Information processing program, information processing method, and information processing system
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- CYGAMES INC
- Filing Date
- 2024-08-02
- Publication Date
- 2026-04-14
AI Technical Summary
Existing games that allow players to change music video content require specialized knowledge and advanced equipment for editing, limiting the ability to diversify the content easily.
An information processing program and system that enables players to input editing operations on a game screen, generate editing data for special motions, and display the game screen based on this data, allowing for easy editing of music video content using normal and special data.
Enables players to easily edit music video content, including character movements and camera work, without specialized knowledge or equipment, enhancing content diversity and player engagement.
Smart Images

Figure 00000000_0000_ABST 
Figure 00000000_0001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] Conventionally, there is known a game that allows a player to watch a music video, as shown in Patent Document 1. In such a game, the player can change the characters, the character's position, the character's costume, and the like that appear in the music video. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2023-33250 A Summary of the Invention [Problem to be solved by the invention]
[0004] In the above game, the content of the music video can be changed to suit the player's taste. However, the basic structure itself, such as the movements of the characters appearing in the music video, cannot be changed. In order to diversify the content of the music video, there is a problem that a person with specialized knowledge must edit the video using advanced equipment.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that enable easy editing work. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program includes: A process for inputting an editing operation for a game screen in which an object is displayed based on normal data including image display data and time information and to which music data is linked; generating editing data in which special data for causing the object selected by a player to execute a special motion is linked to the time information based on the editing operation; A process of displaying the game screen based on the edited data; The computer is made to carry out the above steps.
[0007] The normal data may also include motion data that defines a movement of the object.
[0008] At least a part of the image displayed based on the special data may be different from the image displayed based on the normal data.
[0009] The editing operation includes an operation of selecting one of a plurality of start times set in advance, The process of generating the edited data includes: The special data may be associated with the selected start time.
[0010] The editing operation may include an operation of selecting, from a plurality of the objects, one or a plurality of the objects on which the special motion is to be executed.
[0011] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: A process for inputting an editing operation for a game screen in which an object is displayed based on normal data including image display data and time information and to which music data is linked; generating editing data in which special data for causing the object selected by a player to execute a special motion is linked to the time information based on the editing operation; A process of displaying the game screen based on the edited data; Includes.
[0012] In order to solve the above problem, an information processing system includes: An information processing system comprising one or more computers, The computer includes: A process for inputting an editing operation for a game screen in which an object is displayed based on normal data including image display data and time information and to which music data is linked; generating editing data in which special data for causing the object selected by a player to execute a special motion is linked to the time information based on the editing operation; A process of displaying the game screen based on the edited data; Carry out the following. Effect of the Invention
[0013] According to the present invention, editing work can be easily performed. [Brief description of the drawings]
[0014] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] FIG. 3 is a diagram illustrating an example of a music video top screen. [Figure 4] FIG. 4 is a diagram illustrating an example of a jacket image. [Diagram 5] Fig. 5A is a diagram for explaining an original music video, Fig. 5B is a diagram for explaining character arrangement data, and Fig. 5C is a diagram for explaining a costume ID. [Figure 6]Fig. 6A is a diagram illustrating an example of a music selection screen. Fig. 6B is a first diagram illustrating an example of a confirmation dialog. Fig. 6C is a second diagram illustrating an example of a confirmation dialog. Fig. 6D is a third diagram illustrating an example of a confirmation dialog. [Figure 7] Fig. 7A is a first diagram illustrating an example of an editing top screen, and Fig. 7B is a second diagram illustrating an example of an editing top screen. [Figure 8] FIG. 8 is a diagram for explaining camera work. [Figure 9] FIG. 9 is a diagram illustrating custom camera work. [Figure 10] Fig. 10A is a diagram illustrating an example of a follow-up character selection operation, and Fig. 10B is a diagram illustrating an example of a zoom selection operation. [Figure 11] Fig. 11A is a first diagram illustrating an example of a special motion selection operation, and Fig. 11B is a second diagram illustrating an example of a special motion selection operation. [Figure 12] Fig. 12A is a third diagram for explaining an example of a special motion selection operation, and Fig. 12B is a fourth diagram for explaining an example of a special motion selection operation. [Figure 13] Fig. 13A is a diagram for explaining an example of a display mode of a special motion image. Fig. 13B is a diagram for explaining a first example of a display period of a special motion image. Fig. 13C is a diagram for explaining a second example of a display period of a special motion image. Fig. 13D is a diagram for explaining a third example of a display period of a special motion image. [Figure 14] Fig. 14A is a first diagram illustrating an example of the posting confirmation dialogue, and Fig. 14B is a second diagram illustrating an example of the posting confirmation dialogue. [Figure 15] FIG. 15 is a diagram illustrating an example of the status dialog. [Figure 16] FIG. 16 is a diagram illustrating an example of the post list screen. [Figure 17] Fig. 17A is a first diagram for explaining an example of the detailed information image, and Fig. 17B is a second diagram for explaining an example of the detailed information image. [Figure 18] Fig. 18A is a diagram illustrating an example of a unit selection area, and Fig. 18B is a diagram illustrating an example of a restriction dialog. [Figure 19] FIG. 19 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 20] FIG. 20 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 21] FIG. 21 is a flowchart illustrating the editing process in the player terminal. [Figure 22] FIG. 22 is a flowchart illustrating the music video top screen control process in the player terminal. [Diagram 23] FIG. 23 is a flowchart illustrating the edit top screen control process in the player terminal. [Figure 24] FIG. 24 is a flowchart illustrating the special motion setting process in the player terminal. [Diagram 25] FIG. 25 is a flowchart illustrating the post list screen control process in the player terminal. [Figure 26] FIG. 26 is a flowchart illustrating the information receiving process in the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0016] [Overall configuration of information processing system S] 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 1000, and a communication network N having a communication base station Na.
[0017] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.
[0018] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various pieces of information (hereinafter referred to as player information) for each player identification information (hereinafter referred to as player ID) for identifying a player playing a game. The server 1000 also updates the accumulated information based on operations input from the player terminals 1.
[0019] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0020] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.
[0021] [Hardware configuration of the player terminal 1 and the server 1000] Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes one or more CPUs (Central Processing Units) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0022] As shown in FIG. 2B, the server 1000 includes one or more CPUs 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0023] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.
[0024] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.
[0025] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0026] The storage unit 18 is configured with a ROM or RAM, and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded by the CPU 10 into the storage device 12 (RAM).
[0027] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0028] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.
[0029] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24. The touch panel 26 also functions as a display unit that displays an image or video.
[0030] [Game Contents] Before starting a game, the player downloads a dedicated application from the server 1000 to the player terminal 1 and registers a player ID with the server 1000. When the application is started, the player terminal 1 receives information stored in the server 1000, such as play history information, and displays a game screen on the touch panel 26. Although a detailed description will be omitted, in this embodiment, a plurality of characters are provided by the operator.
[0031] A player can acquire and possess a character that is selected by a lottery called gacha. In this embodiment, a costume that the character wears is provided on the game screen. A player can possess the costume by satisfying a predetermined condition.
[0032] Each player is assigned a player ID, and information about each player is stored in association with the player ID. Character possession information indicating whether or not each character is possessed is associated with the player ID. Also, costume possession information indicating whether or not each costume is possessed is associated with the player ID. The player can play the rhythm game using the characters that he or she possesses.
[0033] During the rhythm game, a music video is displayed in accordance with the music being played. The music video is a game screen generated by either the server 1000 or the player terminal 1. The music video includes background objects that match the world view and image of the music, characters that move in accordance with the world view and image of the music, and the like.
[0034] Note that music video data includes various data. For example, music video data includes background object data that matches the worldview and image of the song, object data that draws characters, motion data that represents the character's movements, virtual camera operation data that defines the position and movement of the virtual camera, effect data that sets the display contents of the entire game screen (for example, data related to filter images and stamp images, which will be described later), and sound effect data other than the song. Here, the background objects and characters are configured in 3D. However, one or both of the background objects and characters may be configured in 2D.
[0035] When playing the rhythm game, the player can organize a unit. The unit includes a character and a costume. In other words, the player can select the character that appears in the music video played during the rhythm game and the costume that the character will wear.
[0036] In this embodiment, the player is provided with a music video viewing function and an editing function. The viewing function is a function that allows the player to view a prepared music video without playing the rhythm game. The editing function is a function that allows the player to edit image display data for displaying the images and pictures of the music video.
[0037] According to the viewing function of the present embodiment, the player can view a music video for which the player has edited the image display data. Furthermore, according to the viewing function of the present embodiment, the player can view a music video for which another player has edited the image display data. The editing function and the viewing function will be described in detail below.
[0038] Fig. 3 is a diagram illustrating an example of a music video top screen 30. When a predetermined operation is input on the player terminal 1, the music video top screen 30 shown in Fig. 3 is displayed on the touch panel 26. The music video top screen 30 is provided with a plurality of jacket display areas 32. In Fig. 3, six jacket display areas 32 are provided, but when a sliding operation is input on the touch panel 26 in the up-down or left-right direction, the jacket display area 32 displayed on the music video top screen 30 is switched.
[0039] In the jacket display area 32, a jacket image 40 corresponding to a music video whose image display data has been edited by the player is displayed. That is, the image display data edited by the player, in other words, the music video whose image display data has been edited by the player, is assigned to the jacket display area 32. In the music video top screen 30, the jacket image 40 corresponding to the music video assigned to the jacket display area 32 is displayed. In FIG. 3, the jacket image 40 is displayed in two jacket display areas 32, and the jacket image 40 is not displayed in the other four jacket display areas 32.
[0040] The player can start editing the image display data of a new music video by tapping the jacket display area 32 where the jacket image 40 is not displayed. Also, when the jacket display area 32 where the jacket image 40 is displayed is tapped, the player can resume editing the image display data that is currently being edited or has already been edited.
[0041] 4 is a diagram illustrating an example of a jacket image 40. A title display section 32a and a play button 32b are provided in the jacket display area 32 in which the jacket image 40 is displayed. A music video is always associated with one song. When a music video is played, the song and the video are played simultaneously. In other words, the playback of a music video includes the playback of the music data corresponding to the song and the playback of the image display data.
[0042] The player can edit the image display data of the music video by using the editing function. As described above, the player can also set units, i.e., characters that appear in the music video, by using the editing function. In the music video, sounds corresponding to the characters organized into units are output. Therefore, even if the music is the same, if the characters organized into units are different, the sounds that are output, i.e., the voices that sing the music, will be different.
[0043] Furthermore, in forming a unit, the player can set the position of the character. In a music video, the singing part of a song differs depending on the character's position. Therefore, even if the same character is set for the same song, the output sound differs depending on the character's position. Therefore, the player indirectly edits the song data of the music video by using the editing function.
[0044] However, depending on the editing function, the music data may not be changed. In this case, different images are displayed for one song depending on the editing content, but the same sound is output. Hereinafter, editing and playing of image display data will be referred to as editing or playing of a music video.
[0045] The title display section 32a displays the title of a song associated with a music video that is being edited or has been edited. The play button 32b functions as an operation section that accepts an operation to play the music video. When the play button 32b is tapped, the music video is played.
[0046] A jacket image 40 is provided for each song. Here, one jacket image 40 is provided for each song. An image that matches the image of the song is displayed on the jacket image 40. As described above, in this embodiment, a rhythm game is provided, and a music video is played on the touch panel 26 during the rhythm game. In the music video played at this time, i.e., the music video created for the rhythm game, a predetermined character is displayed. Also, sound data for each character displayed in the music video is played.
[0047] In this way, one or more characters who sing each song are set for each song. Hereinafter, the characters set for each song are called original members. In the rhythm game, a music video is played in which the original members sing the song. Although not shown in FIG. 4, the original members set for each song may also be displayed on the jacket image 40.
[0048] In addition, the editing function allows the player to select the characters that will sing the song. For example, if the original members of a song are set in advance to be five characters, the editing function allows the player to select and set the five characters from among the characters that the player possesses. Therefore, in a music video edited by the editing function, audio and video of the characters selected by the player singing the song are output.
[0049] A character icon 42 is displayed superimposed on the jacket image 40. A character icon 42 is provided for each character, and the character icon 42 corresponding to the character selected by the player is displayed superimposed on the jacket image 40. In a music video, the most important elements are the song and the character singing the song. The jacket image 40 displayed in the jacket display area 32 allows the player to easily identify both the song and the character.
[0050] In addition, as will be described in detail later, in this embodiment, a posting function is provided. Using the posting function, a player can make edited data of a music video that the player has edited available for other players to view. In other words, using the posting function, each player can view a music video based on edited data created by another player.
[0051] A status icon 44 is displayed on the jacket image 40. The status icon 44 displays either "public" indicating that the image can be viewed by other players, or "private" indicating that the image cannot be viewed by other players.
[0052] A player can make an edited music video available for other players to view by posting the editing data of the music video that the player edited. In the following, when a music video is referred to, it may refer to the editing data of the music video.
[0053] For music videos posted by players, the status icon 44 shows "public". However, players can change the setting of music videos they posted themselves, i.e., music videos that are public, to private. In this way, for music videos whose status has been changed to "private" by a player after posting, the status icon 44 shows "private".
[0054] Note that the status icon 44 is only displayed for music videos that have already been posted. Therefore, the status icon 44 is not provided for the jacket image 40 corresponding to a music video that has never been posted.
[0055] Returning to FIG. 3, the music video top screen 30 is provided with a post button 50, a copy button 52, a delete button 54, a post list button 56, and an ID play button 58. When the post button 50 is tapped, the screen goes into a post standby state. The post standby state is a state in which the screen is waiting for the player to select a music video to post. In the post standby state, the player taps the jacket display area 32 in which the jacket image 40 is displayed, whereby the music video selected by the player is posted.
[0056] When the copy button 52 is tapped, the device enters a copy standby state. The copy standby state is a state in which the device waits for the player to select a music video to be copied. In the copy standby state, the player taps the jacket display area 32 in which the jacket image 40 is displayed, whereby the music video selected by the player is copied.
[0057] When the delete button 54 is tapped, the device enters a deletion standby state. The deletion standby state is a state in which the device is waiting for the player to select a music video to delete. In the deletion standby state, the player taps the jacket display area 32 in which the jacket image 40 is displayed, whereby the music video selected by the player is deleted.
[0058] When the post list button 56 is tapped, a list screen of music videos that have been posted and whose status is set to "public" is displayed. On this list screen, music videos posted by the player and music videos posted by other players are displayed so that the player can select a music video.
[0059] When ID play button 58 is tapped, an ID input screen (not shown) is displayed. When a music video is posted, a video ID is assigned to the posted music video, i.e., each piece of edited data, in server 1000. When a video ID is entered on the ID input screen, the music video linked to the entered video ID becomes playable.
[0060] FIG. 5A is a diagram for explaining an original music video. Each song provided in the rhythm game is associated with a song ID. As shown in FIG. 5A, song data is associated with the song ID, and sound is output by playing the song data. The sound output by playing the song data includes the voices of the original members. Although a detailed explanation is omitted, the game of this embodiment is provided with a jukebox function as a viewing function. The player can select a song ID in the jukebox function. When a song ID is selected in the jukebox function, the song data associated with the selected song ID is played.
[0061] Also, some song IDs are linked to original music videos. The original music videos are created in advance by the management side. Specifically, the original music videos are created in advance by the developers, including virtual camera operation data, character motion data, effect data, sound effect data, cuts to be described later, and the like. The player can watch the original music videos by operating on a screen (not shown).
[0062] An original music video is a video of the original members singing a song on stage. When playing an original music video, song data linked to the same song ID is played. This allows players to watch the original members singing and the video.
[0063] FIG. 5B is a diagram for explaining character arrangement data. The character arrangement data is linked to the original music video. The character arrangement data is data that links the type of the character arranged on the stage with the position on the stage where each character is arranged. The character arrangement data constitutes the above-mentioned object data.
[0064] A music video is created by capturing images of characters moving in a virtual space with a virtual camera. The virtual space is a stage where the characters sing, and is created in advance. Multiple virtual cameras are installed in the virtual space, capturing images of the virtual space from various directions and positions.
[0065] The character placement data includes position information indicating the position in the virtual space where the character is placed. The character placement data also includes information indicating the type of character placed at each position. For example, the example shown in FIG. 5B indicates that characters A, B, C, D, and E are placed at positions No. 1 to No. 5 in the virtual space in original music video A. Similarly, it indicates that characters F, G, A, C, and H are placed at positions No. 1 to No. 5 in the virtual space in original music video B.
[0066] Furthermore, motion data is associated with each position in the original music video. The motion data is data for moving the characters placed in each position. Specifically, the motion data includes a timeline in which data for moving the characters is arranged along a time axis. Therefore, the motion data is a part of the image display data.
[0067] When the music video is played, the characters move based on the motion data. That is, the characters move in the virtual space based on the character position data and the motion data. The music video is played by capturing images of the virtual space with a virtual camera.
[0068] FIG. 5C is a diagram for explaining the costume ID. Costumes are set for the characters appearing in the original music video. A costume ID is linked to each costume. Costumes include those possessed by the player from the start of the game and those that the player can possess when possession conditions are met. Costume possession information for identifying whether each costume is possessed or not is linked to the player ID. In addition, costume data is linked to each original music video. The costume data is data in which a costume ID is linked to each character placed in each position. Based on the above character placement data, motion data, and costume data, the characters are displayed in the virtual space.
[0069] As described above, no original music video is provided for song ID=0003. Therefore, no character position data or costume data corresponding to original music video C is provided.
[0070] As described above, the data for playing the original music video is linked to the music data, and also includes character position data, motion data, costume data, background object data for the virtual space, and virtual camera operation data for the virtual camera that captures the virtual space.
[0071] The editing function allows the player to edit character position data, costume data, and virtual camera operation data, thereby setting the characters appearing in the music video, the positions of each character, the costumes worn by each character, and the camera work.
[0072] In addition, the editing function does not allow the player to edit the motion data. In other words, the player can freely change the character that moves in each position, but the character's movement pattern in each position is the same for each song, regardless of the type of character. An example of the procedure for editing a music video is described below.
[0073] Fig. 6A is a diagram illustrating an example of a song selection screen 60. When a player is to newly edit a music video, the player taps a blank jacket display area 32 in which no jacket image 40 is displayed on the music video top screen 30. When the blank jacket display area 32 is tapped, a song selection screen 60 shown in Fig. 6A is displayed on the touch panel 26. The song selection screen 60 displays a list of jacket images 40 corresponding to songs whose music videos can be edited. In addition, a cancel button 62 and a confirm button 64 are provided at the bottom of the song selection screen 60.
[0074] When the cancel button 62 is tapped on the song selection screen 60, the song selection screen 60 is hidden and the music video top screen 30 shown in Fig. 3 is displayed. When any jacket image 40 is tapped on the song selection screen 60, the tapped jacket image 40 is provisionally selected. When the confirm button 64 is tapped with any jacket image 40 provisionally selected, the song to be the subject of the music video editing work is confirmed.
[0075] FIG. 6B is a first diagram illustrating an example of the confirmation dialog 70. FIG. 6C is a second diagram illustrating an example of the confirmation dialog 70. When a song to be edited is determined, the confirmation dialog 70 is displayed on the touch panel 26. Here, when editing a new music video, when a song to be edited is determined, the initial settings of the units, that is, the characters and costumes, are automatically performed. In the initial settings, one character is placed at each position that is predetermined for each song. Also, the costumes worn by each character are automatically set by the initial settings.
[0076] The confirmation dialog 70 displays a character icon 42 and a costume icon 72. The character icon 42 displayed in the confirmation dialog 70 corresponds to the initially set character. Also, a costume icon 72 is provided for each costume and corresponds to the initially set costume. Since costumes are set for each character, the confirmation dialog 70 displays the character icon 42 and costume icon 72 as a set, one above the other.
[0077] Here, when a song with an original music video is selected by the player, the original members are set as the initial character. Also, for a song with an original music video, the same costumes as those in the original music video are set. When the player has all the characters and costumes that appear in the original music video, a confirmation dialog 70 is displayed as shown in FIG. 6B.
[0078] On the other hand, if the player does not own all of the characters and costumes that appear in the original music video, a confirmation dialog 70 is displayed as shown in Fig. 6C. Character icons 42 and costume icons 72 corresponding to characters and costumes that the player does not own are displayed grayed out.
[0079] Characters and costumes that are not yet owned are changed randomly in the initial setting. Here, the changed character and costume are determined by lottery from among the characters and costumes owned by the player. However, for example, the characters and costumes may be changed to ones that are preset for each song.
[0080] FIG. 6D is a third diagram for explaining an example of the confirmation dialog 70. When a song without an original music video is selected by the player, the character and costume are set randomly by default. Here, the initial character and costume are determined by lottery from among the characters and costumes owned by the player. However, for example, the character and costume may be determined to be preset for each song. When the confirmation dialog 70 is tapped, an editing top screen 80 is displayed.
[0081] FIG. 7A is a first diagram illustrating an example of an editing top screen 80. FIG. 7B is a second diagram illustrating an example of the editing top screen 80. On the editing top screen 80, editing operations for editing a music video can be input. On the editing top screen 80, a demo image display area 82, a back button 84, a forward button 86, and an operation dialog 88 are provided. On the demo image display area 82, a demo image of the music video being edited is displayed. On the demo image display area 82, a music video to which the editing operations have been applied is played back and displayed.
[0082] When the back button 84 is tapped, the last edit operation input is reset. In other words, the back button 84 accepts a reset operation that cancels the most recent edit operation. When the forward button 86 is tapped, the reset operation accepted by the back button 84 is canceled. In other words, the forward button 86 accepts an operation that restores the canceled edit operation.
[0083] As shown in Fig. 7B, the operation dialog 88 is provided with an end button 88a, a save button 88b, and an explanation button 88c. As shown in Fig. 7A, the end button 88a, the save button 88b, and the explanation button 88c are usually hidden outside the display area of the touch panel 26, and only a part of the operation dialog 88 is displayed on the touch panel 26. When the operation dialog 88 is tapped in the state shown in Fig. 7A, the end button 88a, the save button 88b, and the explanation button 88c are displayed on the touch panel 26 in an operable manner, as shown in Fig. 7B.
[0084] When the end button 88a is tapped, an end confirmation pop-up (not shown) is displayed. The end confirmation pop-up has a decision button. The end confirmation pop-up also displays an explanation that the edited content will be discarded and the music video being edited will return to the state before editing. When the decision button on the end confirmation pop-up is tapped, the edited content is discarded and the music video top screen 30 is displayed.
[0085] When the save button 88b is tapped, the edited content is saved and the music video top page 30 is displayed. When the explanation button 88c is tapped, a screen explaining the editing operation method is displayed.
[0086] Additionally, a sequence bar 90 is displayed on the editing top screen 80. The sequence bar 90 has a horizontally long shape, and visually indicates the part of the music video currently being edited. Specifically, the left end of the sequence bar 90 indicates the start point of the music video, and the right end of the sequence bar 90 indicates the end point of the music video.
[0087] A plurality of separators 92 are displayed on the sequence bar 90. The sequence bar 90 is divided into a plurality of cuts by the separators 92. Here, as shown in Figures 7A and 7B, the sequence bar 90 is divided into seven cuts: 90a, 90b, 90c, 90d, 90e, 90f, and 90g.
[0088] Here, each cut provided on the sequence bar 90 indicates an editing unit. In other words, the player can edit the music video on a cut-by-cut basis. Each song for which the music video can be edited is provided with normal video data for editing. The editing function allows various edits to be made to the normal video data for each cut. The normal video data may be data for a music video played in a rhythm game, or data for an original music video. Furthermore, the normal video data may be data dedicated to editing that is prepared for the editing function.
[0089] Here, the normal video data is a rendered object image. However, the normal video data may be video data used for general videos, such as MP4. In any case, one normal video data is always provided for a song whose music video can be edited. The player can change the music video to his / her preferred content by editing the normal video data.
[0090] The normal video data includes the above-mentioned background object data, object data (character arrangement data), motion data, virtual camera operation data, effect data, sound effect data, and costume data. The normal video data also includes time information. The background object data, object data (character arrangement data), motion data, virtual camera operation data, effect data, and sound effect data are linked to the time information.
[0091] The virtual camera operation data specifies, for example, a virtual camera that captures the virtual space, and camerawork such as the angle and zoom of the virtual camera. In normal video data, for example, the timing of switching the virtual camera is preset as the timing of switching cuts. This prevents viewers from feeling uncomfortable even if consecutive cuts are edited.
[0092] Also, a pointer 94 is displayed on the sequence bar 90. The pointer 94 indicates the current playback position, and moves from the start point to the end point as the music video is played. In the sequence bar 90, the cut where the pointer 94 is located is highlighted as shown by cross-hatching in the figure. That is, the cut to be edited is displayed in a distinctive manner on the sequence bar 90. As an example of the distinctive display, it is conceivable that the cut to be edited is displayed in a color different from other cuts. As another example, a predetermined icon may be superimposed on the cut to be edited.
[0093] A pointer operation unit 96 is provided below the sequence bar 90. The pointer operation unit 96 is provided with a playback stop button, a move to next cut button, a move to previous cut button, a move to last cut button, and a move to first cut button. When the playback stop button is tapped, playback begins from the position indicated by the pointer 94. Furthermore, when the playback stop button is tapped during playback, playback is stopped.
[0094] When the move to next cut button is tapped, the pointer 94 moves from the current cut containing the pointer 94 to the start position of the next cut. When the move to previous cut button is tapped, the pointer 94 moves from the current cut containing the pointer 94 to the start position of the previous cut. When the move to last cut button is tapped, the pointer 94 moves to the start position of the last cut. When the move to first cut button is tapped, the pointer 94 moves to the start position of the first cut.
[0095] It should be noted that, to the right of the pointer operation section 96, the playback time of the position currently pointed to by the pointer 94 relative to the total duration of the music video is displayed.
[0096] Further, an editing item selection area 98 is provided at the bottom of the editing top screen 80. A camerawork button 98a, a filter button 98b, a stamp button 98c, a unit button 98d, a pause order button 98e, and a playback stop button 98f are provided in the editing item selection area 98. When the camerawork button 98a is tapped, it becomes possible to edit the camerawork of the currently selected cut.
[0097] FIG. 8 is a diagram explaining camerawork. FIG. 9 is a diagram explaining custom camerawork. When the camerawork button 98a is tapped, a camerawork selection area 100 is displayed on the editing top screen 80. The camerawork selection area 100 is provided with a camerawork selection section 100a and a custom camerawork selection section 100b. When the camerawork selection area 100 starts to be displayed, the camerawork selection section 100a is in a selected state, and the camerawork selection section 100a is highlighted.
[0098] When the camerawork selection section 100a is selected, a pre-existing icon 102 is displayed in the camerawork selection area 100. The pre-existing icon 102 is associated with a pre-existing camerawork pattern that has been set in advance. The player can select one of the pre-existing camerawork patterns by tapping the pre-existing icon 102. Note that the pre-existing camerawork patterns are prepared in advance by the management side, and the virtual camera to be used, the camerawork of the virtual camera, the zoom magnification, etc. are set in advance for each camerawork pattern.
[0099] When a pre-existing icon 102 is tapped, the camerawork pattern corresponding to the tapped pre-existing icon 102 is provisionally selected. In the provisionally selected state of the camerawork pattern, the virtual camera corresponding to the camerawork pattern and an image captured by the camerawork are displayed in the demo image display area 82. Therefore, the player can select a preferred camerawork pattern while checking the demo images in the demo image display area 82. When the decision button 100c in the camerawork selection area 100 is tapped in the provisionally selected state of the pre-existing icon 102, the selected camerawork pattern is applied to the selected cut.
[0100] In the example shown in FIG. 8, five pre-existing icons 102 are displayed. Therefore, in the example shown in FIG. 8, five camera work patterns are prepared for the selected cut. However, the number of pre-existing camera work patterns differs for each song and for each cut. Note that one original pattern is always provided for the pre-existing camera work patterns. This original pattern is set as the normal video data described above, and one is provided for every cut in every song.
[0101] In Fig. 8, a ready-made icon 102 corresponding to the original pattern is displayed on the leftmost side of the camerawork selection area 100. A hide button 100d is provided on the upper right of the camerawork selection area 100. When the hide button 100d is tapped, the camerawork selection area 100 becomes hidden, and the editing top screen 80 becomes the state shown in Figs. 7A and 7B.
[0102] When the custom camerawork selection section 100b is selected, as shown in FIG. 9, a custom icon 104 is displayed in place of the ready-made icon 102 in the camerawork selection area 100. A custom camerawork pattern is associated with the custom icon 104. For example, a custom camerawork pattern is provided for each virtual camera placed in the virtual space. Also, for example, the custom camerawork pattern may be a pattern in which a predetermined virtual camera is moved from a predetermined position, or a pattern in which the imaging direction is gradually changed in a predetermined direction.
[0103] The player can select one of the custom camerawork patterns by tapping the custom icon 104. When the custom icon 104 is tapped, the custom camerawork pattern corresponding to the tapped icon 104 is provisionally selected. When the enter button 100c is tapped in the provisionally selected state of the custom camerawork pattern, the player can then determine the details of the camerawork.
[0104] Fig. 10A is a diagram illustrating an example of a follow-up character selection operation. When the confirm button 100c is tapped in a state in which a custom camera work pattern is provisionally selected, a follow-up character selection area 110 is displayed on the editing top screen 80, as shown in Fig. 10A. A character icon 42 is displayed in the follow-up character selection area 110. The character icon 42 displayed in the follow-up character selection area 110 corresponds to a character currently organized into a unit.
[0105] The player can select a character to be followed by the camera by tapping the character icon 42 in the following character selection area 110. In other words, the player can select a character to be displayed in the center of the screen in the previously selected camera work.
[0106] When the character icon 42 is tapped, the following character is provisionally selected. When the confirm button 110a of the following character selection area 110 is tapped in the provisionally selected state, the following character is confirmed. Note that a non-display button 110b is provided in the upper right of the following character selection area 110. When the non-display button 110b is tapped, the following character selection area 110 is hidden, and the camera work selection area 100 is displayed, as shown in FIG. 9.
[0107] Fig. 10B is a diagram for explaining an example of a zoom selection operation. When the follow-up character is determined, as shown in Fig. 10B, a zoom selection area 120 is displayed on the editing top screen 80. A first operation bar 122 and a second operation bar 124 are provided in the zoom selection area 120. By operating the first operation bar 122, the player can set the zoom magnification at the start point of the cut currently selected to be edited.
[0108] Specifically, the player can increase the zoom magnification of the start point of the cut by inputting a rightward sliding operation on the first operation bar 122. Also, the player can decrease the zoom magnification of the start point of the cut by inputting a leftward sliding operation on the first operation bar 122.
[0109] Furthermore, the player can set the zoom magnification at the end point of the cut currently selected for editing by operating the second operation bar 124. Specifically, the player can increase the zoom magnification at the end point of the cut by inputting a rightward sliding operation on the second operation bar 124. Furthermore, the player can decrease the zoom magnification at the end point of the cut by inputting a leftward sliding operation on the second operation bar 124.
[0110] A start point magnification display section 122a is provided on the right side of the first operation bar 122. The start point magnification display section 122a displays the zoom magnification of the start point of the cut as a numerical value. Moreover, an end point magnification display section 124a is provided on the right side of the second operation bar 124. The end point magnification display section 124a displays the zoom magnification of the end point of the cut as a numerical value.
[0111] For example, the zoom magnification can be set within the range of 0 to 100. Zoom magnification = 0 indicates that the zoom magnification will not be changed from the currently selected custom camera work. Zoom magnification = 100 indicates that the zoom magnification will be 100% for the currently selected custom camera work. In other words, the higher the zoom magnification, the larger the previously selected following character will be displayed.
[0112] Then, when the decision button 120a of the zoom selection area 120 is tapped, the current zoom magnification of the start point and the zoom magnification of the end point are decided. For example, as shown in FIG. 10B, it is assumed that the zoom magnification of the start point is decided to be 30, and the zoom magnification of the end point is decided to be 100. In this case, at the start point of the cut, a zoom magnification of 30% is applied to the following character selected earlier. Then, the zoom magnification during the cut is set to gradually increase so that the zoom magnification of the following character becomes 100% at the end point of the cut.
[0113] When the decision button 120a of the zoom selection area 120 is tapped, the zoom selection area 120 is hidden, and the editing top screen 80 is displayed as shown in Fig. 7A. Also, a hide button 120b is provided in the upper right corner of the zoom selection area 120. When the hide button 120b is tapped, the zoom selection area 120 is also hidden, and the editing top screen 80 is displayed as shown in Fig. 7A.
[0114] Thus, in this embodiment, the player can edit the camerawork for each cut. When the camerawork is edited, the virtual camera operation data of the normal video data is updated. The virtual camera operation data includes a timeline in which data indicating the camerawork, such as the virtual camera to be used, the character the virtual camera follows, and the zoom magnification, are arranged along a time axis. In other words, when the camerawork is edited, editing data is generated in which the virtual camera operation data is linked to the cut, i.e., time information. In this embodiment, the editing function allows the virtual camera operation data to be updated for each cut.
[0115] Returning to FIG. 7A, when the filter button 98b is tapped, a filter selection screen (not shown) is displayed. The player can select and set one of a plurality of filter images on the filter selection screen. When a filter image is set, the filter image is superimposed on the characters and background objects during playback of the music video. The filter image, for example, displays the entire screen in a desired color or in grayscale.
[0116] In addition, on the filter selection screen, the player can select the cut on which the filter image is to be displayed. Specifically, the player can set whether the filter image is to be applied only to the currently selected cut, or to all cuts following the currently selected cut. When the filter image is set, editing data is generated in which filter data indicating the type of filter image is linked to time information.
[0117] When the stamp button 98c is tapped, a stamp selection screen (not shown) is displayed. The player can select and set one of a plurality of stamp images on the stamp selection screen. When the stamp image is set, the stamp image is superimposed on the characters and background objects during playback of the music video. The stamp image is, for example, a picture such as a star, a musical note, or a heart displayed on a part of the screen.
[0118] In addition, on the stamp selection screen, the player can select the cut on which the stamp image is to be displayed. Specifically, the player can set whether the stamp image is to be applied only to the currently selected cut, or to all cuts following the currently selected cut. When the stamp image is set, editing data is generated in which stamp data indicating the type of stamp image is linked to time information.
[0119] Note that both the stamp image and the filter image may be set for the same scene, or only one of the stamp image and the filter image may be set for the same scene.
[0120] When the unit button 98d is tapped, a unit selection area 190 (see FIG. 18A), which will be described later, is displayed. In the unit selection area 190, the player can select a character that appears in the music video and an outfit that the character will wear. The player can also select a character for each position. In the unit selection area, the player can select a character and outfit that the player owns, but cannot select a character and outfit that the player does not own.
[0121] When the character is changed, the character arrangement data included in the normal video data is updated. When the costume is changed, the costume data included in the normal video data is updated. When the character or costume is changed, the character wearing the changed costume is displayed in the demo image display area 82.
[0122] When the pause order button 98e is tapped, a special motion selection operation can be input. The player can set a special motion image to be inserted into the selected cut by the special motion selection operation.
[0123] FIG. 11A is a first diagram for explaining an example of a special motion selection operation. FIG. 11B is a second diagram for explaining an example of a special motion selection operation. FIG. 12A is a third diagram for explaining an example of a special motion selection operation. FIG. 12B is a fourth diagram for explaining an example of a special motion selection operation. When the pause order button 98e is tapped, as shown in FIG. 11A, a special motion selection area 130 is displayed on the editing top screen 80. The special motion selection area 130 accepts an operation for setting a special motion image.
[0124] Here, a special motion image is an image in which a character selected by a player performs a special action (hereinafter referred to as a special motion). The player can set a special motion image to be displayed in a desired cut. In other words, the player can set a special motion for a desired character for each cut. Note that a special motion image is a so-called cut-in image, and is displayed superimposed on the entire game screen on an image captured by a virtual camera. However, the special motion image may be displayed superimposed on only a portion of the game screen.
[0125] Specifically, the above-mentioned camerawork editing is performed on the virtual camera, whereas the special motion editing is performed on a cut-in image that is superimposed on an image captured by the virtual camera.
[0126] A set character display section 130a is provided in the special motion selection area 130. If no special motion is set for the currently selected cut, as shown in Fig. 11A, one set character display section 130a filled in black is displayed in the special motion selection area 130. When the set character display section 130a in the special motion selection area 130 is tapped, as shown in Fig. 11B, a character selection dialog 132 is displayed.
[0127] In the character selection dialog 132, a set character display section 130a is displayed, and a character icon 42 is displayed below the set character display section 130a. The character icon 42 displayed in the character selection dialog 132 corresponds to a character currently organized into a unit. When the character icon 42 in the character selection dialog 132 is tapped, the character is provisionally selected. When the confirm button 132a in the character selection dialog 132 is tapped in the provisionally selected character state, the provisionally selected character is determined as the target character for the special motion.
[0128] When a target character for a special motion is determined, a character icon 42 corresponding to the target character is displayed in the set character display section 130a. In addition, a plus button 134a and a minus button 134b are provided in the character selection dialogue 132. As shown in FIG. 11B, when a target character for a special motion is not set, the minus button 134b is set to be inoperable, and only the plus button 134a is set to be operable. When the plus button 134a is tapped, one set character display section 130a is added in the character selection dialogue 132.
[0129] The set character display section 130a can add an upper limit to the number of characters organized into a unit. As shown in FIG. 12A, the player can increase the number of characters that are targets of the special motion by tapping the plus button 134a. The player can decrease the number of characters that are targets of the special motion by tapping the minus button 134b. For example, if the number of characters in the unit set in the music video being edited is five, the player can make all five characters perform special motions during one cut.
[0130] Then, when the decision button 132a in the character selection dialog 132 is tapped, the character selection dialog 132 is hidden. When the cancel button 132b in the character selection dialog 132 is tapped, information on the selected target character is discarded, and the character selection dialog 132 is hidden. When the character selection dialog 132 is hidden, operation input to the special motion selection area 130 becomes possible. The special motion selection area 130 is provided with a background change button 136, a camera change button 138, an order change button 140, and a release button 142.
[0131] Here, when the special motion selection area 130 is displayed, if no target characters for the special motion are set, the background change button 136, camera change button 138, and order change button 140 are displayed in gray, as shown in Fig. 11A. In this state, the background change button 136, camera change button 138, and order change button 140 are set to be inoperable.
[0132] On the other hand, when the special motion selection area 130 is displayed, if at least one target character for the special motion is set, the background change button 136, the camera change button 138, and the order change button 140 become operable as shown in FIG. 12B. When the background change button 136 is tapped, a background selection screen (not shown) is displayed. On the background selection screen, the player can select the background of the special motion image. Also, when the camera change button 138 is tapped, a camera selection screen (not shown) is displayed. On the camera selection screen, the player can select a virtual camera in the special motion image that captures the selected character. In the following, the virtual camera that captures the character in the special motion image is referred to as a special camera.
[0133] Furthermore, when the order change button 140 is tapped, a pose selection screen (not shown) is displayed. On the pose selection screen, the player can select a pose for the target character of the special motion. For example, tens to hundreds of patterns of poses for the target character are provided. On the pose selection screen, the player can determine a pose pattern for each target character. However, when multiple characters are displayed in one special motion image, only a common pose may be set for all the characters.
[0134] Furthermore, the player can cancel the special motion set for the selected cut by tapping the cancel button 142. Furthermore, a hide button 130b is provided in the upper right corner of the special motion selection area 130. When the hide button 130b is tapped, the special motion selection area 130 becomes hidden.
[0135] When a special motion image is set, in the editing data, special data including background objects, special camera information, and pose information in the special motion image is linked to time information of the normal video data. Note that one or more of the character motion, background object image, and camera work in the special data are set and managed as being different from the normal video data.
[0136] That is, at least one of the character motion, background object, and virtual camera work displayed as the special motion image is different from the character motion, background object, and virtual camera work displayed by the normal video data prepared in advance. In other words, at least a part of the image displayed based on the special data is different from the image displayed based on the normal video data. However, all the images displayed based on the special data may be included in the image displayed based on the normal video data.
[0137] Furthermore, when a special motion image is set, the display period of the special motion image may be indicated in the sequence bar 90. For example, as shown in cut 90d of Fig. 7A, a special data setting bar 91 may be displayed. The left end of the special data setting bar 91 indicates the start time of the display of the special motion image, and the right end of the special data setting bar 91 indicates the end time of the display of the special motion image. However, the special data setting bar 91 is not essential.
[0138] As described above, in this embodiment, an editing operation of a game screen in which a character (object) is displayed based on normal video data (normal data) including image display data and time information, to which music data is linked, can be input. Then, based on the editing operation, editing data is generated in which special data for causing a character (object) selected by a player to perform a special motion is linked to the time information. Then, a music video is played based on the editing data.
[0139] Since the player can select the cut for which the special motion is to be set, the editing operation can be said to include an operation of selecting one of a plurality of start times set in advance. Then, in the process of generating the editing data, the special data is linked to the selected start time.
[0140] The duration of the special motion image varies depending on the pose pattern. In a cut in which a special motion is set, the display of the special motion image starts at the start of the cut.
[0141] Fig. 13A is a diagram for explaining an example of a display mode of a special motion image. The special motion image is a so-called cut-in image, and as shown in Fig. 13A, it is faded in so that the transparency gradually decreases from the display start point. After that, while the special motion image is displayed, the target character performs an action, and finally, it is faded out so that the transparency gradually increases. Note that here, the case where the special motion image fades in and out is described, but fading in and fading out is not essential.
[0142] FIG. 13B is a diagram illustrating a first example of the display period of a special motion image. As described above, the configuration time of a special motion image, that is, the time during which a special motion image is displayed, differs depending on the pose pattern. For example, as shown by the arrow in the upper part of FIG. 13B, the display time of a special motion image may be shorter than the configuration time of a cut in which a special motion is set. The special motion image is displayed superimposed on an image captured by a virtual camera of a virtual space.
[0143] Specifically, a music video is composed of images stacked in multiple hierarchical layers. A priority is set for each layer, and images displayed in a layer with a relatively high priority are displayed in front of images displayed in a layer with a relatively low priority. Special motion images are displayed in a layer with a higher priority than images captured by a virtual camera. Therefore, images captured by a virtual camera are being played back even while special motion images are being displayed.
[0144] When the display time of a special motion image is shorter than the configuration time of a cut in which a special motion is set, after the special motion image fades out, the image captured by the virtual camera is displayed so as to be visible for the remaining period of the cut.
[0145] On the other hand, as shown by the arrow in the lower part of FIG. 13B, there are cases where the display time of the special motion image is longer than the composition time of the cut to which the special motion is set. In this case, the special motion image is displayed across multiple cuts. In other words, even if the cut changes, the special motion image is not forcibly hidden. However, the display period of the special motion image may be limited to within one cut. In this case, it is sufficient that the special motion image is forcibly hidden at the same time as the cut changes.
[0146] FIG. 13C is a diagram illustrating a second example of the display period of a special motion image. For example, suppose that a special motion is set for each of cuts 90c and 90d. And suppose that the configuration time of the special motion image displayed in cut 90c is longer than the configuration time of cut 90c. In this case, of the two special motions, the special motion image set in cut 90d is displayed in cut 90d. That is, at the start of cut 90d, the special motion image displayed in cut 90c is forcibly hidden and is switched to the special motion image set in cut 90d.
[0147] However, in the example shown in FIG. 13C, the special motion image set in cut 90d may be canceled, and the special motion image displayed in cut 90c may continue to be displayed in cut 90d.
[0148] Fig. 13D is a diagram illustrating a third example of the display period of a special motion image. As shown in Fig. 13D, assume that the special motion image set in cut 90c is displayed for a configured time period until the end of the display of the special motion image set in cut 90d. In this case, at the start of cut 90d, the special motion image displayed in cut 90c becomes non-displayed, and the special motion image set in cut 90d is displayed.
[0149] However, after the display of the special motion image set in cut 90d is finished, the special motion image set in cut 90c will not be redisplayed. Note that in the example shown in Fig. 13D, after the display of the special motion image set in cut 90d is finished, the special motion image set in cut 90c may be redisplayed.
[0150] As described above, in this embodiment, the player can set the content and time of the special motion. Then, when the special motion is set, the special motion image is superimposed on the image captured by the virtual camera. In this special motion image, a specific character among the characters singing the song can be made to take a special pose. This makes it possible to further diversify the content of the music video.
[0151] When the editing of the music video is completed as described above, the player can tap the save button 88b in the operation dialog 88 shown in Fig. 7B to save the edited data of the music video. The edited data saved at this time includes character placement data, motion data, costume data, background object data in the virtual space, virtual camera operation data, filter data, stamp data, and special data.
[0152] Once the edited data is saved, a jacket image 40 is displayed in the jacket display area 32 of the music video top screen 30, as shown in Fig. 3. The player can post the edited data by tapping the post button 50 on the music video top screen 30 and then tapping the jacket image 40.
[0153] FIG. 14A is a first diagram illustrating an example of the post confirmation dialog 150. FIG. 14B is a second diagram illustrating an example of the post confirmation dialog 150. When the post button 50 is tapped and then the jacket image 40 is tapped, the post confirmation dialog 150 is displayed as shown in FIG. 14A. The post confirmation dialog 150 is provided with a comment input section 150a. When the comment input section 150a is tapped, a character input screen (not shown) is displayed. The player can input characters on the character input screen.
[0154] After entering a comment, when post button 150b in post confirmation dialog 150 is tapped, the edited data of the music video selected by the player is posted. When the posting of the edited data is completed, a message indicating that the edited data has been posted is displayed in post confirmation dialog 150, as shown in Fig. 14B. Note that when cancel button 150c or close button 150d provided in post confirmation dialog 150 is tapped, post confirmation dialog 150 is hidden.
[0155] As described above, when the edited data is posted, a status icon 44 is displayed on the jacket image 40 displayed on the music video top page 30. At this time, the status icon 44 displays "Published" as shown in Fig. 3. Here, when the post button 50 is tapped on the music video top page 30 and then the jacket image 40 corresponding to the posted edited data is tapped, a status dialog 160 is displayed.
[0156] FIG. 15 is a diagram illustrating an example of the status dialog 160. The status of the edited data selected by the player is displayed in the status dialog 160. Specifically, whether the current posting status is "public" or "private" is displayed. In addition, a change button 160a is provided to the right of the posting status. When the change button 160a is tapped, the posting status is changed. Specifically, when the posting status is "public", the posting status is changed to "private" when the change button 160a is tapped. Also, when the posting status is "private", the posting status is changed to "public" when the change button 160a is tapped.
[0157] The video ID is also displayed in the status dialog 160. As described above, when a music video, i.e., edited data, is posted, the server 1000 assigns a video ID to the posted edited data. The status dialog 160 displays the video ID assigned to the edited data posted by the user. An SNS button 160b is also provided to the right of the video ID. When the SNS button 160b is tapped, the video ID can be sent as a message by a predetermined SNS application.
[0158] Specifically, the edited data includes a song ID and character IDs of characters organized into a unit. The edited data also includes data for displaying a jacket image 40 corresponding to the song ID and data for displaying a character icon 42 corresponding to the character ID. In other words, the data for displaying the jacket image 40 and the data for displaying the character icon 42 are posted to an external SNS. As a result, the same jacket image 40 as that displayed on the music video top screen 30 is generated on the SNS.
[0159] The status dialog 160 also displays the comment created at the time of posting. A change button 160c is provided to the right of the comment. When the change button 160c is tapped, a character input screen (not shown) is displayed. The player can re-edit the comment on the character input screen. When the close button 160d of the status dialog 160 is tapped, the status dialog 160 is hidden.
[0160] Furthermore, the player can tap the post list button 56 on the music video top screen 30 to view music videos whose posting status is "public."
[0161] FIG. 16 is a diagram illustrating an example of a post list screen 170. When the post list button 56 is tapped on the music video top screen 30, the post list screen 170 is displayed. The post list screen 170 displays a list of music videos with a posting status of "public", i.e., edited data. Specifically, the post list screen 170 displays a plurality of detailed information images 172. The detailed information image 172 is an image generated for each edited data posted, and displays information related to the edited data. The player can switch between the detailed information images 172 by inputting a left-right sliding operation on the post list screen 170.
[0162] Furthermore, the post list screen 170 is provided with an update button 170a, a sort button 170b, and a filter button 170c. When the update button 170a is tapped, the detailed information image 172 displayed on the post list screen 170 is updated to the latest detailed information image 172. When the sort button 170b is tapped, a sorting condition input screen (not shown) is displayed. The player can set sorting conditions on the sorting condition input screen. When the sorting conditions are set, the display order of the detailed information images 172 on the post list screen 170 is changed according to the set sorting conditions.
[0163] When the filter button 170c is tapped, a filter condition input screen (not shown) is displayed. The player can set the filter conditions on the filter condition input screen. When the filter conditions are set, edited data that matches the set filter conditions is extracted. Then, a detailed information image 172 corresponding to the extracted edited data is displayed on the post list screen 170.
[0164] Note that the post list screen 170 displays a detailed information image 172 corresponding to the edited data posted by the player himself / herself and a detailed information image 172 corresponding to the edited data posted by other players. The detailed information image 172 corresponding to the edited data posted by the player himself / herself is displayed in a way that distinguishes it from the detailed information image 172 corresponding to the edited data posted by other players. Here, for example, the detailed information image 172 corresponding to the edited data posted by the player himself / herself is displayed in a color different from the detailed information image 172 corresponding to the edited data posted by other players.
[0165] Note that the method of distinguishing between the detailed information image 172 corresponding to the edited data posted by the player himself and the detailed information image 172 corresponding to the edited data posted by other players is not limited to the above. For example, a predetermined icon may be superimposed on the detailed information image 172 corresponding to the edited data posted by the player himself. Alternatively, the detailed information image 172 corresponding to the edited data posted by the player himself may be displayed in a flashing manner.
[0166] FIG. 17A is a first diagram illustrating an example of the detailed information image 172. FIG. 17B is a second diagram illustrating an example of the detailed information image 172. The detailed information image 172 is provided with a title display section 172a and a play button 172b. The title display section 172a displays the title of the song associated with the posted music video. The play button 172b functions as an operation section that accepts an operation to play the music video. When the play button 172b is tapped, the music video is played based on the posted edited data.
[0167] Additionally, the detailed information image 172 displays a jacket image 40 corresponding to the music video. Additionally, a unit icon 174 is superimposed on the jacket image 40. The unit icon 174 displays character images showing the characters organized into the unit and costume images showing the costumes set for each character. Note that in the unit icon 174, as shown in Figs. 17A and 17B, the character images and costume images are displayed alternately at predetermined time intervals (for example, 2 seconds).
[0168] Further, the detailed information image 172 is provided with a rating button 176. The rating button 176 functions as an operation unit that accepts a rating operation by the player. The player can rate the posted music video by tapping the rating button 176. The current number of ratings for the music video is displayed to the right of the rating button 176.
[0169] Specifically, when the rating button 176 is tapped, the player ID of the player who has rated the music video (edited data) is stored. A player can only rate one music video. The number of player IDs stored as raters is displayed to the right of the rating button 176. Note that the same player may be able to rate one music video multiple times. In this case, the number of times the rating button 176 is tapped may simply be counted. In any case, the post list screen 170 may be provided with the rating button 176 for each edited data. Then, the number of times the rating button 176 has been operated, or the number of players who have operated the rating button 176, may be displayed. Note that the rating button 176 is not essential.
[0170] Furthermore, the detailed information image 172 is provided with a copy button 178. When the copy button 178 is tapped, the video ID is copied to the clipboard of the player terminal 1. As described above, when the ID play button 58 on the music video top screen 30 shown in FIG. 3 is tapped, an ID input screen is displayed. The music video can also be played by pasting the video ID copied to the clipboard on this ID input screen.
[0171] Furthermore, by tapping the Duplicate button 52 on the music video top screen 30, the player can edit the edited data posted by another player as the original data. For example, when the Duplicate button 52 is tapped, an ID input screen is displayed. When the video ID copied to the clipboard is pasted on this ID input screen, the edited data posted by the other player is imported into the player terminal 1. The player can edit the imported edited data.
[0172] Further, the detailed information image 172 is provided with an SNS button 180. The player can easily share the music video by tapping the SNS button 180. That is, similar to the case where the SNS button 160b in the status dialog 160 is tapped, data corresponding to each of the song ID and character ID included in the edited data in a viewable state is posted to an external SNS.
[0173] In addition, at the bottom of the detailed information image 172, the player name of the player who posted the music video and a comment made by the player who posted the music video are displayed.
[0174] As described above, according to this embodiment, in the music video editing function, the player can input a first operation (operation on the song selection screen 60 and the editing top screen 80) to determine a song ID and an object ID (character ID). Then, editing data including the song ID and object ID determined by the first operation is linked to the player ID of the player who input the first operation.
[0175] Furthermore, a process is executed to make the edited data linked to the player ID viewable by other players based on the input of the player's second operation (tapping the post button 150b, the SNS button 160b, or the SNS button 180). Then, data (jacket image 40 and unit icon 174) corresponding to each of the song IDs and object IDs included in the viewable edited data are displayed on the selection screen (post list screen 170).
[0176] Also, on the selection screen, a third operation (tapping the play button 172b) for selecting any one of the edited data can be input. A song corresponding to a song ID included in the edited data selected by the third operation on the selection screen is played. Also, an object (a character appearing in the music video) corresponding to an object ID included in the edited data is displayed.
[0177] The editing data includes virtual camera operation data related to a virtual camera that captures an object placed in the virtual space. When an object corresponding to an object ID is to be displayed, the object placed in the virtual space is displayed based on the virtual camera operation data included in the editing data.
[0178] Among the edited data that is viewable by other players, the virtual camera operation data becomes editable by the other players. Specifically, as described above, a player can import the posted edited data into his / her own player terminal 1. Since there are no editing restrictions on the imported edited data, a player can freely re-edit the edited data of another player.
[0179] On the other hand, for edited data in a viewable state, the player who posted the edited data is restricted from changing the song ID and object ID. That is, because the edited data is now viewable, changes to the song ID and units in the edited data are restricted. In other words, changes to the song ID and units in edited data to which a video ID has been assigned, i.e., edited data managed in server 1000, are restricted.
[0180] Here, by providing a music video editing function and a posting function, the player can view variously edited music videos. The player can search for a music video that matches his / her preferences on the posting list screen 170. Furthermore, the player can select a music video that he / she likes on the posting list screen 170 and watch it repeatedly.
[0181] Furthermore, the player can further re-edit the edited data that he or she has posted. This allows the player to improve the edited data that he or she has posted. On the other hand, for the player, the music, the characters organized into a unit, and the costumes worn by the characters are the main criteria for judgment when searching for and selecting a music video to watch. Furthermore, the music, the characters organized into a unit, and the costumes worn by the characters can be the main criteria for evaluation.
[0182] However, if the songs or units are changed by re-editing, the content of the music video will be completely different before and after the re-editing. In this embodiment, even if the music video is re-edited, the video ID will not be changed and the number of ratings will not be reset. If the number of ratings and the like are carried over as is despite the content of the music video being significantly different, appropriate ratings will not be given.
[0183] In addition, if a music video searched for by inputting a video ID is re-edited by the player who posted it and changed to a completely different content, other players who searched for the music video will feel a loss because they will not be able to watch the music video they wanted.
[0184] As described above, in this embodiment, changes to the song ID and units are restricted for edited data that is viewable by other players. Specifically, once edited data has been posted, it is no longer possible to change the song or the units (characters and costumes). On the other hand, even for edited data that has already been posted, it is possible to change the camera work, and set or cancel filter images, stamp images, and special motion images.
[0185] FIG. 18A is a diagram illustrating an example of a unit selection area 190. When the unit button 98d is tapped, the unit selection area 190 is displayed as shown in FIG. 18A. In the unit selection area 190, character icons 42 corresponding to the characters currently organized into the unit and costume icons 72 corresponding to the costumes set for each character are displayed. When the character icon 42 in the unit selection area 190 is tapped, a character selection screen (not shown) is displayed. On the character selection screen, the player can select a character to be organized into a unit from among the characters the player owns.
[0186] Furthermore, when the costume icon 72 in the unit selection area 190 is tapped, a costume selection screen (not shown) is displayed. In the costume selection screen, the player can select the costume to be worn by each character from among the costumes the player owns. In this way, in the unit selection area 190, characters and costumes can be selected and set only when the editing data being edited has not yet been posted.
[0187] Fig. 18B is a diagram illustrating an example of the restriction dialog 200. When the editing data being edited has already been posted, tapping the unit button 98d on the editing top screen 80 displays the restriction dialog 200 as shown in Fig. 18B. The restriction dialog 200 displays a message that the editing data has already been posted and that the character and costume cannot be changed. In this case, the unit selection area 190 is displayed in a grayed-out state, and it is not possible to input any operations into the unit selection area 190.
[0188] Also, for example, assume that the jacket display area 32 to which edited or currently edited editing data is assigned is tapped on the music video top screen 30 shown in Fig. 3. In this case, as shown in Fig. 7A, an edit top screen 80 corresponding to the selected edited data is displayed. At this time, if the selected edited data has already been posted, a restriction dialog 200 is superimposed when the edit top screen 80 is displayed.
[0189] As described above, a player can import edited data posted by other players into his / her own player terminal 1. Then, the player can edit a music video using the imported edited data of the other player as the original data. In this case, the character and costume can be changed. In other words, even if the edited data has already been posted, there is no restriction on editing the edited data copied in the player terminal 1.
[0190] In addition, a player can post edited data that is created by editing other players' edited data. In this case, a new video ID is assigned to the newly posted edited data.
[0191] Next, a description will be given of the functional configuration of the player terminal 1 and the server 1000. Note that, here, of the functional configurations in the player terminal 1 and the server 1000, characteristic configurations will be described.
[0192] (Functional configuration of player terminal 1) 19 is a diagram for explaining the configuration of the storage device 12 in the player terminal 1 and its functions as a computer. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0193] The terminal-side game control programs include an editing program 300, a posting program 302, and a playback program 304. Note that the programs listed in Fig. 19 are just examples, and the terminal-side game control programs include many other programs.
[0194] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an editing unit 300a, a posting unit 302a, and a playback unit 304a.
[0195] Specifically, the CPU 10 runs an editing program 300 and causes the computer to function as an editing unit 300a. The CPU 10 also runs a posting program 302 and a playback program 304 and causes them to function as a posting unit 302a and a playback unit 304a, respectively.
[0196] The editing unit 300a provides the player with a function for editing the music video. In other words, the editing unit 300a enables the input of editing operations for the music video. The editing unit 300a also generates editing data for the music video based on the editing operations input by the player.
[0197] The posting unit 302a posts edited data of a music video edited by a player. The playback unit 304a plays a music video edited by the player himself or another player.
[0198] The data storage area 12b includes, as storage units for storing data, a player information storage unit 310 and an edited data storage unit 312. The player information storage unit 310 stores various pieces of information related to the player.
[0199] For example, information about the character and costume owned by the player is stored in the player information storage unit 310. Specifically, the player information storage unit 310 stores the character ID and costume ID owned by the player.
[0200] Edit data of a music video that is being edited by the player or has already been edited is stored in the edit data storage unit 312. Note that the above-mentioned storage units are merely examples, and many other storage units are also provided in the data storage area 12b.
[0201] (Functional configuration of server 1000) 20 is a diagram for explaining the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0202] The server-side game control program includes an editing program 1300 and a posting program 1302. Note that the programs listed in Fig. 20 are just examples, and the server-side game control program includes many other programs.
[0203] The CPU 1010 runs each program stored in the program memory area 1012a and updates data in each storage unit in the data memory area 1012b. The CPU 1010 runs each program stored in the program memory area 1012a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an editing unit 1300a and a posting unit 1302a.
[0204] Specifically, the CPU 1010 runs an editing program 1300 and causes the computer to function as an editing unit 1300a, and also runs a posting program 1302 and causes the computer to function as a posting unit 1302a.
[0205] The editing unit 1300a, like the editing unit 300a of the player terminal 1, provides the player with a function for editing the music video.
[0206] The posting unit 1302a makes the music video based on the posted edited data available for viewing by other players.
[0207] The data storage area 1012b includes, as storage units for storing data, a player information storage unit 1310 and a posted edited data storage unit 1312. Note that the above storage units are merely examples, and the data storage area 1012b includes many other storage units.
[0208] For example, the player information storage unit 1310 stores the same information as that stored in the player information storage unit 310 of the player terminal 1, linked to a player ID.
[0209] The posted edited data storage unit 1312 stores the posted edited data in association with the player ID of the player who posted the data.
[0210] Next, a description will be given of the processing of the player terminal 1 and the server 1000. Note that, here, characteristic processing of the processing of the player terminal 1 and the server 1000 will be described.
[0211] (Processing of player terminal 1) Fig. 21 is a flowchart explaining the editing process in the player terminal 1. For example, the editing process shown in Fig. 21 is started when a predetermined operation to display the music video top screen 30 is input in the player terminal 1. When the predetermined operation is input, the editing unit 300a displays the music video top screen 30 on the touch panel 26 (P1-1). Then, while the music video top screen 30 is being displayed, the editing unit 300a executes a music video top screen control process (P2).
[0212] 22 is a flowchart explaining the music video top screen control process in the player terminal 1. When the jacket display area 32 of the music video top screen 30 is tapped (YES in P2-1), the editing unit 300a determines whether the tapped jacket display area 32 is blank (P2-2). When a blank jacket display area 32 is tapped (YES in P2-2), the editing unit 300a displays a song selection screen 60 on the touch panel 26. When the song selection screen 60 is displayed, the music video top screen control process ends, and a song selection screen control process (P1-2) described later is executed.
[0213] When a non-blank jacket display area 32 is tapped (NO in P2-2), the editing unit 300a reads out the editing data assigned to the tapped jacket display area 32 (P2-4). Then, the editing unit 300a displays the editing top screen 80 on the touch panel 26 (P2-5). When the editing top screen 80 is displayed, the music video top screen control process ends, and an editing top screen control process (P3) described later is executed.
[0214] If the read edit data has already been posted (YES in P2-6), the editing unit 300a sets a restricted mode in which editing of the song ID and units (character ID and costume ID) is restricted (P2-7). When the restricted mode is set, editing of the song ID and units (character ID and costume ID) is disabled on the editing top screen 80.
[0215] When a posting operation is input (YES in P2-8), the posting unit 302a executes a posting process (P2-9). The posting operation includes tapping the Post button 150b in the posting confirmation dialog 150, and tapping the Change button 160a, the SNS button 160b, and the Change button 160c in the status dialog 160.
[0216] When the post button 150b is tapped, in the posting process, the posting unit 302a transmits first posted information to the server 1000 as the posted information. At this time, the first posted information transmitted to the server 1000 includes the player ID and the edited data. In addition, when the change button 160a is tapped, in the posting process, the posting unit 302a transmits second posted information to the server 1000 as the posted status. The second posted information includes information requesting a change of the posted status.
[0217] Furthermore, when the SNS button 160b is tapped, in the posting process, the posting unit 302a transmits the posting information including the song ID and the unit (character ID and costume ID) to the outside via the SNS. Furthermore, when the change button 160c is tapped, in the posting process, the posting unit 302a transmits the third posting information as the posting status to the server 1000. The third posting information includes information indicating the comment content.
[0218] Furthermore, the posting unit 302a updates the posting status (P2-10). Here, when the posting button 150b is tapped, the posting unit 302a updates the posting status of the posted edited data to "public". By updating the posting status to "public", editing operations on the edited data are restricted thereafter. Furthermore, when the change button 160a is tapped, the posting unit 302a updates the posting status of the selected edited data from "public" to "private" or from "private" to "public".
[0219] Furthermore, when a playback operation (tapping the play button 32b) is input on the music video top screen 30 (YES in P2-11), the playback unit 304a plays the music video based on the edited data (P2-12).
[0220] Furthermore, when the post list button 56 is tapped (YES in P2-13), the editing unit 300a displays the post list screen 170 (P2-14). Specifically, the editing unit 300a receives edited data with a posting status of "public" stored in the posted edited data storage unit 1312 of the server 1000. Then, based on the received edited data, the editing unit 300a generates a detailed information image 172 (jacket image 40, unit icon 174) and displays it on the post list screen 170. The editing unit 300a also causes the rating button 176 to be displayed on the post list screen 170. The editing unit 300a also enables the post list screen 170 to accept various operations from the player. When the post list screen 170 is displayed, the music video top screen control process is ended, and a post list screen control process (P4) described later is executed.
[0221] If an operation input other than the above is made on the music video top screen 30 (YES in P2-15), the editing unit 300a executes a process corresponding to the operation input (P2-16). For example, in P2-16, a character ID and a costume ID are set based on the operation input in the unit selection area 190.
[0222] Returning to FIG. 21, when the song selection screen 60 is displayed in the music video top screen control process (P2), the editing unit 300a executes a song selection screen control process (P1-2). In the song selection screen control process, the editing unit 300a allows the player to select a song for the music video editing work to be performed. In addition, when the player selects a song, the editing unit 300a displays a confirmation dialog 70 and performs initial settings for the character and costume. Thereafter, the editing unit 300a displays the editing top screen 80 on the touch panel 26.
[0223] Furthermore, when the edit top screen 80 is displayed in the music video top screen control process (P2) or the song selection screen control process (P1-2), the editing unit 300a executes an edit top screen control process (P3).
[0224] 23 is a flowchart explaining an editing top screen control process in the player terminal 1. When any cut in the sequence bar 90 is selected on the editing top screen 80 (YES in P3-1), the editing unit 300a stores the cut number assigned to the selected cut (P3-2).
[0225] Furthermore, when an operation to set camerawork is input, the editing unit 300a executes a camerawork setting process (P3-3). In the camerawork setting process, the editing unit 300a displays a camerawork selection area 100, a follow character selection area 110, a zoom selection area 120, and the like, based on the player's operation input. Then, based on the player's operation input, the editing unit 300a generates editing data in which the cut stored in P3-2 is linked to the virtual camera operation data selected or set by the player.
[0226] Furthermore, when an operation to set a filter image is input, the editing unit 300a executes a filter image setting process (P3-4). In the filter image setting process, the editing unit 300a displays a filter selection screen based on the operation input of the player. Then, based on the operation input of the player, the editing unit 300a generates editing data in which filter information indicating the filter image selected by the player is linked to the cut stored in P3-2.
[0227] Furthermore, when an operation to set a stamp image is input, the editing unit 300a executes a stamp image setting process (P3-5). In the stamp image setting process, the editing unit 300a displays a stamp selection screen based on the operation input of the player. Then, based on the operation input of the player, the editing unit 300a generates editing data in which the stamp image selected by the player is linked to the cut stored in P3-2.
[0228] Furthermore, when an operation to set a unit (character and costume) is input, the editing unit 300a executes a unit setting process (P3-6). In the unit setting process, the editing unit 300a displays the unit selection area 190 based on the operation input by the player. Then, the editing unit 300a updates the character ID and costume ID in the edited data based on the operation input by the player. Note that when the restricted mode is set, the editing unit 300a invalidates the operation input in the unit selection area 190.
[0229] Furthermore, when an operation for setting a special motion is input, the editing unit 300a executes a special motion setting process (P10).
[0230] 24 is a flowchart explaining the special motion setting process in the player terminal 1. When a selection operation is input to select a target character for the special motion, a background for the special motion image, a special camera, and a pose for the target character (YES in P10-1), the editing unit 300a generates special data based on the selection operation (P10-2). Here, the editing unit 300a generates editing data in which the generated special data is linked to the cut stored in P3-2.
[0231] Furthermore, when the release button 142 is tapped (YES in P10-3), the editing department 300a deletes the special data associated with the cut stored in P3-2 (P10-4). Furthermore, when another operation related to the setting of the special motion is input (YES in P10-5), the editing department 300a executes a process corresponding to the operation input (P10-6).
[0232] Returning to FIG. 23, when the save button 88b is tapped on the editing top screen 80 (YES in P3-7), the editing department 300a links the edited data to the player ID and saves it (P3-8). Also, when another operation is input (YES in P3-9), the editing department 300a executes a process corresponding to the operation input (P3-10). Then, until an end condition for terminating the display of the editing top screen 80 is satisfied (NO in P3-11), the editing department 300a repeats the process from P3-1. Then, when the end condition is satisfied (YES in P3-11), the editing department 300a executes an end process for terminating the display of the editing top screen 80 (P3-12).
[0233] Returning to FIG. 21, when the post list screen 170 is displayed in the music video top screen control process (P2), the editing department 300a executes the post list screen control process (P4).
[0234] 25 is a flowchart explaining the post list screen control process in the player terminal 1. The editing unit 300a switches between characters and costumes in the unit icons 174 of the detailed information image 172 at predetermined time intervals (P4-1). When the play button 172b of the detailed information image 172 is tapped (YES in P4-2), the playback unit 304a executes playback processing (P4-3). Here, the playback unit 304a receives editing data from the server 1000, and plays back the music and music video based on the received editing data.
[0235] Furthermore, when the rating button 176 is tapped (YES in P4-4), the editing unit 300a executes a rating information update process (P4-5). Here, the editing unit 300a transmits the rating information to the server 1000 and updates and displays the number of ratings in the detailed information image 172.
[0236] Furthermore, when the copy button 178 is tapped (YES in P4-6), the editing unit 300a copies the video ID to the clipboard (P4-7). Furthermore, when the SNS button 180 is tapped (YES in P4-8), the posting unit 302a executes a sharing process (P4-9). Here, a process is executed for posting (sharing) the edited data for which the SNS button 180 was tapped to an external SNS. Note that this sharing process includes a process for posting data corresponding to the song ID and information related to the unit (character ID and costume ID) included in the edited data in a viewable state, i.e., data for displaying the jacket image 40 and unit icon 174 of the detailed information image 172, to the external SNS.
[0237] The editing unit 300a repeats the process from P4-1 until the end condition for terminating the display of the post list screen 170 is met (NO in P4-10). When the end condition is met (YES in P4-10), the editing unit 300a executes the end process for terminating the display of the post list screen 170 (P4-11).
[0238] Through the above processing, the editing function and posting function are realized in the player terminal 1.
[0239] (Server 1000 processing) Furthermore, as described above, when the posting process (P2-9) in FIG. 22 is executed in the player terminal 1, the posted information is transmitted to the server 1000. Furthermore, when the rating information update process (P4-5) in FIG. 25 is executed, the rating information is transmitted to the server 1000. The process of the server 1000 when receiving the posted information and the rating information will be described below.
[0240] 26 is a flowchart for explaining information reception processing in the server 1000. When posted information is received (YES in S1-1), the posting unit 1302a analyzes the posted information and determines whether it is a post of new edited data (whether first posted information has been received) (S1-2). If it is a post of new edited data (YES in S1-2), the posting unit 1302a obtains a new video ID and links the obtained video ID to the edited data (S1-3).
[0241] The posting unit 1302a also uploads the edited data with the set video ID to the posted edited data storage unit 1312, making it viewable by other players (S1-4). The posting unit 1302a also sets the posting status of the uploaded edited data in the posted edited data storage unit 1312 to "public" (S1-5).
[0242] Note that, here, when editing data is posted, the posting status is always set to "public." However, when posting editing data, the player may be able to set the posting status to either "public" or "private." Even if editing data is posted with the posting status set to "private," a video ID is assigned.
[0243] If the posted data is not new edited data (NO in S1-2), that is, if the second posted information or the third posted information is received, the posting unit 1302a updates the status (S1-6). Here, if the second posted information is received, the posting status in the posted edited data storage unit 1312 is updated. If the third posted information is received, the comment in the posted edited data storage unit 1312 is updated.
[0244] Furthermore, upon receiving the evaluation information (YES in S1-7), the editing unit 1300a stores the evaluator's player ID in association with the evaluated edited data in the posted edited data storage unit 1312 (S1-8). The editing unit 1300a also updates the number of evaluations associated with the edited data in the posted edited data storage unit 1312 (S1-9).
[0245] The above-mentioned editing function and posting function are realized by the above-mentioned processing in the player terminal 1 and the server 1000. Moreover, according to this embodiment, the player can set special motions. This diversifies music videos and increases the interest of the game. Moreover, according to this embodiment, the player can post edited data and make it viewable by other players. This allows the player to watch music videos edited by other players. As a result, each player can perform editing work by referring to the edited data of other players, improving convenience.
[0246] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0247] In the above embodiment, the editing function, the viewing function, and the posting function are applied to a rhythm game. However, the genre of the game to which each of the above functions is applied is not particularly limited. Each of the above functions can be applied to any game genre, such as RPG, action game, simulation game, puzzle game, and training game.
[0248] Furthermore, the processing of the player terminal 1 and the server 1000 in the above embodiment is merely an example. A part of the processing in the player terminal 1 described above may be executed in the server 1000. Also, for example, a part of the processing in the server 1000 described above may be executed in the player terminal 1. In any case, the information processing program may cause a computer to perform the following processing.
[0249] (Computer-Performed Processing) A process (in an embodiment, an example is editing top screen control process P3) that enables input of editing operations for a game screen in which objects (in an embodiment, an example is characters) are displayed based on normal data (in an embodiment, an example is normal video data) that is linked to music data and includes image display data and time information. A process for generating edited data in which special data for causing an object selected by a player to execute a special motion is linked to time information based on an edit operation (in the embodiment, one example is a special motion setting process P10). A process of displaying a game screen based on edited data (in the embodiment, P2-12 and P4-3 are given as examples).
[0250] Note that the objects displayed on the game screen are not limited to characters. The contents of the special motion are not particularly limited. In the above embodiment, a special motion image is generated by selecting a background, a camera, and a pose. However, when setting a special motion, the player may be able to select a special motion image prepared in advance for each character.
[0251] In the above embodiment, the normal data includes motion data that specifies the movement of the character (object). The character is then moved in the virtual space based on the motion data, and the virtual space is photographed by a virtual camera, to display the game screen. However, the method of displaying the game screen is not limited to this. For example, a 2D image that is prepared in advance for each song may be displayed.
[0252] The editing operation also includes an operation of selecting one of a plurality of start times (cut, as an example, in the embodiment) set in advance. The process of generating edited data then associates the special data with the selected start time. However, a special motion may be executable only at a predetermined start time. Also, for example, the start time of a special motion may be set by the player at any time.
[0253] The editing operation may also include an operation of selecting, from among a plurality of objects, one or more objects that are to execute a special motion. However, the special motion may be executable only by a preset object.
[0254] In the above embodiment, changes to both the song ID and the object ID are restricted for edited data that is in a viewable state. However, changes to either the song ID or the object ID for edited data that is in a viewable state may be restricted. Restrictions on changes to the song ID, object ID, and costume ID are not essential. Therefore, changes to the song ID and the unit may be permitted without restrictions for edited data that is in a viewable state.
[0255] The information processing program in the above embodiment may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, the information processing program may be provided as a player terminal or an information processing system including the storage medium. The above embodiment may also be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]
[0256] 1 Player terminal 1000 servers
Claims
1. A process that allows input of editing operations for a game screen where music data is linked and objects are displayed based on normal data including image display data and time information, Based on the aforementioned editing operation, a process is performed to generate edited data in which special data, in which at least a portion of the motion of the object, the background object, and the camera work of the virtual camera differs from the normal data, is linked to the time information. A process to display the game screen based on the aforementioned editing data, Have the computer perform this task. The aforementioned editing operation includes selecting one of several pre-set start times, or setting an arbitrary start time. The process for generating the aforementioned edited data is: The special data is associated with the selected or set start time. Information processing program.
2. The process that enables the input of the editing operation is: Display an editing screen that includes a sequence bar and a pointer indicating the playback position of the edited data. The information processing program according to claim 1.
3. The process that enables the input of the editing operation is: In the sequence bar, multiple start times are displayed in an identifiable manner. The information processing program according to claim 2.
4. The editing operation includes an input operation on the sequence bar, which is an operation to select the start time. The process for generating the aforementioned edited data is: The selected start time is associated with the aforementioned special data. The information processing program according to claim 2 or 3.
5. An information processing method performed by one or more computers, A process that allows input of editing operations for a game screen where music data is linked and objects are displayed based on normal data including image display data and time information, Based on the aforementioned editing operation, a process is performed to generate edited data in which special data, in which at least a portion of the motion of the object, the background object, and the camera work of the virtual camera differs from the normal data, is linked to the time information. A process to display the game screen based on the aforementioned editing data, Includes, The aforementioned editing operation includes selecting one of several pre-set start times, or setting an arbitrary start time. The process for generating the aforementioned edited data is: The special data is associated with the selected or set start time. Information processing methods.
6. An information processing system comprising one or more computers, The aforementioned computer, A process that allows input of editing operations for a game screen where music data is linked and objects are displayed based on normal data including image display data and time information, Based on the aforementioned editing operation, a process is performed to generate edited data in which special data, in which at least a portion of the motion of the object, the background object, and the camera work of the virtual camera differs from the normal data, is linked to the time information. A process to display the game screen based on the aforementioned editing data, To carry out, The aforementioned editing operation includes selecting one of several pre-set start times, or setting an arbitrary start time. The process for generating the aforementioned edited data is: An information processing system that associates the selected or set start time with the aforementioned special data.