equipment object designated by the player from among the options and the material object.
[0050] According to the above feature (22), when a player character is equipped with a plurality of equipment objects, it is possible to make it easier for the player to perform an operation for generating an integrated equipment object.
[0051] (twenty three) The game program may further cause the computer to function as an instruction image display control means. The instruction image display control means causes the display device to display an instruction image associating the player character with the material object in a state in which a scene in which the player character and the material object are arranged in a game field is displayed on the display device. The first object generating means may generate an integrated equipment object based on the equipment object and the material object associated by the instruction image when an integration instruction is given in a state in which the instruction image is displayed.
[0052] According to the above feature (23), the material object that is the source of the integrated equipment object can be presented to the player in an easily understandable manner.
[0053] (twenty four) The game program may further cause the computer to function as adhesion means, when a player issues a bonding instruction in a state in which a plurality of material objects are placed on the game field, the adhesion means places on the game field a bonded object obtained by bonding the plurality of material objects.
[0054] According to the above configuration (24), the material objects placed on the game field can also be used in the bonding process, expanding the uses of the material objects in the game. This expands the range of strategies and play using the material objects, making the game more entertaining.
[0055] (twenty five) The adhesion means may, when an adhesion instruction is given when a plurality of objects including an equipment object are placed on the game field, place an adhered object on the game field by adhering the equipment object to another object.
[0056] According to the above configuration (25), equipment objects placed on the game field can also be used in the bonding process, expanding the uses of equipment objects in the game. This expands the range of strategies and play using equipment objects, making the game more entertaining.
[0057] (26) The adhering means may place a new adhered object on the game field by adhering an adhered object having a plurality of material objects adhered thereto and a material object placed on the game field. The first object generating means may not generate an integrated equipment object based on an integrated equipment object equipped by the player character and a material object placed on the game field.
[0058] According to the above configuration (26), it is possible to prevent the number of combinations of equipment objects and material objects that can be used to generate an integrated equipment object from becoming too large.
[0059] (27) The glued object may be capable of being separated into the plurality of objects that were the basis of the glued object when a release instruction is given by a player. The integrated equipment object may not be capable of being separated into the equipment object and the material object that were the basis of the integrated equipment object by a player instruction.
[0060] According to the above configuration (27), it is possible to improve the degree of freedom in the bonding process and also to reduce the possibility of the material object that is the source of the integrated equipment object being moved to a location other than the location in the game field where it was previously placed, causing inconvenience to the progress of the game.
[0061] (28) The first object generating means may generate the integrated equipment object by fixing the equipment object and the material object in a predetermined positional relationship. The bonding means may generate the bonded object by fixing each material object in a positional relationship corresponding to the position and orientation of each material object at the time of bonding.
[0062] According to the above configuration (28), by making the appearance of the integrated equipment object for a specific combination of equipment objects and material objects constant, it is possible to make the appearance of the integrated equipment object easier for the player to predict, and also to increase the variety of glued objects.
[0063] (29) The game program may further cause the computer to function as character placing means for placing, on the game field, a non-player character that is not operated by a player and that is equipped with the integrated equipment object.
[0064] According to the above configuration (29), the player can learn about the integrated equipment object and its performance by observing the equipment of the non-player character, which can motivate the player to create the integrated equipment object.
[0065] Another example of the present invention may be an information processing device or an information processing system including the means in the above (1) to (29). Also, another example of the present invention may be a game processing method that executes the processes in the above (1) to (29). Effect of the Invention
[0066] According to the above game program, information processing device, information processing system, or game processing method, the relationship between the equipment and the object from which it was generated can be presented to the player in an easily understandable manner. [Brief description of the drawings]
[0067] [Figure 1] A diagram showing an example of a state in which a left controller and a right controller are attached to a main unit. [Diagram 2] A diagram showing an example of the state when the left controller and the right controller are removed from the main unit. [Diagram 3] Six-sided views showing an example of a main unit [Figure 4] Six-sided diagram showing an example of the left controller [Diagram 5] Six-sided diagram showing an example of the right controller [Figure 6] FIG. 1 is a block diagram showing an example of the internal configuration of a main unit. [Figure 7] A block diagram showing an example of the internal configuration of the main unit, the left controller, and the right controller. [Figure 8] FIG. 1 is a diagram showing an example of a game image showing a game field on which a player character is placed. [Figure 9] FIG. 13 is a diagram showing an example of a game image when a player character is able to use an integrated item; [Figure 10] FIG. 13 is a diagram showing an example of a game image including a player character equipped with the generated integrated equipment object. [Figure 11] FIG. 1 is a diagram showing an example of the relationship between an equipment object, a material object, and an integrated equipment object generated based on these objects. [Figure 12] FIG. 1 is a diagram showing an example of the appearance of an equipment object and a material object, and the appearance of an integrated equipment object generated based on those objects; [Figure 13] FIG. 13 is a diagram showing an example of a game image showing a game field on which a rocket object is placed. [Figure 14] FIG. 13 is a diagram showing an example of a game image when an integrated equipment object is generated based on a shield object and a rocket object. [Figure 15] A diagram showing an example of a game image when a shield rocket object is generating thrust. [Figure 16] FIG. 13 is a diagram showing an example of a game image in which a player character is in a ready state for a bow and arrow object and has performed an action of nocking the arrow object; [Figure 17] FIG. 17 is a diagram showing an example of a game image after an object display instruction is given in the state shown in FIG. 16; [Figure 18] FIG. 13 is a diagram showing an example of a game image after an integrated arrow object is generated. [Figure 19] FIG. 13 is a diagram showing an example of a game image when material objects are placed on a game field. [Figure 20] FIG. 13 is a diagram showing an example of a game image when a player character moves a first adhesion target object; [Figure 21] A diagram showing an example of a game image after two glue target objects have been glued. [Figure 22] FIG. 2 is a diagram showing an example of various data used in information processing in the game system 1. [Figure 23] 11 is a flowchart showing an example of a detailed flow of an integrated control process. [Figure 24]11 is a flowchart showing an example of a detailed flow of an injection preparation process. [Diagram 25] 1 is a flowchart showing an example of a detailed flow of an adhesion control process. [Figure 26] 11 is a flowchart showing an example of a detailed flow of a function switching process. [Figure 27] A flowchart showing an example of a detailed flow of a durability value control process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0068] [1. Game system configuration] A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4 (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.
[0069] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the user to perform input.
[0070] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."
[0071] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.
[0072] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.
[0073] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.
[0074] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.
[0075] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.
[0076] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIG. 1 and FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.
[0077] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. Also, in this embodiment, input is possible by pressing the analog stick 32.
[0078] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.
[0079] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.
[0080] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.
[0081] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 also includes a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 also includes a second L button 65 and a second R button 66, like the left controller 3.
[0082] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.
[0083] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81, 83-85, and 91 shown in Fig. 6. Some of these components 81, 83-85, and 91 may be mounted on an electronic circuit board as electronic components and housed in housing 11.
[0084] The main body device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes executed in the main body device 2, and is, for example, a CPU (Central Processing Unit). It may be composed of only a Graphics Processing Unit (GPU) or may be composed of a System-on-a-chip (SoC) including multiple functions such as a CPU function and a Graphics Processing Unit (GPU) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23).
[0085] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.
[0086] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.
[0087] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.
[0088] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0089] The processor 81 is connected to the above-mentioned left side terminal 17, right side terminal 21, and lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left side terminal 17, and receives operation data from the left controller 3 via the left side terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right side terminal 21, and receives operation data from the right controller 4 via the right side terminal 21. 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.
[0090] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.
[0091] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.
[0092] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.
[0093] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.
[0094] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.
[0095] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0096] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. In other words, the main unit 2 can determine the operations performed on each button 103 and analog stick 32 based on the operation data.
[0097] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).
[0098] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.
[0099] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.
[0100] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.
[0101] [2. Overview of processing in the game system] Below, an overview of the game processing executed in the game system 1 will be described. In this embodiment, the game system 1 executes game processing for a game in which a player (in other words, a user) operates a player character on a virtual game field. In this embodiment, the game system 1 generates a new equipment object (referred to as an "integrated equipment object") based on an equipment object that can be equipped by the player character and a material object.
[0102] In this specification, an "equipment object" refers to an object of equipment (e.g., a sword, a shield, a bow and arrow) that can be equipped by a player character. A state in which a "character is equipped with an equipment object" refers to a state in which the character can perform an action using the equipment object (e.g., an action such as swinging a sword, holding a shield, or shooting an arrow with a bow). In this embodiment, when the player character is equipped with an equipment object, the player character can perform an action using the equipment object being equipped without the player having to specify an equipment object to be newly equipped from among equipment objects of the same type as the equipment object being equipped (in this embodiment, three types are sword, shield, and bow and arrow). In this embodiment, when the player character is equipped with an equipment object, the player character is in a state in which at least a part of the equipment object is worn. In other words, the player character is in a state in which the player character holds or carries the equipped equipment object (see FIG. 8, FIG. 13, FIG. 16, etc.).
[0103] In addition, in this specification, the term "material object" refers to an object that is the source of an integrated equipment object, as well as an equipment object. An integrated equipment object is generated in exchange for an equipment object and a material object.
[0104] Furthermore, in this specification, an "integrated equipment object" is an equipment object that has an appearance in which an equipment object and a material object are integrated. Furthermore, "integrating an object with another object" means making an object and another object into a single object. An integrated equipment object only needs to have an equipment object and a material object integrated in appearance, and does not need to be an object in which an equipment object and a material object are actually integrated (specifically, the polygon model of an integrated equipment object is constructed by integrating the polygon model of an equipment object and the polygon model of a material object).
[0105] In addition, "generating an integrated equipment object based on an equipment object and a material object" means making an integrated equipment object determined by the equipment object and the material object appear in the game in exchange for the equipment object and the material object, and is not limited to generating an integrated equipment object by integrating a polygon model of an equipment object with a polygon model of a material object.
[0106] The process of generating an integrated equipment object is not limited to the process of integrating an equipment object and a material object in the strict sense as described above. However, in this embodiment, the process of generating an integrated equipment object generates an integrated equipment object having an appearance in which an equipment object and a material object are integrated, and therefore, in this specification, the process of generating an integrated equipment object is referred to as an "integration process."
[0107] [2-1. Overview of the integration process] The integration process will be outlined with reference to Fig. 8 to Fig. 10. Fig. 8 is a diagram showing an example of a game image showing a game field on which player characters are placed. In this embodiment, the game image is displayed on the display 12 of the main unit 2, but may be displayed on another display device connected to the main unit 2.
[0108] In the game image shown in FIG. 8, the player character 201 is equipped with a sword object 202, a shield object 203, and a bow and arrow object (specifically, a bow object 204 and an arrow object 205) as equipment objects. In the game image shown in FIG. 8, a fang object 206, a rock object 207, and a tree object 208 are placed on the game field. The fang object 206 represents the fang of an enemy character (not shown), and is an object that is placed on the game field by being dropped by the enemy character when the player character 201 defeats the enemy character. It should be noted that the fang object 206 and the rock object 207 are material objects, and the tree object 208 is not a material object.
[0109] In this embodiment, the player character 201 can be equipped with multiple types of equipment objects at the same time. Here, in this embodiment, the equipment objects appearing in the game are classified into three categories: close-range weapon objects, shield objects, and bow and arrow objects. The player character 201 can be equipped with one of each of the three categories of equipment objects at the same time. The sword object 202 is an example of a close-range weapon object, and the player character 201 can also be equipped with a spear object, an axe object, and the like, in addition to the sword object, as a close-range weapon object. The player character 201 executes an attack action according to the type of close-range weapon object. For example, when equipped with a sword object, the player character executes an action of swinging the sword in response to an attack command, and when equipped with a spear object, the player character executes an action of thrusting the spear in response to an attack command. In addition, multiple types of close-range weapon objects (furthermore, for example, a sword object, which is one of the close-range weapon objects, includes multiple types of sword objects), multiple types of shield objects, and multiple types of bow and arrow objects appear in the game, and the player character 201 can be equipped with those objects acquired in the game. In other embodiments, the number of equipment objects that the player character can equip at the same time may be one.
[0110] In this embodiment, the generation of an integrated equipment object is performed when the player character 201 uses a predetermined integrated item. Specifically, during the game, the player first issues an item designation instruction to designate the integrated item, thereby putting the player character 201 in a state in which the integrated item can be used. In this state, the player can generate an integrated equipment object by issuing an item use instruction (in other words, an integration instruction) to have the player character use the integrated item.
[0111] In this embodiment, the items are different from equipment objects, and when used by the player character, they exert a specific function according to the item. In this embodiment, the player character can own a plurality of types of items, and can make one of the owned items usable. The items may be displayed as objects when a game image showing the game field is displayed, or may not be displayed (in the latter case, the function of the item can be said to be an ability possessed by the player character). Also, the number of items owned may decrease with use, or the number of times that the items can be used may decrease with use.
[0112] Fig. 9 is a diagram showing an example of a game image when the player character is in a state where the integrated item can be used. For example, when an item designation instruction specifying an integrated item is made by the player in the state shown in Fig. 8, the game system 1 makes the player character in a state where the integrated item can be used, and displays the game image shown in Fig. 9. Note that a specific operation method for making an item designation instruction is arbitrary. For example, the game system 1 may receive, as an item designation instruction, an operation for switching an item to be made in a state where it can be used from among a plurality of items owned by the player character 201 to the integrated item.
[0113] As shown in FIG. 9, in a state where the player character 201 can use the integrated item, the material object is displayed in a different display mode from other objects that are not material objects. Specifically, the material object is displayed in a different color from the other objects, an effect image is added to the material object, or an effect image different from the effect image added to the other objects is added to the material object. In the example shown in FIG. 9, the fang object 206 and the rock object 207, which are material objects, are displayed in a different display mode from the tree object 208, which is not a material object (note that in FIG. 9, the difference in display mode is represented by diagonal lines). This makes it possible to clearly present the objects on the game field that are material objects to the player in a state where a game image showing the game field is displayed. Note that in other embodiments, the material object displayed in a different display mode from other objects that are not material objects may be a material object that is placed on the game field and is within a determination range, which will be described later.
[0114] Furthermore, when the integrated item is available, the game system 1 identifies a material object (called a "target material object") that is to be the target of the integration process among the material objects. As shown in Fig. 9, an effect image 211 is added to the target material object. In the example shown in Fig. 9, the fang object 206 is the target material object, and the effect image 211 is added to the fang object 206.
[0115] In this embodiment, the target material object is the material object that is closest to the player character 201 among the material objects that exist within a determination range based on the position of the player character 201. However, in other embodiments, the target material object may be a material object that is determined based on the position and orientation of the player character 201 among the material objects that exist within a determination range based on the position of the player character 201. Specifically, the closer the material object is to the player character 201 and the smaller the angle between the straight line connecting the player character 201 and the material object and the front direction of the player character 201, the more likely it is to be selected as a target material object. More specifically, the game system 1 calculates the first score so that the closer the distance from the player character 201 to the material object is, the larger the first score is, and further calculates the second score so that the closer the material object is to a position in the front direction of the player character 201 is, the larger the second score is. Then, the game system 1 calculates a total score based on the first score and the second score. The total score is calculated so that the greater the first score is, and the greater the second score is, the greater the total score is (for example, by adding or multiplying the two). In this embodiment, the material object with the greatest total score among the material objects present within the above-mentioned determination range is the target material object.
[0116] The determination range is, for example, a range in front of the player character 201 (specifically, an angular range of up to a predetermined angle on both the left and right sides with the forward direction as a reference) and within a predetermined distance from the position of the player character 201. The determination range may be any range determined based on the position of the player character 201, and in other embodiments, it may be a range within a predetermined distance from the position of the player character 201 (regardless of the orientation of the player character), or may be the range of the game field displayed on the display 12. If no material object is present within the determination range, the effect image 211 is not displayed.
[0117] As described above, in this embodiment, in a state where a scene in which a player character equipped with an equipment object and one or more material objects are arranged on a game field is displayed on a display device (see FIG. 9), the game system 1 adds an indication image (e.g., effect image 211) to a material object that satisfies a predetermined criterion (e.g., being closest to the position of the player character within the above-mentioned determination range). Then, an integrated equipment object is generated based on the equipment object equipped by the player character and the material object indicated by the indication image. In this way, in a state where a game image indicating a game field is displayed, the material object that is the target of the integration process can be presented to the player in an easily understandable manner. Note that the indication image may be any image that allows the player to distinguish the material object to which the indication image is added from other material objects. In other embodiments, as the indication image, a cursor pointing to a target material object (and a target equipment object described later) may be displayed, or an image that changes the color of the target material object may be displayed. Also, for example, when an effect image is added to each material object on the game field, an effect image different from the effect image may be added to the target material object as an indication image in addition to (or instead of) the effect image. Also, in other embodiments, the instruction image need not be displayed.
[0118] In the present embodiment, the game system 1 generates an integrated equipment object based on a material object that is located within a predetermined distance from the position of the player character or the position of an equipment object equipped by the player character, among the material objects located in the game field. If it were possible to generate an integrated equipment object based on any material object on the game field, the player may easily generate a desired integrated equipment object or a powerful integrated equipment object, which may cause the game to be unsatisfactory (for example, the game to be too easy). In contrast, according to the present embodiment, the possibility of the game being unsatisfactory can be reduced by imposing restrictions on the material objects that can be used to generate an integrated equipment object. Note that, in the present embodiment, the above-mentioned predetermined distance is a distance used to define the above-mentioned determination range, but is not limited to this. For example, the above-mentioned predetermined distance may be the same as the distance used to determine an object to be drawn when generating a game image. The determination of whether or not a material object is located within the predetermined distance is not limited to a method of calculating the distance itself and making a determination, and may be a method of calculating an index that substantially corresponds to the distance and making a determination. In addition, in other embodiments, the game system 1 may be capable of generating an integrated equipment object based on a material object placed on the game field, regardless of its positional relationship with the position of the player character (or the position of the equipment object equipped by the player character).
[0119] Furthermore, the game system 1 may generate an integrated equipment object based on a material object determined based on the position and orientation of the player character among material objects arranged within a certain range (for example, the above-mentioned determination range) in the game field, and the equipment object. This allows a material object located in a position that is easily recognizable by the player to be set as the target material object. Furthermore, the player can execute the integration process based on a desired material object by moving the player character. Note that in this embodiment, the above-mentioned range is the above-mentioned determination range, which is set based on the position of the player character. However, in other embodiments, the range may be set based on the position of an equipment object (more specifically, a target equipment object described later) equipped by the player character. Furthermore, the above-mentioned range is not limited to being based on the position of the player character or the equipment object. For example, the above-mentioned range may be the entire game field (that is, the game system 1 may not have information that defines the above-mentioned range). Furthermore, the target material object may be determined based on the position and orientation of the player character, and in other embodiments, it may be determined based on the position and orientation of an equipment object equipped by the player character. In this case, the orientation of the equipment object may use the forward direction set for each equipment object. In still another embodiment, the target material object may be determined based on one of the position and orientation of the player character and the other of the position and orientation of the equipment object.
[0120] As shown in FIG. 9, the effect image 211 has an integrated shape surrounding the fang object 206, which is the target material object, and a part of the player character 201 (the right hand in the example shown in FIG. 9), and has a shape that connects these objects. In this way, the game system 1 displays an image that associates the target material object with the player character as an instruction image indicating the target material object. This makes it easier for the player to recognize the target material object. Note that the instruction image may be in any display form that allows the player to recognize the target material object. In another embodiment, the game system 1 may add an effect image different from the effect image added to material objects other than the target material object to the target material object as the instruction image and display it. For example, the instruction image may be an image showing lights of the same color that are added separately to the target material object and the player character.
[0121] In this embodiment, the equipment object (referred to as a "target equipment object") that is the target of the integration process among the equipment objects equipped by the player character 201 is designated by the player. Here, in this embodiment, the game system 1 displays an equipment designation image 210 as an image for the player to designate the target equipment object (see FIG. 9). The equipment designation image 210 is displayed when an integrated equipment object can be generated (i.e., when a target material object is placed within the above-mentioned determination range of a player character that is in a state in which an integrated item can be used). The equipment designation image 210 is an image that shows, as options, a plurality of equipment objects that are being equipped by the player or the character. In this embodiment, the game system 1 performs a process of integrating the equipment object designated by the player from the options shown in the equipment designation image 210 with the target material object. As described above, the game system 1 can present an instruction for designating the target equipment object to the player in an easy-to-understand manner by the equipment designation image 210. In another embodiment, the game system 1 may receive the above instruction without displaying the equipment designation image 210.
[0122] In this embodiment, the equipment designation image 210 shows the correspondence between each of several instructions for designating a target equipment object and each equipment object. Specifically, the equipment designation image 201 includes an image showing the correspondence between an instruction representing a left direction and a sword object, an image showing the correspondence between an instruction representing a right direction and a bow and arrow object, and an image showing the correspondence between an instruction representing a downward direction and a shield object (see FIG. 9). In a state in which the equipment designation image 210 is displayed, the player gives one of an instruction for the left direction, the right direction, and the downward direction (for example, an instruction by pressing any one of the left direction button 36, the right direction button 33, and the downward direction button 34 of the left controller 3). When any one of these instructions is given by the player, the game system 1 determines the equipment object corresponding to the instruction as the target equipment object.
[0123] In this embodiment, the game system 1 performs a process of integrating a target material object with an equipment object corresponding to an instruction to specify the target equipment object. That is, in this embodiment, the instruction to specify the target equipment object also serves as an integration instruction for integrating the equipment object with the target material object. This makes it easier for the player to perform the operation for the integration process when the player character is equipped with multiple equipment objects. However, in other embodiments, the game system 1 may receive an instruction to specify the target equipment object and an integration instruction separately. That is, the game system 1 may perform integration in response to a predetermined instruction being given as an integration instruction after the instruction to specify the target equipment object is given.
[0124] The method for determining the target equipment object is arbitrary. For example, in another embodiment, the game system 1 may determine, as the target equipment object, an equipment object for which the player character 201 is taking a ready action among the equipment objects.
[0125] In this embodiment, the player character 201 can take a ready state for each of the equipment objects that he is equipped with. Here, the ready state is a state in which the player character 201 can perform an action using the equipment object. Specifically, in a ready state for a short-distance weapon object, the player character 201 takes a ready state with the short-distance weapon object held in the hand, and further performs an action of swinging the short-distance weapon object (to attack an enemy) in response to an action instruction from the player. In addition, in a ready state for a shield object, the player character 201 takes a ready state with the shield object held in the hand, and further performs an action of thrusting the shield object out (to deflect an enemy's attack) in response to an action instruction from the player. In addition, in a ready state for a bow and arrow object, the player character 201 takes a ready state with a bow object with an arrow object nocked in the hand, and further performs an action of shooting the arrow object with the bow object in response to an action instruction from the player.
[0126] In this embodiment, among the equipment objects equipped by the player character 201, the player character 201 can simultaneously take a ready state for only one equipment object. That is, the game system 1 receives a ready command to ready a close-range weapon object, a ready command to ready a shield object, and a ready command to ready a bow and arrow object, and causes the player character to take a posture to ready only the equipment object corresponding to the received command. That is, in this embodiment, the state in which the player character 201 is equipped with an equipment object can be said to be a state in which the player character 201 can ready the equipment object. In this embodiment, the player character 201 carries on its back an equipment object that is not in a ready state among the equipment objects equipped by the player character 201 (see FIG. 8). Also, when the player character 201 takes a ready state for any equipment object, if the player issues an command to put away the equipment object, the player character 201 does not take a ready state, but instead carries each equipment object on its back.
[0127] In this embodiment, the player can integrate the material object and the equipment object even when the player character 201 is ready to use the equipment object, in the same way as when the player character 201 is not ready to use the equipment object. That is, the player character 201 can read the equipment object even when the integrated item is available, and in this case, the game system 1 displays the above-mentioned equipment designation image 210 and accepts an integration instruction. Then, in response to an integration instruction given by the player, the game system 1 executes an integration process based on the target material object and the target equipment object. In another embodiment, the game system 1 may not accept an integration instruction (that is, the player cannot issue an integration instruction) when the player character 201 is ready to use the equipment object.
[0128] In another embodiment, when an integration instruction is received while the player character 201 is taking a ready action, the game system 1 may execute an integration process based on the equipment object for which the player character 201 is taking a ready action and the target material object in response to the integration instruction being made. This can simplify the operation since it is possible to instruct the player character 201 to take a ready action for the equipment object and to specify the target equipment object.
[0129] Furthermore, when the equipment object for which the player character 201 is taking a ready action is set as the target equipment object as described above, the effect image 211 may associate the target material object with the target equipment object. For example, the effect image 211 may have a shape that surrounds the target material object and the target equipment object, and may have a shape that connects these objects.
[0130] As described above, the effect image may be an image that associates an equipment object equipped by a player character with a material object to which the effect image is added. The game system 1 may then generate an integrated equipment object based on the equipment object and the material object associated by the effect image. This allows the equipment object and the material object that are the source of the integrated equipment object to be presented to the player in an easily understandable manner.
[0131] As described later, the integrated equipment object based on the sword object 202 and the fang object 206 has an appearance in which the fang object 206 is integrated into the tip of the sword object 202 (see FIG. 10). Therefore, in another embodiment, the effect image that associates the target equipment object with the target material object may associate a portion of the target equipment object that corresponds to a portion of the integrated equipment object that has the appearance of the target material object with the target material object. This allows the player to predict the portion of the integrated equipment object that will have the appearance of the target material object, so that the player can imagine the appearance of the target equipment object. The effect image may be an image showing lights of the same color that are added separately to the portion of the target equipment object that corresponds to the portion of the integrated equipment object that has the appearance of the target material object and to the target material object.
[0132] As described above, in a state where the effect image 211 shown in Fig. 9 is displayed, the game system 1 generates an integrated equipment object in response to an integration instruction from the player. Fig. 10 is a diagram showing an example of a game image including a player character equipped with the generated integrated equipment object. In Fig. 10, as a result of the player giving an integration instruction specifying the sword object 202 in the state shown in Fig. 9, the player character 201 is equipped with an object (referred to as a "fanged sword object") 212 having an appearance in which the sword object 202 and the fang object 206 are integrated.
[0133] In this embodiment, when an integration instruction is given, the game system 1 first moves the target material object (fang object 206 in FIG. 9) on the game field closer to the player character 201 (the player character 201 may be the target equipment object). In the example shown in FIG. 9, the game system 1 displays the fang object 206 as if it is being attracted toward the player character 201 by the effect image 211. Then, when the target material object approaches the player character 201, the game system 1 deletes the target material object and changes the target equipment object equipped by the player character 201 to an integrated equipment object (fang sword object 212 in FIG. 10) (see FIG. 10).
[0134] As described above, when an integration instruction is given in a state where a scene in which a player character equipped with an equipment object and a material object are arranged on a game field is displayed on a display device (see FIG. 9), the game system 1 displays that the equipment object equipped by the player character is changed to an integrated equipment object after the material object approaches the player character. For example, when the distance between the material object and the player character becomes less than a predetermined distance, or when a predetermined time has elapsed since the process of bringing the material object closer to the player character was started, a display of the change to the integrated equipment object is performed. According to the above, when an integrated equipment object is generated, it is possible to clearly present to the player which material object was used as the basis for generating the integrated equipment object. Note that the behavior of the target material object, the target equipment object, and the player character when the integrated equipment object is generated is arbitrary. For example, in another embodiment, when an integrated equipment object is generated, the target material object may be deleted without approaching the player character.
[0135] As shown in FIG. 10, the fang sword object 212 has an appearance in which the fang object 206 is integrated into the tip of the sword object 202 (it can also be said that the tip of the sword object 202 is replaced with the fang object 206). In this manner, in this embodiment, the integrated equipment object (e.g., the fang sword object 212) has an appearance including at least a part of the appearance of the equipment object (e.g., the sword object 202) that is the basis of the integrated equipment object, and at least a part of the appearance of the material object (e.g., the fang object 206) that is the basis of the integrated equipment object. This gives the player the impression that the integrated equipment object is an object in which the equipment object and the material object are integrated. Therefore, the player can easily recognize the equipment object and the material object that are the basis of the integrated equipment object by the appearance of the integrated equipment object. Also, the player can get a sense of satisfaction that the integrated equipment object is generated from the original equipment object and the original material object. The appearance of the integrated equipment object may be any desired one, and may have no overlapping portion with the appearance of the original material object and / or the appearance of the original equipment object.
[0136] 10, the appearance of the integrated equipment object is obtained by replacing a part of the appearance of the sword object 202, which is the original equipment object, with the entire appearance of the fang object 206, which is the original material object. However, the appearance of the integrated equipment object may be obtained by replacing a part of the appearance of the original equipment object with a part of the appearance of the original material object. For example, an integrated equipment object based on a first sword object as an equipment object and a second sword object as a material object may have an appearance in which the tip of the first sword object is replaced with the blade of the second sword object (i.e., the part excluding the handle).
[0137] As described above, in this embodiment, the game system 1 accepts an integration instruction for generating an integrated equipment object while a game image showing a game field is displayed. Then, while the game image is displayed, the game system 1 causes the material objects on the game field to disappear in response to the integration instruction, and displays that the equipment object equipped by the player character is changed to an integrated equipment object. This makes it possible to present the relationship between the new equipment object (i.e., the integrated equipment object) and the object that generated it in an easy-to-understand manner to the player. Also, in this embodiment, the integration process is executed while the game image showing the game field is displayed, so the player can execute the integration process without opening a menu screen, reducing the effort required for operation.
[0138] In addition, in this embodiment, since the appearance of the integrated equipment object is based on the rule that at least a part of the appearance of each of the original objects is inherited, the player can predict the original object from the integrated equipment object, and predict what kind of integrated equipment object will be generated from the combination of the equipment object and the material object. Therefore, when the player obtains an equipment object or sees a material object on the game field during the game, the player can enjoy predicting what kind of integrated equipment object will be generated using those objects, which can improve the interest of the game. Here, in the game of this embodiment, there are no powerful equipment objects or equipment objects with special functions at the start of the game, and the player proceeds with the game by generating an integrated equipment object suitable for the game situation. Therefore, in this game, the player is required to proceed with the game strategically by trying combinations of equipment objects and material objects and predicting what integrated equipment object will be generated by the combination. In this embodiment, in a game such as that described above (i.e., a game that requires strategy regarding the combination of equipment objects and material objects), the entertainment value of the game can be further increased by providing the player with the enjoyment of making predictions regarding those combinations as described above.
[0139] [2-2. Material Objects] Next, details of the material objects will be described. In this embodiment, the integration process is performed based on material objects that are placed (or dropped) on the game field. Here, the material objects may be objects that are placed in advance on the game field at the start of the game, such as rock objects, or may be objects that are dropped by enemy characters or placed when an enemy character is defeated, such as the fang object described above. Furthermore, the material objects may be objects obtained from objects that are not material objects (for example, firewood objects that are placed on the game field when the player character attacks the above-mentioned tree object).
[0140] Some of the objects placed on the game field may not be material objects. In this embodiment, for example, a treasure chest object (specifically, an object that the player character can open to store the object inside) and a key object for opening a door on the game field are not material objects. Although the details will be described later, in this embodiment, an integrated equipment object cannot be returned (or separated) to the original equipment object and material object. For this reason, if an integration process were possible based on a treasure chest object or a key object, the player character would not be able to obtain the object or key object inside the treasure chest object, which would cause inconvenience in the progress of the game (for example, the game story would not be able to progress any further).
[0141] Furthermore, in this embodiment, the objects that appear in the game include objects that the player character can store (referred to as "storeable objects") and objects that the player character cannot store (referred to as "non-storeable objects"). The material objects may be either storeable objects or non-storeable objects. In this way, by treating non-storeable objects as material objects, the game system 1 can increase the types of material objects and generate a variety of integrated equipment objects.
[0142] In this embodiment, the state in which the player character stores an object means that the player character can carry the object without equipping or holding the object. The player character stores the object by putting the object in a container (for example, a pouch or an item box) worn by the player character. Such a container may not be displayed. Also, such a container may not exist in the game field and may only have a function of storing the object. The game system 1 can display a list of the stored object together with similar objects on a menu screen, for example. At this time, the appearance of the stored object is displayed. The appearance of the object may be displayed using a 3D model when it is placed in the game field, or may be displayed using a 2D image prepared for each object separately from the 3D model. At this time, the stored object is not displayed in the game field. The stored object can basically be taken out by the player character in an appropriate situation to be placed in the game field or used (including equipped or held).
[0143] In this embodiment, the equipment object equipped by the player character is displayed on the player character when the player character is displayed on the game field (see FIG. 8). Note that in other embodiments, among the equipped equipment objects, only the equipment object held by the player character may be displayed on the player character.
[0144] In this embodiment, an equipment object may also be a material object. In this embodiment, an equipment object may be placed on the game field in the same manner as other material objects. For example, when a player character performs an action such as throwing or discarding an equipment object that is being equipped, the equipment object is placed on the game field. Also, for example, when an enemy character equipped with an equipment object is defeated, the equipment object is placed on the game field. Note that it is not necessary that all types of equipment objects that can be used in the integration process as equipment objects can be used as material objects, and some types of equipment objects that can be used in the integration process as equipment objects (for example, an arrow object that has fallen to the ground after being shot) may be objects that cannot be used as material objects.
[0145] The equipment object arranged on the game field as described above can be used as a material object, and an integration process can be performed based on the equipment object as a material object and the equipment object being equipped by the player character. Therefore, for example, the player can generate an integrated equipment object based on a sword object equipped by the player character and a sword object or a shield object lying on the game field. For example, an integrated equipment object having an appearance in which one sword object has a blade part of another sword object attached to the tip part of the other sword object may be generated as an integrated equipment object based on two identical sword objects. In this way, an integrated equipment object based on two identical equipment objects may have an appearance different from that of the original equipment object while including a part of the appearance of the original equipment object. Also, for example, an integrated equipment object having an appearance in which a shield object has a tip part of a sword object may be generated as an integrated equipment object based on a sword object and a shield object. In this way, an integrated equipment object based on equipment objects of different categories may be generated.
[0146] In addition, the player character can pick up and equip an equipment object placed on the game field in response to a command from the player. In other words, in this embodiment, the equipment objects placed on the game field can be used as material objects for generating an integrated equipment object, or can be used as they are as equipment objects for the player character.
[0147] As described above, in this embodiment, when an instruction to integrate is given while a scene in which a player character and equipment objects are arranged on a game field is displayed on the display device, the game system 1 generates an integrated equipment object using the equipment objects on the game field as material objects. This allows the equipment objects to be used in two ways, thereby improving the strategic nature of the game.
[0148] If an equipment object on the game field does not become a material object, the equipment object cannot be used in the integration process in one situation (i.e., when it is placed on the game field), but can be used in the integration process in another situation (i.e., when it is equipped by the player character). In this case, it is difficult for the player to know whether the equipment object is an object that can be the target of the integration process, and there is a risk that the player will misunderstand whether the equipment object is an object that can be the target of the integration process. In contrast, according to this embodiment, the equipment object can be used in the integration process whether it is equipped by the player character or when it is placed on the game field, so the possibility of the above misunderstanding can be reduced. In another embodiment, the game system 1 may not make the equipment object on the game field a material object.
[0149] It is not necessary that all equipment objects appearing in the game are objects that can be used in the integration process. In this embodiment, among the multiple types of equipment objects appearing in the game, a specific type of equipment object cannot be used in the integration process. The above-mentioned "specific type of equipment object" may mean a plurality of different equipment objects, such as a sword object among the equipment objects included in the category of the close-range weapon object described above, or may mean one type of equipment object, such as a specific sword object among multiple types of sword objects. Such equipment objects that cannot be used in the integration process are not subject to the integration process even when they are placed on the game field, and are not subject to the integration process even when they are equipped by the player character.
[0150] FIG. 11 is a diagram showing an example of the relationship between equipment objects, material objects, and integrated equipment objects generated based on these objects. In the example shown in FIG. 11, among the objects appearing in the game, the equipment objects that can be used in the integration process are equipment objects A to Z, and the material objects that can be used in the integration process (including equipment objects used as material objects) are material objects 1 to n (n is an integer). In this embodiment, as shown in FIG. 11, integrated equipment objects (integrated equipment A1 to An, B1 to Bn, Z1 to Zn in FIG. 11) that are the result of the integration process are set for all combinations of each of the equipment objects A to Z and each of the material objects 1 to n. In other words, each of the equipment objects A to Z that can be used in the integration process can be integrated with all of the material objects 1 to n that can be used in the integration process.
[0151] As described above, in this embodiment, the game system 1 generates an integrated equipment object for all combinations of multiple types of material objects that can be used to generate an integrated equipment object and multiple types of equipment objects that can be used for the generation. If there is a material object that can be used for the integration process with equipment object A that can be used for the integration process, but cannot be used for the integration process with another equipment object B that can be used for the integration process, it becomes difficult for the player to understand the combinations of equipment objects and material objects that can be used for the integration process. In contrast, according to this embodiment, each equipment object that can be used for the integration process can be integrated with all material objects that can be used for the integration process. This makes it easier for the player to understand the combinations of equipment objects and material objects that can be used for the integration process. In another embodiment, the game system 1 may not generate an integrated equipment object for some combinations of multiple types of material objects that can be used to generate an integrated equipment object and multiple types of equipment objects that can be used for the generation.
[0152] [2-3. Integrated Equipment Objects] In this embodiment, the player character can set the integrated equipment object to a state in which it can be stored by the player character, similarly to the equipment object. In this embodiment, the game system 1 sets the state in which it can be stored by the player character under a predetermined condition (for example, when there is an instruction from the player). According to this, the player character can remove the generated integrated equipment object from the equipment and store it, so that it becomes possible to use a plurality of integrated equipment objects appropriately. In addition, since the player character can store a plurality of integrated equipment objects, the player does not have to throw away the integrated equipment object on the spot because it cannot be stored, but can store it, so that the player can actively execute the integration process. Note that, in other embodiments, the game system 1 may not store an integrated equipment object generated based on a material object that cannot be stored, or may not store all integrated equipment objects.
[0153] In this embodiment, the integrated equipment object cannot be separated into the equipment object and the material object that are the source of the integrated equipment object by the instruction of the player. This is to prevent the player character from carrying the above-mentioned non-storable object. Specifically, in this embodiment, there are also non-storable objects that become material objects. If the integrated equipment object can be separated into the equipment object and the material object that are the source of the integrated equipment object, the player can adopt a method of converting the non-storable object into an integrated equipment object, moving the player character that equips or stores the integrated equipment object, and further separating the integrated equipment object and returning it to the non-storable object. According to this method, the non-storable object can be moved from a place that is previously placed on the game field to another place. However, if the non-storable object can be moved to a place different from the place that is previously placed, there is a possibility that inconvenience will occur in the progress of the game. For example, there is a possibility that inconvenience will occur when the non-storable object that exists in the game field can be used as an object with volume. As one example, a problem may occur in that a player character can overcome a wall that is too high for the player character to overcome by using a box object moved from another location as a foothold. As another example, a problem may occur if the box object can be used in the adhesion process described below. In contrast, in this embodiment, the possibility of the above-mentioned problem occurring can be reduced by not separating the integrated equipment object.
[0154] In addition, "the integrated equipment object is not separable" means that the integrated equipment object cannot be returned to both the original material object and the equipment object, and the aspect in which only one of them is obtained from the integrated equipment object does not mean separation. In this embodiment, it may be possible to remove the original material object from the integrated equipment object and return it to the original equipment object. In other words, when a condition for making the integrated equipment object disappear is satisfied, the game system 1 may make the integrated equipment object disappear and make the original equipment object of the integrated equipment object appear in the game without making the original material object of the integrated equipment object appear in the game. For example, when the integrated equipment is selected on a screen displaying a list of storage objects, the game system 1 may delete the integrated equipment from the storage object and add the original equipment object to the storage object by executing a command "return to original" by the player, thereby substantially changing the integrated equipment to the original equipment object. Note that the above phrase "making an object appear in the game" refers to making the object exist in the game settings, regardless of whether a model of the object is placed on the game field. In other words, "making an object appear in the game" includes both making the object appear in the game field and making the object appear in the game field.
[0155] In other embodiments, the integrated equipment object may be capable of being separated into the original equipment object and the material object. For example, the integrated equipment object may be separated into the original equipment object and the material object under conditions that are not based on instructions from the player. For example, the integrated equipment object may be separated under a predetermined situation in the game (for example, when the story of the game progresses and a predetermined game event occurs).
[0156] 12 is a diagram showing an example of the appearance of an equipment object and a material object, and the appearance of an integrated equipment object generated based on these objects. As described above, an integrated equipment object has an appearance that includes a part of the appearance of the equipment object that is the basis of the integrated equipment object (hereinafter referred to as the "equipment appearance part") and a part of the appearance of the material object that is the basis of the integrated equipment object (hereinafter referred to as the "material appearance part"). Here, in this embodiment, the material appearance part of the integrated equipment object may be different in size from the original material object.
[0157] The example (a) shown in FIG. 12 is an example in which a fang sword object 212, which is an integrated equipment object, is generated based on a sword object 202 and a fang object 206. The example (a) is an example in which the size of the material appearance portion is the same as that of the original material object. That is, as shown in FIG. 12, the integrated equipment object (i.e., the fang sword object 212) has an appearance in which a part of the appearance of the equipment object (i.e., the sword object 202) that is the basis of the integrated equipment object is replaced with a part or all of the appearance of the material object (i.e., the fang object 206) that is the basis of the integrated equipment object. This allows the player to easily predict the appearance of the integrated equipment object from the appearances of the original equipment object and material object. Note that, in the example shown in FIG. 12, the integrated equipment object has the entire appearance of the material object that is the basis of the integrated equipment object, but in other embodiments, it may have a part of the appearance of the original material object. For example, the fang sword object 212 shown in FIG. 12 may have an appearance in which the tip portion of the sword object 202 is replaced with the tip portion of the fang object 206 .
[0158] The example (b) shown in FIG. 12 is an example in which a barrel sword object 215, which is an integrated equipment object, is generated based on a sword object 202 and a barrel object 214 representing a barrel. The example (b) is an example in which the size of the material appearance part is reduced from the original material object. That is, as shown in FIG. 12, the integrated equipment object (i.e., the barrel sword object 215) has an appearance in which a part of the appearance of the equipment object (i.e., the sword object 202) that is the basis of the integrated equipment object is replaced with a part or all of the reduced appearance of the material object (i.e., the barrel object 214) that is the basis of the integrated equipment object. This allows the player to easily predict the appearance of the integrated equipment object, as in the example (a) shown in FIG. 12. Also, even if a large object such as the barrel object 214 is used as the material object, it is possible to prevent the integrated equipment object from becoming too large. This reduces the possibility that the integrated equipment object will be hidden by the player character, making it difficult to see the player character.
[0159] The example (c) shown in FIG. 12 is an example in which a barrel arrow object 216 is generated based on an arrow object 205 and a barrel object 214. In this embodiment, when the equipment object is a bow and arrow object and an integration process is performed, the integration process is performed based on the arrow object rather than the bow object, and an integrated arrow object is generated. The barrel arrow object 216 is an example of an integrated arrow object. When the arrow object equipped by the player character is changed to an integrated arrow object, it can be said that the integrated equipment object equipped by the player character is composed of the bow object and the integrated arrow object.
[0160] 12 shows an example (c) of the same material object as in example (b) (i.e., the barrel object 214), but the size of the material external part is the same as that of the original material object. With respect to the barrel object 214, in the above example (b), the size of the material external part is reduced from that of the original material object, whereas in example (c), the size of the material external part is made the same as that of the original material object.
[0161] Here, an integrated arrow object (i.e., a barrel arrow object 216), which is a type of arrow object, may be placed on the game field after being shot. In this case, since the equipment appearance part showing the arrow object may be relatively small, the player may see the original barrel object 214 as having fallen. In this case, if the material appearance part having the appearance of the barrel object 214 of the barrel arrow object 216 is reduced in size compared to the original barrel object 214, the player may see the reduced barrel object as having fallen in the above case, and may misunderstand that there is a barrel object that is different from the normal one. Therefore, in this embodiment, the material appearance part of the integrated equipment object based on the arrow object is not changed in size from the original material object, thereby reducing the possibility that the player will misunderstand. Note that, for an integrated arrow object, which is a type of arrow object, the player character takes a stance with the integrated arrow object attached to the bow object. When the player character takes such a stance, the game system 1 displays a game image showing the game field when the player character 201 is seen from behind on the display 12 (see FIG. 16). Therefore, in the displayed game image, the integrated arrow object is placed in front of the player character, so it is considered that even if the material appearance portion is large, the possibility that the player character becomes difficult to see is small.
[0162] In other embodiments, the material appearance part of the integrated arrow object may also be scaled (specifically, reduced). Here, the material appearance part of the integrated arrow object based on a certain material object may be scaled to be larger than the material appearance part of an integrated equipment object based on the material object and an equipment object other than the arrow object (it can also be said that the material appearance part of the integrated arrow object is closer to the size of the material object than the material appearance part of the integrated equipment object). This also reduces the possibility of the player misunderstanding.
[0163] Furthermore, when the shot integrated arrow object falls on the field without hitting an enemy character, the game system 1 may separate the integrated arrow object into the original arrow object and the material object and place them near the point of impact. If the integrated arrow object has a unique effect that occurs when shot, during shot, or when it comes into contact with the field (for example, when the integrated arrow object is an explosive arrow), the integrated arrow object may disappear when it falls on the field.
[0164] As described above, in this embodiment, the first equipment object includes a projectile object (e.g., arrow object 205) and a projectile weapon object (e.g., bow object 204) that projects the projectile object. Here, an integrated projectile object generated based on a projectile object and a material object (e.g., barrel object 214) has an appearance in which a part of the appearance of the original projectile object of the integrated projectile object is replaced with a part or all of the appearance of the original material object of the integrated projectile object (example (c) shown in FIG. 12). In contrast, an integrated projectile object generated based on a second equipment object (e.g., sword object 202) that does not include a projectile object and the above-mentioned material object (e.g., barrel object 214) has an appearance in which a part of the appearance of the second equipment object is replaced with a part or all of the appearance of the reduced material object (example (b) shown in FIG. 12). Thus, in this embodiment, the game system 1 changes the size of the material appearance part of the integrated equipment object depending on the type of equipment object. This reduces the possibility that the integrated equipment object will make it difficult to see the player character, and also reduces the possibility that the integrated equipment object will cause misunderstandings among the player when it is placed on the game field. Note that, in another embodiment, the game system 1 may keep the size of the material appearance portion of an integrated equipment object based on a single type of material object constant regardless of the type of equipment object.
[0165] In this embodiment, an enemy character equipped with an integrated equipment object appears in the game. That is, the game system 1 places a non-player character (e.g., an enemy character) that is not operated by a player and that is equipped with an integrated equipment object on the game field. Therefore, a player who sees the non-player character can discover a new integrated equipment object that he does not know by observing the equipment of the non-player character, and can learn the performance of the integrated equipment object. In this embodiment, the integrated equipment object includes a part of the appearance of the original equipment object and material object, so that the player can predict the generation method of the integrated equipment object equipped by the non-player character (specifically, the equipment object and material object used for generation) from the appearance of the integrated equipment object. With these, the game system 1 can give the player a motivation to generate an integrated equipment object. In other embodiments, the integrated equipment object may be one that cannot be equipped by a non-player character and can only be equipped by a player character.
[0166] [2-4. Object durability] In this embodiment, an equipment durability value indicating the durability of the equipment object is set for the equipment object. In this embodiment, the game system 1 subtracts the equipment durability value according to the use of the equipment object, and when the equipment durability value becomes 0, the equipment object is destroyed (i.e., disappears). For example, each time the player character performs an action using the equipment object (for example, swinging a sword object, etc.), the equipment durability value is subtracted by 1. Also, for example, in this embodiment, when an equipment object made of a flammable material is brought close to a fire, the equipment object becomes in a burning state, and at this time, the equipment durability value of the equipment object is subtracted by 1 every predetermined time (for example, 1 second). Note that, for bow and arrow objects, an equipment durability value is set for the bow object, and an equipment durability value is not set for the arrow object. Also, among the equipment objects appearing in the game, there may be a type of object for which an equipment durability value is not set. Note that an equipment object for which an equipment durability value is not set may be an object that cannot be used in the integration process.
[0167] When an integrated equipment object is generated based on an equipment object for which an equipment durability value is set, the game system 1 also sets an equipment durability value for the integrated equipment object. The initial value of the equipment durability value of the integrated equipment object (i.e., the value immediately after generation) may be set in any way. For example, the initial value may be set based on the equipment durability value of the original equipment object (e.g., the value immediately before generation), or may be a value previously determined in the game. When the equipment durability value of the integrated equipment object becomes 0, the integrated equipment object disappears, as in the case of an equipment object. Note that when the integrated equipment object disappears, the original material object is not restored. This is to reduce the possibility that an unstorable object is moved to a location different from the location where it was previously placed, causing inconvenience to the progress of the game, as described above in "[2-3. Integrated Equipment Object]".
[0168] As described above, in this embodiment, when the equipment durability value set for an integrated equipment object indicates that the durability is exhausted (for example, becomes 0), the game system 1 causes the integrated equipment object to disappear without causing the equipment object and material object that are the source of the integrated equipment object to appear in the game. According to this, in the game, the player searches for the equipment object and material object to generate the integrated equipment object, and when the generated integrated equipment object is destroyed, the player searches again to generate a new integrated equipment object, repeating this cycle. Therefore, in this embodiment, the player can be motivated to repeatedly generate integrated equipment objects in the game. Note that, in other embodiments, the integrated equipment object may be separable as described above. At this time, the durability values of the separated material object and equipment object may be set in any way, for example, they may be set to the above-mentioned initial value, or may be set based on the equipment durability value of the integrated equipment object immediately before separation.
[0169] In this embodiment, some material objects are set with a material durability value indicating the durability of the material object. When an integrated equipment object is generated based on an equipment object for which a material durability value is set, the game system 1 also sets a material durability value for the integrated equipment object. In other words, two types of durability values, an equipment durability value and a material durability value, may be set for an integrated equipment object. The initial value of the material durability value of the integrated equipment object (i.e., the value immediately after generation) may be set in any way. For example, the initial value may be set based on the material durability value of the original material object (e.g., the value immediately before generation), or may be a value previously determined in the game. Note that, in other embodiments, a material durability value may also be set for an integrated equipment object based on a material object for which a material durability value is not set.
[0170] The game system 1 subtracts the material durability value in accordance with the use of the integrated equipment object, similarly to the equipment durability value. Note that the method of subtracting the equipment durability value and the method of subtracting the material durability value may be the same or different.
[0171] Here, if the equipment durability value of the integrated equipment object is not 0 but the material durability value becomes 0, the game system 1 causes the integrated equipment object to disappear and revives the original equipment object. In this case, the original material object is not revived, so the integrated equipment object is not separated into the original equipment object and the material object. The initial value of the equipment durability value of the revived equipment object (i.e., the value immediately after revival) may be set in any way. For example, the initial value may be set based on the equipment durability value of the integrated equipment object (e.g., the value immediately before revival), or may be a value previously determined in the game.
[0172] In addition, if the equipment durability value of an integrated equipment object for which a material durability value is set becomes 0, even if the material durability value is not 0, the integrated equipment object will disappear and the original material object will not be restored.
[0173] As described above, in this embodiment, the game system 1 sets a material durability value to an integrated equipment object based on a material object with a durability value set. Then, when the material durability value set to the integrated equipment object equipped by the player character indicates that the integrated equipment object is no longer durable, the game system 1 causes the integrated equipment object to disappear and generates the equipment object that is the basis of the integrated equipment object. This allows the integrated equipment object to inherit the properties of the material object (i.e., the property of having a durability value). Also, when the material durability value indicates that the durability is no longer durable, the equipment object equipped by the player character appears in terms of game presentation as if a part having the appearance of the material object had disappeared from the integrated equipment object. Therefore, the equipment object equipped by the player character can be changed in a manner that is easy for the player to understand. Note that, when a part having the appearance of the material object is disappeared from the integrated equipment object as described above, the game system 1 may place an object in the game field that has the same appearance as the original material object and does not have the function of the material object (i.e., cannot be used in the integration process or does not perform the set function). This also gives the player the impression that a part having the appearance of a material object has disappeared from the integrated equipment object, as in this embodiment. In other embodiments, when the material durability value set for an integrated equipment object indicates that the integrated equipment object has run out of durability, the game system 1 may simply cause the integrated equipment object to disappear (i.e., not generate the equipment object that was the basis for the integrated equipment object). In other embodiments, the game system 1 may not set a material durability value even for an integrated equipment object based on a material object with a durability value set.
[0174] Furthermore, with regard to the above-mentioned "equipment object that is the basis of the integrated equipment object," the equipment durability value immediately after generation does not need to be the same as the equipment durability value of the equipment object immediately before the integration process for the integrated equipment object. The equipment durability value of the equipment object immediately after generation may be set in any way. For example, the equipment durability value may be the equipment durability value of the integrated equipment object immediately before it is lost. Furthermore, the generated equipment object may be equipped by the player character, or may be placed on the game field (for example, placed under the feet of the player character).
[0175] [2-5. Performance of integrated equipment] In this embodiment, the integrated equipment object has a different performance from the equipment object that is the base of the integrated equipment object. That is, the game system 1 sets the performance of the integrated equipment object to a different performance from the performance of the equipment object that is the base of the integrated equipment object. This can encourage the player to advance the game advantageously by generating an appropriate integrated equipment object according to the game situation, thereby improving the strategic nature of the game. A specific example of the performance of the integrated equipment object will be described below.
[0176] Here, "the performance of the integrated equipment object is different from that of the equipment object" means that (a) the ability value set in the integrated equipment object is different from the ability value set in the equipment object, and (b) the integrated equipment object has a function that the equipment object does not have (or the function that the equipment object had is changed). For example, in this embodiment, the integrated equipment object has an ability value that is an improved version of the ability value set in the original equipment object (e.g., the attack power of a sword object), or has a function that the original equipment object does not have. Note that the following examples are possible examples of the above functions. A function of imparting propulsive force to the player character, which is possessed by an integrated equipment object based on a shield object and a rocket object (details will be described later). A function of attacking enemies with a tail whip (or expanding the attack range) possessed by an integrated equipment object based on a sword object and a tail object. A flame-emitting function possessed by an integrated equipment object based on a shield object and a flame-emitting flame block object. The performance content set for the integrated equipment object is arbitrary, and various abilities and functions may be set.
[0177] In this embodiment, the performance of the integrated equipment object is a performance obtained by adding some performance to the original equipment object. Here, the game system 1 determines the performance to be added to the integrated equipment object with respect to the original equipment object according to the original material object. For example, an integrated equipment object based on a sword object and a fang object has a performance that improves the attack power of the sword object, and an integrated equipment object based on the sword object and a rock object has a performance that adds to the sword object a function of destroying other objects that cannot be destroyed by the sword object.
[0178] The performance added to the integrated equipment object may be determined differently depending on the original equipment object. For example, the performance of an integrated equipment object based on an ore object, which is a material object, and a sword object may be performance obtained by improving the attack power of the sword object, while the performance of an integrated equipment object based on the ore object and a shield object may be performance obtained by improving the equipment durability of the shield object.
[0179] Furthermore, the performance added to the integrated equipment object may be the same for each original material object, regardless of the original equipment object. For example, for a certain material object, the performance of an integrated equipment object based on that material object may be an improvement to the equipment durability value of the original equipment object, regardless of the original equipment object.
[0180] Furthermore, in the case where an integrated equipment object is generated based on an equipment object, the attack action performed by the player character 201 may be the same before and after the integration process. For example, in the case where an integrated equipment object is generated based on a sword object as an equipment object and a spear object as a material object, the attack action for the integrated equipment object may be a sword swinging action, similar to that of the original sword object. Note that, in other embodiments, the attack action performed by the player character 201 may be different before and after the integration process. For example, in the case where an integrated equipment object is generated based on a sword object as an equipment object and a spear object as a material object, the attack action for the integrated equipment object may be changed from a swinging action of the original sword object to a thrusting action of the spear object as the integrated equipment object becomes longer.
[0181] Next, referring to Figs. 13 to 15, an integrated equipment object having a function of imparting a propulsive force to a player character will be described as an example of an integrated equipment object. Fig. 13 is a diagram showing an example of a game image showing a game field on which a rocket object is arranged. A rocket object 221 shown in Fig. 13 is a material object. The rocket object 221 has a function of generating a propulsive force, and specifically, can be in an effective state in which a propulsive force is generated and an ineffective state in which a propulsive force is not generated. In this specification, an object that can be in an effective state in which a function is exerted and an ineffective state in which a function is not exerted is called a switchable function object. Note that the rocket object 221 becomes effective for a certain period of time under certain conditions (for example, on the condition that an attack is made by the player character 201, etc.), and in the effective state, a propulsive force is generated and the rocket object moves forward.
[0182] When a rocket object 221 is placed on the game field as shown in Fig. 13, the player character 201 can generate an integrated equipment object using the rocket object 221 as a material object (see "[2-1. Overview of Integration Processing]" above). In the example shown in Fig. 13, when the player character 201 is in a stance regarding the shield object 203, in response to the player issuing an integration command specifying the shield object 203, an integrated equipment object is generated based on the shield object 203 and the rocket object 221.
[0183] FIG. 14 is a diagram showing an example of a game image when an integrated equipment object based on a shield object and a rocket object is generated. In FIG. 14, the player character 201 is in a ready state with respect to an integrated equipment object (referred to as a "shield rocket object") 222 based on a shield object 203 and a rocket object 221. Here, the shield rocket object 222, like the original rocket object 221, has a function of generating thrust, and can be in an effective state in which thrust is generated and an ineffective state in which thrust is not generated. In this embodiment, when the player character 201 is in a ready state as shown in FIG. 14, the shield rocket object 222 is in an ineffective state and does not generate thrust. In addition, in the ineffective state, the shield rocket object 222 exerts a defensive function as a shield object. However, since the hit judgment area of the shield rocket object 222 is larger than that of the original shield object 203, the shield rocket object 222 can prevent attacks from enemy characters in front of the shield object 203. Furthermore, the shield rocket object 222 may be given a function other than the function of generating thrust, in comparison with the original shield object 203. For example, the equipment durability value may be increased by generating the shield rocket object 222 based on the shield object 203.
[0184] FIG. 15 is a diagram showing an example of a game image when the shield rocket object is generating a thrust. In this embodiment, the shield rocket object 222 becomes active when the player character 201 releases the ready state for the shield rocket object 222 (i.e., performs an action of carrying the shield rocket object on his back). That is, since the shield rocket object 222 generates a thrust, the thrust is given to the player character 201 by the shield rocket object 222, and as a result, the player character 201 moves upward (see FIG. 15). Thus, in this embodiment, the player character 201 can fly in the air using the shield rocket object 222. Note that, in this embodiment, the above-mentioned function of the shield rocket object 222 becomes inactive when the player character 201 takes a ready state for the shield rocket object 222. Also, the shield rocket object 222 becomes inactive even after maintaining the active state for a certain period of time. However, in other embodiments, an integrated equipment object that can be in an active or inactive state may maintain its active state as long as a specified condition is satisfied (e.g., until the player character performs a specified action).
[0185] As described above, in this embodiment, the material object may be a switchable function object that can be in an active state in which the predetermined function of the material object is exercised on the game field, and in an inactive state in which the predetermined function is not exercised. In this case, the game system 1 causes the integrated equipment object to exercise a predetermined function in response to the player character performing a predetermined action using the integrated equipment object based on the switchable function object. In this way, the performance of the integrated equipment object can be diversified by reflecting the function of the original material object in the integrated equipment object. In addition, the player can make the integrated equipment object active by having the player character 201 perform a predetermined action, so that the integrated equipment object can exercise a function at a desired timing. Note that the predetermined function exercised by the integrated equipment object may be, for example, an independent function that is exercised independently of the basic function exercised by the integrated equipment object by the predetermined action. For example, an integrated equipment object based on a sword object exercises a basic function of "impacting other objects that come into contact" by the action of swinging the sword. In this case, the independent function is not a function that is exercised on the premise that the basic function is exercised (for example, a function to destroy other objects when an impact is applied), but a function that is exercised independently of the exercise of the basic function (i.e., without the premise that the basic function is exercised) (for example, generating propulsive force, emitting flames, etc.). Note that in other embodiments, an integrated equipment object based on a switchable function object does not need to be capable of taking an active state and an inactive state, and may always exercise its function (that is, always be in an active state and never be in an inactive state).
[0186] In the example shown in FIG. 15, the "predetermined action" is an action to release the ready state (specifically, an action to put away a shield object), but is not limited to this and may be any action. Specifically, the predetermined action may be an action to take a ready state (for example, an action to take a shield object), or an action to use an equipment object in the ready state (for example, an action to swing a sword object). For example, if the material object is a fire block object that can take an effective state in which it emits fire and an ineffective state in which it does not emit fire, the integrated equipment object based on the shield object and the fire block object may take an effective state in which it emits fire and an ineffective state in which it does not emit fire. In this case, fire may be emitted in response to the action of the player character taking the shield object, and the emission of fire may be stopped in response to the action of the player character putting away the shield object.
[0187] As described above, the "predetermined action" may be the same as the action that the player character can perform using the equipment object that is the source of the integrated equipment object. For example, in this embodiment, the player character can perform actions such as swinging a sword object, gathering power (for the sword object), holding a shield object, throwing an equipment object, and putting away the equipment object. In this case, the above-mentioned predetermined action may be any one of these actions using the integrated equipment object. In this way, the player can switch between an effective state and an ineffective state by an action that is normally performed by the player character as a motion using the equipment object.
[0188] Furthermore, the predetermined function of a material object and the predetermined function of an integrated equipment object based on said material object do not need to be the same in the strict sense, but only need to be the same enough for a player to recognize that there is a relationship between the two functions. For example, with regard to the above rocket object 221 and shield rocket object 222, if they have the same function in the broad sense of "generating thrust," then it can be said that they have the same function even if the magnitude of the thrust or the length of time that they are in an effective state is different.
[0189] As described above, in this embodiment, the material object may be a propulsion object (for example, the rocket object 221) having a function of generating a propulsive force. In this case, when the player character is equipped with an integrated equipment object based on the propulsive force object, the game system 1 moves the player character in the game field by generating a propulsive force in the integrated equipment object. Note that the movement in the game field is not limited to movement on the ground, but includes any movement in the game field (i.e., a three-dimensional game space). According to this, a function that gives a propulsive force to the player character, which is different from the original function of the equipment object, can be added to the integrated equipment object such as a weapon or armor. This makes it possible to diversify the functions of the integrated equipment object. Note that the information processing for moving the player character by the propulsive force object may be a processing in which the player character moves as a result of generating a propulsive force in the integrated equipment object as described above, or a processing in which a propulsive force is directly generated for the player character.
[0190] The propulsion object is not limited to the rocket object 221, and may be another object. For example, the propulsion object may be a balloon object that has the function of floating in the air. In this case, an integrated equipment object based on a shield object and a balloon object may exert a propulsion force that causes the player character 201 to float in the air (i.e., float upward) when in an effective state. In addition, the propulsion object does not need to be capable of taking an effective state and an ineffective state, and may always exert a function (i.e., always in an effective state and never in an ineffective state).
[0191] [2-6. Integration process based on material objects held by the player character] As described above, the game system 1 generates an integrated equipment object based on a material object placed on the game field and an equipment object equipped by the player character. Here, in the present embodiment, for a bow and arrow object (more specifically, an arrow object), which is a type of equipment object, an integrated equipment object may be generated based on a material object held by the player character and the equipment object equipped by the player character. The integration process based on the material object held by the player character will be described below.
[0192] FIG. 16 is a diagram showing an example of a game image in a state where the player character is in a ready state for a bow and arrow object and has performed an action of nocking the arrow object (referred to as a "shot preparation state"). In this embodiment, in the shot preparation state, the game system 1 displays on the display 12 a game image showing the game space when the player character 201 is seen from behind (see FIG. 16). The game image also includes a target marker 225. The target marker 225 indicates the shot direction of the arrow object 205 when the arrow object 205 is shot in response to a shot instruction given by the player. In the shot preparation state, the player can give an instruction to change the shot direction in addition to the above shot instruction.
[0193] In this embodiment, in the ejection preparation state, the player can issue an object display instruction to display an object held by the player character 201. Fig. 17 is a diagram showing an example of a game image after an object display instruction is issued in the state shown in Fig. 16. The game system 1 accepts an object display instruction in the ejection preparation state, and displays the game image shown in Fig. 17 in response to the object display instruction being issued.
[0194] 17 includes stored material object images 231-234 which indicate material objects among the objects stored by the player character 201. Each of the stored material object images 231-234 includes an image indicating a material object and the number of the material objects stored by the player character 201.
[0195] The game system 1 selects one of the storage material object images 231 to 234 based on an instruction from the player. In this embodiment, the selected storage material object image is displayed in a different display mode from the non-selected storage material object images. In the example shown in Fig. 17, the selected storage material object image 232 is displayed with a thicker frame than the non-selected storage material object images 231, 233, and 234.
[0196] In a state where the stored material object images 231 to 234 are displayed, the player can give an integration instruction. That is, the game system 1 accepts an integration instruction in the above state, and executes an integration process in response to the integration instruction being given. Specifically, the game system 1 generates an integrated arrow object based on the material object indicated by the selected stored material object image and the arrow object equipped by the player character 201 (i.e., the arrow object being wielded by the player character 201). Note that the operation for giving an integration instruction in the above state may be an operation different from the operation for giving an integration instruction in a state where the above-mentioned equipment designation image 210 is displayed.
[0197] FIG. 18 is a diagram showing an example of a game image after the integrated arrow object is generated. As shown in FIG. 18, the game system 1 changes the display so that the player character 201 is equipped with the generated integrated arrow object 236 instead of the arrow object 205 that the player character 201 was equipped with before the integration process. The integrated arrow object 236 has an appearance in which a part of the appearance of the arrow object 205 (specifically, the tip part) is replaced with the appearance of the horn object that was selected at the time when the integration instruction was issued. In the shot preparation state shown in FIG. 18, the player can issue a shot instruction to have the player character 201 shoot the integrated arrow object 236, which is a type of arrow object.
[0198] As described above, in this embodiment, when a player character is in a state where he / she is ready to shoot a projectile object (e.g., an arrow object) with a projectile weapon object (e.g., a bow object) and one of the material objects stored by the player character is selected (see FIG. 17), the game system 1 generates an integrated projectile object (e.g., an integrated arrow object) representing a projectile obtained by integrating the projectile object and the selected material object. The game system 1 also displays that the projectile object among the equipment objects equipped by the player character on the game field is changed to an integrated projectile object. Here, when shooting using an integrated projectile object based on a projectile object, it is also possible to discard the material object stored by the player character and place it on the game field, and generate an integrated projectile object based on the material object on the game field and the projectile object equipped by the player character. However, since it is necessary to carry out the integration process for each projectile object such as an arrow object after it is shot, the above method requires the player to discard the material object after each shot, which is troublesome. In contrast, in this embodiment, the material object stored by the player character can be directly used for the integration process, so that the player can easily have the player character launch using the integrated projectile object.
[0199] In this embodiment, only for the arrow object among the equipment objects, the material object held by the player character can be directly used in the integration process. However, in other embodiments, the material object held by the player character may also be directly used in the integration process for equipment objects other than the arrow object (for example, a sword object or a shield object).
[0200] In addition, when the player character releases the ready state in which the integrated arrow object is nocked, the game system 1 does not return the integrated arrow object to its original state, but stores the state in which the integrated arrow object was generated. Next time, when the player character takes a ready state for the bow and arrow object, the game system 1 makes the player character 201 go into a ready state in which the stored integrated arrow object is nocked again. This makes it possible to simplify the operation since the player does not need to issue an integration command again when the player character releases the ready state and then takes a ready state again.
[0201] Furthermore, when the state in which the integrated arrow object is generated is stored, the game system 1 may return the integrated arrow object to the original arrow object under a certain condition. For example, when the above state is stored, the integrated arrow object may be returned to the original arrow object in response to a change in the game field in which the player character 201 is located (for example, the player character 201 moves from the ground game field to the dungeon game field). At this time, the material object that is the source of the integrated arrow object may be lost. Alternatively, the game system 1 may arrange the material object on the original game field if the material object that is the source of the integrated arrow object was originally placed on the game field, and may put the material object into a stored state if the material object was originally stored.
[0202] In another embodiment, when the player character releases the ready state in the state where the player character holds the integrated arrow object, the game system 1 may return the integrated arrow object to the original arrow object and place the material object that is the source of the integrated arrow object on the game field. In another embodiment, in the above case, the material object that is the source of the integrated arrow object may be stored again instead of being placed on the game field.
[0203] In another embodiment, the game system 1 may be configured to replace the material object integrated with the integrated arrow object with another material object. Specifically, in a shot preparation state in which the player character has attached the integrated arrow object, the attached integrated arrow object may be changed to an integrated arrow object based on the selected material object by selecting a material object from the material objects stored by the player character. The material object that is the source of the integrated arrow object before the change may be placed on the game field (for example, at the feet of the player character), may be stored, or may be erased. If the material object that is the source of the integrated arrow object before the change was originally placed on the game field, it may be placed on the game field, and if it was stored, it may be returned to the stored state.
[0204] In addition, in other embodiments, the game system 1 may be configured so that an integrated projectile object based on a material object that is a storable object can be put into a state where it can be stored by the player character, and so that an integrated projectile object based on a material object that is a non-storable object cannot be put into a state where it can be stored by the player character.
[0205] [2-7. Gluing objects] In this embodiment, the player character can glue objects together on the game field by using a gluing item that is different from the above-mentioned integrated item. The gluing process for gluing objects will be described below.
[0206] In this specification, "gluing objects together" means fixing one object to another object while maintaining the shape of each object. It can also be said that "gluing" is one form of the above-mentioned "integration". However, in this embodiment, the gluing process is performed on two objects that are not equipped by the player character and placed on the game field, whereas the integration process is performed on an object equipped by the player character and an object that is not equipped by the player character and placed on the game field. The difference between the gluing process and the integration process in this embodiment will be described later.
[0207] Fig. 19 is a diagram showing an example of a game image when material objects are placed on a game field. On the game field shown in Fig. 19, a player character 201 is placed, and two rock objects 243 and 244 are also placed. In this embodiment, it is assumed that the material objects are objects that can be glued by a gluing process, and the following description will be given taking as an example a case where two rock objects 243 and 244 are glued together. However, in other embodiments, it is not necessary for all material objects to be glueable objects, and objects that are not material objects may be glueable objects.
[0208] During the game, the player can make the player character 201 usable for the adhesion item by issuing an item designation instruction. Furthermore, in the above state, the player can designate the first object to be the target of the adhesion process by issuing a target designation instruction. The target designation instruction is issued, for example, by the player making a predetermined input in a state in which an object is designated by a target marker displayed in a state in which the adhesion item is usable. The game image shown in FIG. 19 shows a state in which a rock object 243 is designated as the first object to be the target of the adhesion process (referred to as the "first adhesion target object"). As shown in FIG. 19, in the game image, an effect image 242 that associates the adhesion item 241 worn by the player character 201 with the rock object 243 that is the first adhesion target object is displayed. This makes it possible to present the object that is the first adhesion target object among the objects on the game field in an easy-to-understand manner to the player. Note that even in a state in which the player character 201 can use the adhesion item, the game system 1 may display the material object in a display mode different from that of other objects that are not material objects, as in a state in which the integrated item is usable.
[0209] FIG. 20 is a diagram showing an example of a game image when the player character moves the first adhesion target object. As shown in FIG. 20, in this embodiment, in a state in which the first adhesion target object is designated, the player character 201 can move the first adhesion target object. Specifically, the game system 1 controls the position of the first adhesion target object so that the first adhesion target object is located in front of the player character 201. Therefore, the position of the first adhesion target object changes when the player character 201 changes its position and / or orientation. In addition, the game system 1 controls the distance from the player character 201 to the first adhesion target object in response to a distance change instruction by the player. Therefore, the position of the first adhesion target object also changes in response to the distance change instruction.
[0210] As shown in FIG. 20, when the first object to be glued is located within a predetermined distance from another material object, the game system 1 designates the material object as the second object to be glued (referred to as the "second object to be glued"). At this time, an effect image 245 that associates the two objects to be glued (two rock objects 243 and 244 in FIG. 20) is displayed. Note that, when the first object to be glued is not located within a predetermined distance from another material object, the effect image 245 is not displayed (see FIG. 19). Therefore, the effect image 245 can clearly indicate to the player whether or not a second object to be glued is designated, and if so, which material object it is.
[0211] In a state where the second glue target object is specified, in response to a gluing instruction by the player, the game system 1 executes a gluing process for gluing the two glue target objects. FIG. 21 is a diagram showing an example of a game image after the two glue target objects are glued. In the example shown in FIG. 21, the two rock objects 243 and 244 that were the glue target objects are glued. At this time, an effect image 245 is displayed between the two rock objects 243 and 244 to clearly present to the player that the two rock objects 243 and 244 are glued. In this way, the two material objects on the game field are glued together.
[0212] As described above, in this embodiment, when a player issues an instruction to glue multiple material objects placed on the game field, the game system 1 places a glued object on the game field, which is made by gluing the multiple material objects. This allows the material objects placed on the game field to be used in the above-mentioned integration process and also in the glue process, expanding the uses of the material objects in the game. This allows the player a wider range of strategies and play using the material objects, improving the interest of the game. Note that in other embodiments, the game system 1 may not perform the glue process.
[0213] In this embodiment, since an equipment object is also a type of material object, when an equipment object is placed on the game field, the equipment object can also be bonded to other material objects by the bonding process. That is, when a bonding command is issued in a state in which a plurality of objects including an equipment object are placed on the game field, the game system 1 places a bonded object in which the equipment object is bonded to another object on the game field. According to this, since the equipment object can be used for both the integration process and the bonding process, the use of the equipment object in the game is expanded, and as a result, the range of strategies and play using the equipment object is expanded, and the interest of the game can be improved. Note that it is not necessary that all types of equipment objects can be used as material objects in the bonding process, and some types of equipment objects (for example, an arrow object that has fallen to the ground after being shot) may be objects that cannot be used as material objects in the bonding process. Also, the equipment object may not be used as a material object in the bonding process.
[0214] The above-mentioned adhesion process (and the adhesion object) differs from the integration process (and the integration equipment object) in the following respects, for example.
[0215] Regarding the adhesion process, it is possible for a glued object formed by gluing two material objects to be further glued to another material object (or another glued object). That is, when an adhesion instruction is given in a state in which a glued object to which a plurality of material objects have been glued and a material object are placed on the game field, the game system 1 places a new glued object formed by gluing the glued object and the material object on the game field. In this way, a glued object may be an object to which three or more material objects have been glued. Note that in another embodiment, the game system 1 may be configured such that a glued object formed by gluing two material objects cannot be further glued to another material object (or another glued object).
[0216] On the other hand, with regard to the integration process, the game system 1 does not execute the integration process based on the glued object. That is, the game system 1 does not generate an integrated equipment object based on the integrated equipment object equipped by the player character and the material object arranged in the game field. This is to suppress the number of combinations of equipment objects and material objects in the integration process and suppress the amount of data in the game program. In this embodiment, the game system 1 generates an integrated equipment object based on data that specifies the appearance and performance of the integrated equipment object based on the equipment object and the material object. In other words, the game system 1 prepares data in advance in the game program that specifies the appearance and performance of each integrated equipment object corresponding to the combination of the equipment object and the material object in order to determine the appearance and performance of the integrated equipment object generated by the integration process. In other embodiments, the data may specify at least one of the appearance and performance of the integrated equipment object.
[0217] If integration processing based on an integrated equipment object and a material object were possible, it would be possible to combine an equipment object with a plurality of material objects. In this case, there would be a risk that the number of combinations of equipment objects and material objects would become too large, and the amount of data required to define the performance of the integrated equipment object would become too large. Therefore, in this embodiment, integration processing between an equipment object and an adhesive object (i.e., a plurality of material objects) is not performed, thereby preventing the amount of data required to define the performance of the integrated equipment object from becoming too large.
[0218] As described above, an integrated equipment object cannot be separated into the equipment object and the material object that are the source of the integrated equipment object by the instruction of the player. On the other hand, in this embodiment, when a release instruction is given by the player, the glued object can be separated into the multiple objects that are the source of the glued object. That is, in response to a release instruction being given while the glued object is specified, the game system 1 separates the glued object into the multiple original material objects and places them on the game field. In this way, if the result of the gluing process is not the result intended by the player, the player can redo the gluing process, thereby improving the degree of freedom of the gluing process. Furthermore, if the player wants to perform the integration process based on the material object that is the source of the glued object, the integration process can be performed by separating the glued object into the original material objects.
[0219] In addition, in this embodiment, the integrated equipment object can be stored by the player character, whereas the glued object cannot be stored by the player character. Also, the glued object based on the equipment object and the material object is an object that cannot be equipped by the player character. Here, as described above, the glued object can be separated into the original object. Therefore, if the player character is able to carry the glued object by storing or equipping it, as described above in "[2-3. Integrated Equipment Object]", there is a possibility that an unstorable object will be moved to a location different from the location where it was placed in advance, causing inconvenience in the progress of the game. Therefore, in this embodiment, the glued object cannot be stored or equipped by the player character.
[0220] In addition, in the present embodiment, in the adhesion process, the game system 1 generates a glued object by fixing each material object in a positional relationship according to the position and attitude of each material object. In other words, in the adhesion process, the positional relationship in which two objects are glued varies depending on the position and attitude of each object at the time of adhesion, and even for two specific objects, the appearance of the glued object based on them is not one type. This makes it possible to increase the variety of glued objects in the present embodiment. Note that, in other embodiments, in the adhesion process, the game system 1 may glue two objects so that they have a positional relationship determined in the game program.
[0221] On the other hand, in this embodiment, in the integration process, the game system 1 generates an integrated equipment object by fixing an equipment object and a material object in a predetermined positional relationship. In other words, the integration process differs from the adhesion process in that the appearance of an integrated equipment object based on two specific objects is uniquely determined (for example, the appearance of the fang sword object 212 based on the sword object 202 and fang object 206 shown in FIG. 12 is unique). As described above, the appearance of an integrated equipment object for a specific combination of an equipment object and a material object is constant, so that the appearance of the integrated equipment object can be easily predicted by the player. Note that, in other embodiments, the appearance of an integrated equipment object by the integration process does not have to be uniquely determined.
[0222] In addition, in this embodiment, for an integrated equipment object, the performance according to the combination of the original equipment object and the material object is set separately from the performance of each of the original objects (see "[2-5. Performance of Integrated Equipment]" above). In contrast, for a glued object, the performance is not set separately from the performance of each of the original objects, in that the gluing process differs from the integration process.
[0223] [3. Specific examples of processing in game systems] Next, a specific example of information processing in the game system 1 will be described with reference to Fig. 22 to Fig. 27. Fig. 22 is a diagram showing an example of various data used in information processing in the game system 1. The various data shown in Fig. 22 is stored in a storage medium accessible by the main unit 2 (for example, the flash memory 84, the DRAM 85, and / or a memory card inserted in the slot 23, etc.).
[0224] As shown in Fig. 22, the game system 1 stores a game program. The game program is a game program for executing the game in this embodiment (specifically, the game processes shown in Figs. 23 to 27). The game system 1 also stores arranged object data, character data, stored object data, equipped object data, and used item data.
[0225] The arranged object data is data that indicates an object (e.g., a material object, etc.) that is arranged on the game field. The arranged object data indicates, for example, the position and type of the object. The arranged object data also includes data that indicates whether the material object is attached to another object.
[0226] The character data indicates information about the state of the player character, for example, the position and posture of the player character (for example, whether the player character is in a ready state, etc.).
[0227] The stored object data indicates objects (including equipment objects and material objects) stored by the player character. For example, the stored object data indicates the type and number of objects stored. The stored object data also includes durability value data indicating the durability value of an object to which a durability value (specifically, equipment durability value or material durability value) is set.
[0228] The equipped object data indicates an equipment object currently equipped by the player character, and includes data indicating an equipment object currently equipped by the player character that is in a ready state.
[0229] The item in use data indicates items (including integrated items and bonded items) that are in a state where they can be used by the player character.
[0230] 23 to 27 are flowcharts showing an example of the flow of each process executed by the game system 1. Each process shown in Fig. 23 to 27 is started when the game state becomes a state described below during execution of the game program.
[0231] In this embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1 to execute the processes of the steps shown in FIGS. 23 to 27. However, in other embodiments, some of the processes of the steps may be executed by a processor (e.g., a dedicated circuit) other than the processor 81. In addition, if the game system 1 can communicate with another information processing device (e.g., a server), some of the processes of the steps shown in FIGS. 23 to 27 may be executed in the other information processing device. In addition, the processes of the steps shown in FIGS. 23 to 27 are merely examples, and the order of the processes of the steps may be changed as long as the same results are obtained, and other processes may be executed in addition to (or instead of) the processes of the steps.
[0232] 23 to 27, the processor 81 executes the processes of the steps shown in Fig. 23 to 27 by using a memory (for example, DRAM 85). That is, the processor 81 stores information (in other words, data) obtained by each processing step in the memory, and when using the information in the subsequent processing steps, reads the information from the memory and uses it.
[0233] 23 is a flowchart showing an example of a detailed flow of the integrated control process. The integrated control process is executed when a player character uses an integrated item. The integrated control process is started when the player character becomes able to use the integrated item during the game.
[0234] In step S1 shown in FIG. 23, the processor 81 controls the actions of characters (e.g., a player character or an enemy character) placed in the game field. Specifically, the processor 81 controls the actions of the player character based on the operation data acquired from each of the controllers 3 and 4. The actions of the player character include movement on the game field, an action of taking or releasing the above-mentioned stance, and an action using an equipment object. For example, in a stance in which a close-range weapon object is held, the processor 81 causes the player character to take a stance in which the close-range weapon object is held in the hand. Furthermore, in response to an action instruction by the player in this state, the processor 81 causes the player character to take an action of swinging the close-range weapon object (to attack an enemy). Note that even in a state in which the player character is not holding a close-range object, when the processor 81 receives a player instruction to swing the close-range weapon object, the processor 81 may cause the player character to take an action of swinging the close-range object and take a stance in which the close-range object is held after the swing. Furthermore, in a state in which a shield object is prepared, processor 81 causes the player character to assume a posture in which the shield object is held in the hand. Note that in this state, the player character can defend against attacks from enemy characters. Furthermore, in response to an action instruction given by the player in this state, processor 81 causes the player character to perform an action of thrusting out the shield object (thereby deflecting an enemy attack). Furthermore, in a state in which a bow and arrow object is prepared, processor 81 causes the player character to assume a posture in which the bow object equipped with an arrow object is held in the hand. Furthermore, in response to an instruction to prepare for firing given by the player in this state, processor 81 controls the player character to enter the above-mentioned preparation for firing. At this time, a preparation for firing process described later is executed.Furthermore, in response to an action instruction given by the player in the shot preparation state, processor 81 causes the player character to perform the action of shooting an arrow object with the bow object.
[0235] Processor 81 also updates the character data stored in memory to indicate the contents after the action of the player character has been controlled. In response to the above-mentioned item designation instruction being performed, processor 81 changes the item usable by the player character to the item designated by the item designation instruction. At this time, processor 81 updates the in-use item data stored in memory to indicate the changed item. In addition, when an action by the player character causes the player character to store a new object or lose an object, processor 81 updates the stored object data stored in memory to include the new object or to delete the lost object.
[0236] In step S1, processor 81 places characters (e.g., enemy characters) other than the player character and controls the actions of the characters in accordance with rules predetermined in the game program. Game system 1 may also execute a process of controlling the movement of a virtual camera for generating game images, in addition to the process of controlling the actions of the characters. Following step S1, a process of step S2 is executed.
[0237] In step S2, processor 81 changes the display settings so that the material objects on the game field are highlighted. As a result, in the next game image display process (step S9), the game image is displayed in a display mode in which the material objects are highlighted (see FIG. 9). Following step S2, the process of step S3 is executed.
[0238] In step S3, the processor 81 determines whether or not the equipment object equipped by the player character is an equipment object that can be used in the integration process, based on the equipped object data stored in the memory. If the equipment objects equipped by the player character include an equipment object that is not an integrated equipment object, the determination result in step S3 is positive. On the other hand, if all the equipment objects equipped by the player character are integrated equipment objects, the determination result in step S3 is negative. If the determination result in step S3 is positive, the process in step S4 is executed. On the other hand, if the determination result in step S3 is negative, the process in step S9 is executed.
[0239] In another embodiment, processor 81 may execute the process of step S2 when the determination result of step S3 is positive. In other words, highlighting of material objects in step S2 may be performed only when an equipment object that can be used in the integration process is included among the equipment objects equipped by the player character.
[0240] In step S4, processor 81 identifies a material object that is to become a target material object from among the material objects on the game field. The target material object is identified based on character data (specifically, data indicating the position of the player character) stored in memory, in accordance with the method described above in "[2-1. Overview of Integration Processing]". Depending on the position of the player character, there may be no target material object, in which case processor 81 does not identify a target material object in step S4. Following step S4, the process of step S5 is executed.
[0241] In step S5, processor 81 determines whether or not there is a target material object on the game field based on the result of the process in step S4. If the result of the determination in step S5 is positive, the process in step S6 is executed. On the other hand, if the result of the determination in step S5 is negative, the process in step S9 is executed.
[0242] In step S6, processor 81 changes the display settings so that an effect image (see FIG. 9) that associates the player character with the target material object is displayed. As a result, in the next game image display process (step S9), the game image is displayed in a display mode in which the effect image is displayed. If the process of step S6 is not executed in the series of process loops of steps S1 to S10, a normal game image (i.e., a game image in which the effect image is not displayed) is displayed in the next process of step S9. Following step S6, the process of step S7 is executed.
[0243] In step S7, the processor 81 determines whether or not the above-mentioned integration instruction has been issued based on the operation data acquired from each of the controllers 3 and 4. If the determination result in step S7 is positive, the process proceeds to step S8. On the other hand, if the determination result in step S7 is negative, the process proceeds to step S9.
[0244] In step S8, processor 81 executes an integration process. That is, processor 81 generates an integrated equipment object based on the target equipment object designated by the integration instruction, among the equipment objects equipped by the player character, and the target material object on the game field. Processor 81 then changes the target equipment object equipped by the player character to an integrated equipment object (see FIG. 10). At this time, processor 81 updates the contents of the equipped object data stored in memory to indicate the changed integrated equipment object.
[0245] In the integration process in this embodiment, each object is controlled so that after the target material object is brought closer to the target equipment object, the target material object disappears and the target equipment object equipped by the player character 201 is changed to an integrated equipment object. Therefore, in the integration process of step S8, processor 81 repeatedly executes a process of controlling the above-mentioned actions of each object and a process of generating and displaying a game image every predetermined time (e.g., one frame time). This causes the state of the above-mentioned actions being performed by the integration process to be displayed. After step S8, processor 81 ends the integration control process shown in FIG. 23.
[0246] In step S9, processor 81 generates a game image showing a game field on which the characters and objects are arranged, and displays it on display 12. At this time, processor 81 generates the game image so as to reflect (a) the state of the characters (e.g., the positions of the player character and enemy character), (b) the arrangement of the objects on the game field, and (c) the display settings, which have been determined by the processing of steps S1 to S7 above. Note that in this embodiment, the processing of step S9 is repeatedly executed once per predetermined time (e.g., one frame time). Following step S9, the processing of step S10 is executed.
[0247] In step S10, processor 81 determines whether or not to end the integration control process. For example, when the state in which the player character can use the integrated item is released during the integration control process, processor 81 determines to end the integration control process. On the other hand, when the above state is maintained, processor 81 determines not to end the integration control process. When the determination result of step S10 is negative, the process of step S1 is executed again. Thereafter, a series of processes from step S1 to S10 is repeatedly executed until the process of step S8 is executed or it is determined that the integration control process is to be ended. On the other hand, when the determination result of step S10 is positive, processor 81 ends the integration control process shown in FIG. 23.
[0248] Although not shown, during the execution of the process for controlling the movement of the player character, including during the above-mentioned integration process, the processor 81 determines whether or not the player character has released the ready state for the arrow object (which may be an integrated equipment object or an equipment object that is not an integrated equipment object). This determination can be made based on the character data stored in the memory. When the player character releases the ready state for the arrow object, the processor 81 stores in the memory data indicating the arrow object when the player character released the ready state. When the player character subsequently takes a ready state for the arrow object again, the processor 81 controls the movement of the player character so that the player character takes a ready state for the arrow object indicated by the stored data. In this way, the player character takes a ready state for the arrow object when it was last taken. In other words, if the arrow object when the player character releases the ready state is an integrated equipment object, the arrow object when the player character takes a ready state for the arrow object again becomes the integrated equipment object.
[0249] FIG. 24 is a sub-flowchart showing an example of a detailed flow of the ejection preparation process. The ejection preparation process is a process executed when integrating the player character when the player character is in an ejection preparation state. The ejection preparation process is started in response to an instruction to put the player character in an ejection preparation state during the game by the player. Note that in this embodiment, the ejection preparation process is started regardless of whether the player character is in a state in which the integrated item can be used. Then, as will be described below, the player character becomes able to perform integration by entering the ejection preparation state.
[0250] In step S11 shown in FIG. 24, processor 81 controls the movement of a character (e.g., a player character or an enemy character) placed in the game field. The process of step S11 is similar to the process of step S1 described above. In step S11, since the player character is in a shooting preparation state, processor 81 controls the player character to move while holding an arrow object. In response to an action instruction by the player, processor 81 causes the player character to perform an action of shooting an arrow object with a bow object. Following step S11, the process of step S12 is executed.
[0251] In step S12, the processor 81 determines whether or not the above-mentioned object display instruction has been issued based on the operation data acquired from each of the controllers 3 and 4. If the determination result in step S12 is positive, the process proceeds to step S13. On the other hand, if the determination result in step S12 is negative, the process proceeds to step S14, skipping step S13.
[0252] In step S13, processor 81 changes the display settings so as to display the above-mentioned stored material object image. As a result, the game image is displayed in a manner including the stored material object image (see FIG. 17). The setting to display the stored material object image is maintained until the display settings are changed in step S19, which will be described later, or the player character releases the ejection preparation state. Following step S13, the process of step S14 is executed.
[0253] In step S14, the processor 81 determines whether or not a selection change instruction has been issued to change the selected storage material object image among the displayed storage material object images, based on the operation data acquired from each of the controllers 3 and 4. If the determination result in step S14 is positive, the process of step S15 is executed. On the other hand, if the determination result in step S14 is negative, the process of step S15 is skipped and the process of step S16 is executed.
[0254] In step S15, the processor 81 sets the stored material object image designated by the selection change instruction to a selected state. At this time, the processor 81 changes the display setting so that the selected stored material object image is displayed in a different manner from the stored material object images that are not selected. After step S15, the process of step S16 is executed.
[0255] In step S16, the processor 81 determines whether or not the above-mentioned integration instruction has been issued based on the operation data acquired from each of the controllers 3 and 4. If the determination result in step S16 is positive, the process proceeds to step S17. On the other hand, if the determination result in step S16 is negative, the process proceeds to step S18.
[0256] In step S17, the processor 81 executes an integration process. In step S17, unlike step S8, the processor 81 generates an integrated arrow object based on the arrow object equipped by the player character and the material object indicated by the selected stored material object image. Then, the processor 81 changes the arrow object equipped by the player character to an integrated arrow object (see FIG. 18). At this time, the processor 81 updates the contents of the equipped object data stored in the memory to indicate the integrated arrow object after the change. Following step S17, the process of step S19 is executed.
[0257] In step S18, the processor 81 judges whether or not a display end instruction to end the display of the storage material object image has been issued based on the operation data acquired from each of the controllers 3 and 4. If the judgment result in step S18 is positive, the process of step S19 is executed. On the other hand, if the judgment result in step S18 is negative, the process of step S20 is executed.
[0258] In step S19, the processor 81 ends the display setting for displaying the stored material object image. As a result, the game image is displayed in a manner that does not include the stored material object image. After step S19, the process proceeds to step S20.
[0259] In step S20, processor 81 generates a game image showing a game field on which the characters and objects are arranged, and displays it on display 12. The process of step S20 is similar to the process of step S9 described above. Specifically, processor 81 generates a game image so as to reflect (a) the state of the characters, (b) the arrangement of objects on the game field, and (c) the display settings determined by the processes of steps S11 to S19 described above. Note that in this embodiment, the process of step S20 is repeatedly executed once per predetermined time (for example, one frame time). Following step S20, the process of step S21 is executed.
[0260] In step S21, processor 81 determines whether or not to end the firing preparation process. For example, when an instruction to release the firing preparation state or an instruction to fire is given by the player, processor 81 determines to end the firing preparation process. On the other hand, when the above instruction is not given, processor 81 determines not to end the firing preparation process. When the determination result of step S21 is negative, the process of step S11 is executed again. Thereafter, the series of processes from step S11 to S21 are repeatedly executed until it is determined to end the firing preparation process. On the other hand, when the determination result of step S21 is positive, processor 81 ends the firing preparation process. In this case, the player character returns to a state in which the bow and arrow object is ready to go.
[0261] 25 is a flowchart showing an example of a detailed flow of the adhesion control process. The adhesion control process is executed when the player character uses an adhesion item. The adhesion control process is started when the player character becomes able to use the adhesion item during the game.
[0262] 25, processor 81 controls the actions of characters (for example, a player character or an enemy character) placed in the game field. The process of step S31 is similar to the process of step S1 above. After step S31, the process of step S32 is executed.
[0263] In step S32, processor 81 changes the display settings so that the material objects on the game field are highlighted. The process of step S32 may be similar to the process of S2 described above. However, processor 81 may use different display modes (e.g., colors) for highlighting the material objects in the process of step S2 and the process of step S32. Following step S32, the process of step S33 is executed.
[0264] In step S33, the processor 81 determines whether or not the above-mentioned target designation instruction has been issued based on the operation data acquired from each of the controllers 3 and 4. If the determination result in step S33 is positive, the process proceeds to step S34. On the other hand, if the determination result in step S33 is negative, the process proceeds to step S35, skipping step S34.
[0265] In step S34, processor 81 specifies a first adhesion target object based on the target designation instruction. That is, processor 81 sets the material object designated by the target designation instruction as the first adhesion target object. Processor 81 also changes display settings so that an effect image that associates the adhesion item worn by the player character with the first adhesion target object is displayed (see FIG. 19). Following step S34, the process of step S35 is executed.
[0266] In step S35, processor 81 moves the first adhesion target object. Specifically, as described above in "[2-7. Object adhesion processing]", processor 81 moves the first adhesion target object in accordance with the position and / or orientation of the player character and in accordance with a distance change instruction by the player. At this time, processor 81 updates the contents of the arranged object data stored in memory to indicate the contents after the movement. Following step S35, the process of step S36 is executed.
[0267] In step S36, the processor 81 determines whether or not there is a second adhesion target object. Specifically, the processor 81 determines whether or not there is a material object at a position within a predetermined distance from the first adhesion target object. If the determination result in step S36 is positive, the process of step S37 is executed. On the other hand, if the determination result in step S36 is negative, the process of step S40 described below is executed.
[0268] In step S37, the processor 81 specifies a second glue target object. Specifically, the processor 81 sets, as the second glue target object, the material object that is closest to the first glue target object among the material objects that are present at positions within a predetermined distance from the first glue target object. The processor 81 also changes the display settings so that an effect image that associates the first glue target object with the second glue target object is displayed (see FIG. 20). Following step S37, the process of step S38 is executed.
[0269] In step S38, the processor 81 determines whether or not the above-mentioned adhesion instruction has been issued based on the operation data acquired from each of the controllers 3 and 4. If the determination result in step S38 is positive, the process proceeds to step S39. On the other hand, if the determination result in step S38 is negative, the process proceeds to step S40.
[0270] In step S39, the processor 81 executes adhesion processing. That is, the processor 81 executes adhesion processing for adhering the first adhesion target object and the second adhesion target object (see “[2-7. Object Adhesion Processing]” above). At this time, the processor 81 updates the contents of the arranged object data stored in the memory to indicate the contents after the adhesion processing. Following step S39, the processing of step S40 is executed.
[0271] In step S40, processor 81 generates a game image showing a game field on which the characters and objects are arranged, and displays it on display 12. The process of step S40 is similar to the process of step S9 described above. Specifically, processor 81 generates a game image so as to reflect (a) the state of the characters, (b) the arrangement of objects on the game field, and (c) the display settings determined by the processes of steps S31 to S39 described above. Note that in this embodiment, the process of step S40 is repeatedly executed once per predetermined time (for example, one frame time). Following step S40, the process of step S41 is executed.
[0272] In step S41, the processor 81 determines whether or not to end the adhesion control process. For example, when the state in which the player character can use the adhesion item is released during the adhesion control process, or when the adhesion process in the above step S39 is executed, the processor 81 determines to end the adhesion control process. On the other hand, when the above state is maintained and the adhesion process is not executed, the processor 81 determines not to end the adhesion control process. When the determination result in step S41 is negative, the process of step S31 is executed again. Thereafter, the series of processes in steps S31 to S41 are repeatedly executed until it is determined to end the adhesion control process. On the other hand, when the determination result in step S41 is positive, the processor 81 ends the adhesion control process.
[0273] Fig. 26 is a flow chart showing an example of a detailed flow of the function switching process. The function switching process is executed when a player character is equipped with an integrated equipment object based on the switching function object described above. The function switching process is started in response to the player character equipping the integrated equipment object based on the switching function object during the game. The function switching process may be executed in parallel when each process shown in Figs. 23 to 25 is executed.
[0274] In step S51 shown in Fig. 26, processor 81 determines whether or not an action for making an integrated equipment object based on a function switching object active has been performed by the player character. This determination is made, for example, based on the character data updated in step S1, S11, or S31. If the determination result in step S51 is positive, the process of step S52 is executed. On the other hand, if the determination result in step S51 is negative, the process of step S52 is skipped and the process of step S53 is executed.
[0275] In step S52, processor 81 sets the integrated equipment object equipped by the player character to an active state. This enables the function of the integrated equipment object to be exercised. While the integrated equipment object is in the active state, the actions of each character are controlled in consideration of the function of the integrated equipment object in step S1, S11, or S31. Following step S52, the process of step S53 is executed.
[0276] In step S53, the processor 81 determines whether or not to terminate the effective state of the integrated equipment object equipped by the player character. Specifically, if the integrated equipment object is an object of a type that maintains an effective state for a predetermined period from the start, the processor 81 determines whether or not the predetermined period has elapsed. Also, if the integrated equipment object is an object of a type that terminates its effective state in response to the player character performing a predetermined action, the processor 81 determines whether or not the predetermined action has been performed. If the determination result in step S53 is positive, the process of step S54 is executed. On the other hand, if the determination result in step S53 is negative, the process of step S54 is skipped and the process of step S55 is executed.
[0277] In step S54, processor 81 sets the integrated equipment object equipped by the player character to an inactive state. This ends the state in which the function of the integrated equipment object is exerted. Following step S54, the process proceeds to step S55.
[0278] In step S55, the processor 81 determines whether or not to end the function switching process. For example, when the player character removes the equipment of the integrated equipment object based on the switching function object during the function switching process, the processor 81 determines to end the function switching process. Also, when the player character is equipped with the integrated equipment object based on the switching function object, the processor 81 determines not to end the function switching process. If the determination result of step S55 is negative, the process of step S51 is executed again. Thereafter, the series of processes from step S51 to S55 are repeatedly executed until it is determined to end the function switching process. Note that the series of processes from step S51 to S55 are repeatedly executed at a rate of once per predetermined time (for example, one frame time). On the other hand, if the determination result of step S55 is positive, the processor 81 ends the function switching process.
[0279] Fig. 27 is a flow chart showing an example of a detailed flow of the durability control process. The durability control process is a process for calculating a durability value (specifically, an equipment durability value and a material durability value) set for an equipment object equipped by a player character, and for causing the equipment object to disappear according to the durability value. The durability control process is started in response to the player character taking a stance regarding the equipment object during the game. Note that the durability control process may be executed in parallel with the execution of each process shown in Figs. 23 to 26.
[0280] In step S61 shown in Fig. 27, processor 81 determines whether or not a subtraction condition for subtracting a durability value is satisfied. The subtraction condition is, for example, that the player character has performed an action using an equipment object, or that, in the case where an equipment object in a burning state exists, a subtraction timing has arrived at a predetermined time interval (see "[2-4. Durability value of object]" above). If the determination result in step S61 is positive, the process of step S62 is executed. On the other hand, if the determination result in step S61 is negative, the process of step S67, which will be described later, is executed.
[0281] In step S62, processor 81 subtracts a durability value of the equipment object equipped by the player character. Specifically, processor 81 subtracts 1 from the equipment durability value set in the equipment object, and, if a material durability value is set in the equipment object, subtracts 1 from the material durability value. At this time, processor 81 updates durability value data included in the owned object data stored in memory to indicate the value after subtraction. Following step S62, the process of step S63 is executed.
[0282] In step S63, processor 81 determines whether or not the material durability value set for the equipment object equipped by the player character has become 0. This determination is made based on durability value data indicating the material durability value, which is included in the stored object data stored in memory. Note that if a material durability value is not set for the equipment object equipped by the player character (for example, if the equipped equipment object is not an integrated equipment object), processor 81 determines that the material durability value has not become 0. If the determination result in step S63 is positive, the process of step S64 is executed. On the other hand, if the determination result in step S63 is negative, the process of step S64 is skipped and the process of step S65 is executed.
[0283] In step S64, processor 81 changes the equipment object equipped by the player character from the integrated equipment object whose material durability value has become 0 to the equipment object that is the basis of the integrated equipment object. Thus, the integrated equipment object is lost, and the basis equipment object is restored. At this time, processor 81 updates the equipped object data stored in memory so that the content indicates the equipment object after the change. Following step S64, the process of step S65 is executed.
[0284] In step S65, processor 81 determines whether or not the equipment durability value set for the equipment object equipped by the player character has become 0. This determination is made based on durability value data indicating the equipment durability value, which is included in the stored object data stored in memory. If an equipment durability value has not been set for the equipment object equipped by the player character, processor 81 determines that the equipment durability value has not become 0. If the determination result in step S65 is positive, the process of step S66 is executed. On the other hand, if the determination result in step S66 is negative, the process of step S67 is skipped and the process of step S69 is executed.
[0285] In step S66, processor 81 causes the equipment object equipped by the player character to disappear. At this time, the player character will release the ready state, so processor 81 updates the character data stored in memory to indicate a state in which the ready state has been released. Processor 81 also updates the stored object data stored in memory to delete the equipment object. Following step S66, the process of step S67 is executed.
[0286] In step S67, processor 81 determines whether or not to end the durability value control process. For example, when the player character releases the ready state during the durability value control process, processor 81 determines to end the durability value control process. Also, when the player character maintains the ready state, processor 81 determines not to end the durability value control process. If the determination result of step S67 is negative, the process of step S61 is executed again. Thereafter, the series of processes from steps S61 to S67 are repeatedly executed until it is determined to end the durability value control process. Note that the series of processes from steps S61 to S67 are repeatedly executed once per predetermined time (for example, one frame time). On the other hand, if the determination result of step S67 is positive, processor 81 ends the durability value control process.
[0287] [4. Effects and Modifications of the Present Embodiment] As described above, in the above embodiment, the game program causes a computer (eg, the processor 81) of an information processing device (eg, the main unit 2) to function as the following means. A display control means for displaying on a display device a virtual game field in which a player character operated by a player is placed (steps S9 and S22). An object generating means for generating an integrated equipment object having an appearance obtained by integrating an equipment object that can be equipped by a player character and a material object based on the equipment object and the material object (steps S8 and S19). Furthermore, when a player issues an instruction to integrate an equipment object while a scene in which a player character equipped with an equipment object and a material object are placed on a game field is displayed on the display device, the object generating means generates an integrated equipment object based on the equipment object equipped by the player character and the material object placed on the game field. In the above case, the display control means displays that the material object placed on the game field disappears and that the equipment object equipped by the player character on the game field is changed to an integrated equipment object (FIG. 10).
[0288] According to the above configuration, in response to an integration instruction from a player, the material object on the game field is erased and the equipment object equipped by the player character is displayed as being changed. This makes it possible to present to the player in an easy-to-understand manner the relationship between the new equipment object (i.e., the integrated equipment object) and the object that generated it.
[0289] The above-mentioned "display in which the material object placed on the game field disappears and the equipment object equipped by the player character on the game field is changed to an integrated equipment object" may be realized by either of the following processes (a) and (b): (a) A process in which the material object is deleted from the game field and an integrated equipment object composed of a polygon model different from the polygon model of the material object appears in the game field (the process in the above embodiment); (b) A process in which an integrated equipment object using at least a part of the polygon model of the material object and at least a part of the polygon model of the equipment object (specifically, an integrated equipment object whose polygon model is composed of at least a part of the polygon model of the material object and at least a part of the polygon model of the equipment object) appears in the game field. As in the above embodiment, the process of (b) above can also represent the disappearance of a material object and the generation of an integrated equipment object based on that material object and an equipment object. As described above, "the disappearance of a material object" does not exclude the use of that material object as part of another object (specifically, an integrated equipment object) after the disappearance of that material object.
[0290] In addition, when the above process (b) is executed, the game system 1 can realize the functions added to the integrated equipment object (for example, the function of generating propulsion force or the function of emitting flames, as mentioned above) by directly using the functions set in the original material object.
[0291] In the above embodiment, an integrated equipment object is generated by a player character using an integrated item in a game, but the generation of an integrated equipment object does not necessarily require the player character to use an integrated item. In other embodiments, the game system 1 may receive the above-mentioned integration instruction from the player regardless of whether the player character has a specific item.
[0292] Furthermore, in the above embodiment, the integration instruction is not an instruction to a menu screen displayed on a display device. That is, in the above embodiment, an input operation is not performed to select an equipment object and a material object on a menu screen, and further to input an instruction to generate an integrated equipment object, but an integration instruction is issued by making a predetermined input (for example, pressing a predetermined button on the controller 3 or 4) while a game image showing a game field is displayed. Therefore, in the above embodiment, the player can issue an integration instruction while performing an operation on the player character on the game field, thereby reducing the effort required for the operation to generate an integrated equipment object.
[0293] In the above embodiment, the instruction to designate the target equipment object to be integrated is an instruction to have the player character take a stance with respect to the target equipment object (see "[2-1. Overview of Integration Processing]" above). In addition, in the above embodiment, the target material object is determined based on the position of the player character (see "[2-1. Overview of Integration Processing]" above), so it can be said that the instruction to designate the target material object to be integrated is an instruction to move the player character on the game field. In this way, in the above embodiment, the instruction to designate the target equipment object and the target material object is not an instruction to the menu screen, but is an instruction to move the player character. In this way, the player can designate the target equipment object and the target material object, in addition to the integration instruction, while performing an operation on the player character on the game field. This can further reduce the effort required for generating an integrated equipment object.
[0294] In other embodiments, the game system may not have some of the configurations in the above embodiments, and may not execute some of the processes executed in the above embodiments. For example, in order to achieve some of the specific effects in the above embodiments, the game system may have a configuration for achieving the effect and execute a process for achieving the effect, and may not have other configurations or execute other processes. For example, in other embodiments, the integrated equipment object may have an appearance that has parts different from both the appearance of the original material object and the appearance of the original equipment object, or may have an appearance that is entirely different from both. Alternatively, the integrated equipment object may have an appearance that is substantially the same as either the appearance of the original material object or the appearance of the original equipment object. [Industrial Applicability]
[0295] The above embodiment can be used in, for example, a game system or game program, for the purpose of presenting to the player the relationship between an accessory and the object from which it was generated in an easily understandable manner. [Explanation of symbols]
[0296] 1. Game System 2. Main Unit 3 Left Controller 4 Right Controller 81 Processor 201 Player Character 202 Sword Object 203 Shield Object 204 Bow Object 205 Arrow Object 206 Fang Object 207 Rock Object 211 effect images 212 Integrated Equipment Object
Claims
1. A game program for causing a computer to execute game processing, comprising: The game processing includes: generating an integrated equipment object having an appearance in which both the equipment objects are integrated based on the equipment object and another equipment object; Equipping a player object operated by a user with an equipment object; and equipping the player object with the integrated equipment object. Game program.
2. The appearance of an integrated equipment object generated based on a first equipment object and a second equipment object different from the first equipment object is different from the appearance of an integrated equipment object generated based on the second equipment object and the first equipment object. The game program according to claim 1 .
3. The game processing comprises: generating an integrated equipment object based on an equipment object belonging to a first category exhibiting an offensive function and an equipment object belonging to a second category exhibiting a defensive function; 3. The game program according to claim 1.
4. Each equipment object is classified into one of a plurality of categories according to its function; The game processing includes: generating an integrated equipment object based on an equipment object belonging to a first category exhibiting a predetermined function and other equipment objects belonging to the first category; 3. The game program according to claim 1.
5. An integrated equipment object generated based on a third equipment object belonging to the first category and a fourth equipment object different from the third equipment object, the integrated equipment object belonging to the first category, The game program according to claim 3.
6. The player object is capable of simultaneously equipping equipment objects belonging to a plurality of different categories including the first category and the second category. The game program according to claim 5.
7. The first category is a category to which close-range weapon objects belong. The game program according to claim 6.
8. The game processing comprises: generating an integrated equipment object having an appearance in which both equipment objects are integrated, based on an equipment object selected by a player from among the equipment object belonging to the first category and the equipment object belonging to the second category, and an equipment object placed on a game field, in a state in which the player object is equipped with an equipment object belonging to the first category and an equipment object belonging to the second category; 8. The game program according to claim 6 or 7.
9. An information processing system including a processor, The processor, generating an integrated equipment object having an appearance in which both the equipment objects are integrated based on the equipment object and another equipment object; Equipping a player object operated by a user with an equipment object; Equip the player object with the integrated equipment object; Information processing system.
10. Generating an integrated equipment object based on an equipment object and another equipment object, the integrated equipment object having an appearance in which both equipment objects are integrated; Equipping a player object operated by a user with an equipment object; and equipping the player object with the integrated equipment object. Game processing method.