Game program, information processing system, information processor, and game processing method

JP2024157561A5Pending Publication Date: 2026-04-17NINTENDO CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NINTENDO CO LTD
Filing Date
2024-07-08
Publication Date
2026-04-17

AI Technical Summary

Technical Problem

The increase in the number of equipment items in games leads to a corresponding increase in the effort required for collision determination, making it challenging to efficiently generate collisions.

Method used

A game program that automatically generates collisions by combining an item object and an equipment item object, using a composite equipment item object, which includes generating a first collision based on the item object's collision and an equipment item object's collision, and setting a polyhedron with a predetermined number of vertices as the third collision to suppress data amount.

Benefits of technology

This approach allows for the generation of new composite equipment items while reducing the data required for collision determination, enabling efficient handling of multiple item types without the need for pre-storing collision data for all combinations.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To automatically generate collision of items.SOLUTION: According to a first instruction based on operation input, an information processing system generates a first composited equipment item object instead of a first designated equipment item object from among multiple equipment item objects and a first designated item object from among multiple item objects in a virtual space. The information processing system allows a player character to possess the first composited equipment item object. The first item object has a first collision. The first equipment item object has a second collision. The information processing system generates a third collision on the basis of the first collision, and generates a fourth collision as collision of the first composited equipment item object on the basis of the third collision and the second collision.SELECTED DRAWING: Figure 15
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to a game program, an information processing system, an information processing device, and a game processing method that generate a determination area (also called a collision area) used for determining collision of objects in a virtual space. [Background technology]

[0002] Conventionally, there are games in which a wide variety of weapon items appear (for example, see Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] "THE LEGEND OF ZELDA BREATH OF THE WILD", [online], Nintendo of America Inc., [Retrieved April 21, 2023], Internet<https: / / www.zelda.com / breath-of-the-wild / > Summary of the Invention [Problem to be solved by the invention]

[0004] When it is desired to include more types of equipment items in a game, there is a problem in that the effort required to generate collisions used for collision detection increases as the number of types of equipment items increases.

[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, an information processing device, and a game processing method that are capable of automatically generating collisions while increasing the variety of equipment items. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (13).

[0007] (1) An example of the present invention is a game program that causes a computer of an information processing device to execute the following processes. Processing to control the player character based on operational input A process of generating a first synthesized equipment item object, which is an object obtained by synthesizing a first equipment item object and a first item object in place of a specified first equipment item object among a plurality of equipment item objects that can be possessed, equipped, and used by a player character, in response to a first instruction based on an operation input, and which is an object obtained by synthesizing the first equipment item object and the first item object in place of a specified first item object among a plurality of item objects in a virtual space, and which can be possessed, equipped, and used by a player character. A process of having the player character possess the first composite equipment item object in response to the first instruction. A process in which a first item object has a first collision, a first equipment item object has a second collision, and in response to the first instruction, a third collision is generated based on the first collision, and a fourth collision, which is a collision of a first composite equipment item object, is generated based on the third collision and the second collision.

[0008] According to the above configuration (1), a new synthesized equipment item object can be generated by synthesizing an item object and an equipment item object, so that many types of items can appear in the game. Furthermore, according to the above configuration (1), collision of the synthesized equipment item object can be automatically generated.

[0009] (2) In the above configuration (1), the game program may cause the computer to perform collision determination using a first collision when the first item object is placed in the virtual space.

[0010] According to the above configuration (2), the collision of the first item object that is the source of synthesis can be used to generate the collision of a synthesized equipment item object after synthesis based on the first item object.

[0011] (3) In either of the above configurations (1) or (2), the game program may cause the computer to set a polyhedron having a predetermined number of vertices or less as the third collision, based on the shape of the first collision.

[0012] According to the above configuration (3), since the number of vertices of the second collision can be suppressed to within a predetermined number, the amount of data of the fourth collision can also be suppressed.

[0013] (4) In the above configuration (3), the game program may cause the computer to calculate the closest point on the first collision to each of a plurality of points set outside the first collision, and set a polyhedron having at least one of the closest points as a vertex as the third collision.

[0014] According to the above configuration (4), the shape of the second collision can be made to reflect the shape of the first collision.

[0015] (5) In the above configuration (4), the multiple points set on the outside may be set at the positions of the vertices and the center positions of the faces of a rectangular parallelepiped that contains the first collision.

[0016] According to the above configuration (5), the shape of the second collision can be made to reflect the shape of the first collision.

[0017] (6) In either of the above configurations (4) or (5), the game program may cause the computer to set, as the shape of the third collision, a convex polyhedron having at least any of the multiple closest points as a vertex.

[0018] According to the above configuration (6), it is possible to generate a collision having an appropriate shape as a collision used for composite equipment items such as weapons and armor.

[0019] (7) In the above configuration (6), the game program may cause the computer to delete, from among the multiple closest points, points that are not vertices of a convex polyhedron, and may cause the computer to set a convex polyhedron having each of the remaining points as a vertex as the shape of the third collision.

[0020] According to the above configuration (7), the second collision having a convex shape can be easily generated.

[0021] (8) In any of the above configurations (1) to (7), the game program may further cause the computer to replace the first collision with a collision of a different shape when generating the first composite equipment item object if the first item object is a predetermined type of item object.

[0022] According to the above configuration (8), it becomes easier to generate a fourth collision having a shape that matches the external appearance of the synthesized equipment item object.

[0023] (9) In any of the above configurations (1) to (7), the game program may cause a computer to generate a 3D model of a first composite equipment item object as a model in which the first item object is placed at the tip of the first equipment item object, and generate a fourth collision as a shape in which the third collision is placed at the tip of the second collision.

[0024] According to the above configuration (9), a fourth collision having an appropriate shape according to the appearance of the synthesized equipment item object can be generated.

[0025] (10) In any of the configurations of (9) above, the game program may cause the computer to delete at least a portion of the leading end side of the second collision to generate a fourth collision.

[0026] According to the above configuration (10), the fourth collision can be made to have a shape that matches the external appearance of the synthesized equipment item object.

[0027] (11) In any one of the above configurations (1) to (10), the game program may cause the computer to generate a fourth collision by scaling at least one of the first collision and the third collision.

[0028] According to the above configuration (11), even if the size of the part of the synthesized equipment item object corresponding to the first item object is different from the size of the original first item object, a fourth collision having a shape corresponding to the appearance of the synthesized equipment item object can be generated.

[0029] (12) In any of the above configurations (1) to (11), the second collision area and the third collision area may be convex polyhedrons.

[0030] According to the above configuration (12), the second collision and the third collision are used with appropriate shapes as collisions for composite equipment item objects such as weapons and armor, so that it is easy to generate a fourth collision with an appropriate shape as well.

[0031] (13) Another example of the present invention is a game program that causes a computer of an information processing device to execute the following process. Processing to control the player character based on operational input A process of generating a first equipment item object that can be possessed, equipped, and used by a player character by using at least a specified first item object among a plurality of item objects in a virtual space in response to a first instruction based on an operation input. A process of having the player character possess the first equipment item object in response to the first instruction. The first item object has a first collision, and in response to the first instruction, a process of generating a second collision that is a collision of the first equipment item object based on the first collision.

[0032] According to the above configuration (13), it is possible to increase the types of equipment item objects while automatically generating collisions for the equipment item objects.

[0033] Another example of the present invention may be an information processing device or information processing system that executes the processes in the above (1) to (13). Also, another example of the present invention may be a game processing method that executes the processes in the above (1) to (13). Effect of the Invention

[0034] According to the above game program, information processing system, information processing device, and game processing method, collision of items can be automatically generated. [Brief description of the drawings]

[0035] [Figure 1] A diagram showing an example of a state in which a left controller and a right controller are attached to a main unit. [Diagram 2] A diagram showing an example of the state when the left controller and the right controller are removed from the main unit. [Diagram 3] Six-sided views showing an example of a main unit [Figure 4] Six-sided diagram showing an example of the left controller [Diagram 5] Six-sided diagram showing an example of the right controller [Figure 6] FIG. 1 is a block diagram showing an example of the internal configuration of a main unit. [Figure 7] A block diagram showing an example of the internal configuration of the main unit, the left controller, and the right controller. [Figure 8] FIG. 1 is a diagram showing an example of a game image showing a game field on which a player character is placed. [Figure 9] FIG. 9 is a diagram showing an example of a game image when the player character becomes ready for synthesis from the situation shown in FIG. 8; [Figure 10] FIG. 13 is a diagram showing an example of a game image including a player character equipped with the generated composite equipment item. [Figure 11] A diagram showing an example of base points set around a material collision [Figure 12] FIG. 13 is a diagram showing an example of candidate points calculated based on a reference point; [Figure 13] FIG. 13 is a diagram showing an example of a synthesis collision generated based on candidate points. [Figure 14] FIG. 13 is a diagram showing an example of deleting some of multiple candidate points. [Figure 15] A diagram showing an example of a synthesis equipment item and a synthesis equipment collision of the synthesis equipment item. [Figure 16] A diagram showing an example in which the size of a material item is different from the size of the material part of a composite equipment item. [Figure 17] A diagram showing an example of a composite equipment item that has the blade part of the equipment item replaced with a material item. [Figure 18] FIG. 13 is a diagram showing an example of various data used in information processing in the game system; [Figure 19] A flowchart showing an example of the flow of a game process executed by the game system. [Figure 20]A sub-flowchart showing an example of a detailed flow of the player-related control process in step S2 shown in FIG. [Figure 21] 20 is a sub-flowchart showing an example of a detailed flow of the collision generation process in step S7 shown in FIG. 19. [Figure 22] A flowchart showing an example of the flow of a game process in a modified example of an embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0036] [1. Game system configuration] A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4 (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.

[0037] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the user to perform input.

[0038] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."

[0039] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.

[0040] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.

[0041] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0042] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.

[0043] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.

[0044] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.

[0045] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.

[0046] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has a function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has a function of a hub device (more specifically, a USB hub).

[0047] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIG. 1 and FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0048] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. Also, in this embodiment, input is possible by pressing the analog stick 32.

[0049] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.

[0050] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.

[0051] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0052] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 also includes a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 also includes a second L button 65 and a second R button 66, like the left controller 3.

[0053] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.

[0054] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81-85, 87, 88, 91, 97, and 98 shown in Fig. 6. Some of these components 81-85, 87, 88, 91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.

[0055] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).

[0056] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.

[0057] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.

[0058] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.

[0059] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.

[0060] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0061] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0062] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.

[0063] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.

[0064] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.

[0065] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.

[0066] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.

[0067] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.

[0068] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.

[0069] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.

[0070] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.

[0071] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0072] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. In other words, the main unit 2 can determine the operations performed on each button 103 and analog stick 32 based on the operation data.

[0073] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0074] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.

[0075] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.

[0076] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.

[0077] [2. Overview of processing in the game system] Below, an overview of the game processing executed in the game system 1 will be described. In this embodiment, the game system 1 executes game processing for a game in which a player (in other words, a user) operates a player character on a virtual game field. In this embodiment, the game system 1 generates a new equipment item (referred to as a "synthesized equipment item") by synthesizing an equipment item object (hereinafter referred to as an "equipment item") and a material item object (hereinafter referred to as a "material item").

[0078] An equipment item refers to an item object that can be equipped and used by a player character among item objects that appear in a game. For example, equipment items are item objects such as a sword, a shield, a bow, etc. Specific examples of equipment items are arbitrary and are not limited to the above examples. Furthermore, a state in which "a player character is equipped with an equipment item" refers to a state in which the player character can use the equipment item (i.e., can perform an action using the equipment item, such as swinging a sword, holding a shield, or shooting an arrow with a bow). In this embodiment, the player character can equip an equipment item designated by the player from among the equipment items possessed by the player character.

[0079] A material item refers to an item object that can be used as a material for synthesis with an equipment item among item objects that appear in a game (i.e., can be synthesized with an equipment item). In this embodiment, various item objects that appear in a game are material items. For example, an item object that is placed on the game field (can also be said to be "falling"), such as a stone object or a log object, can be a material item. Also, for example, an object that the player character can obtain from an object (e.g., a tree object) that is placed on the game field, such as a nut object, can also be a material item. Also, for example, an object that the player character can obtain from a character (e.g., an enemy character) that appears in the game field (for example, can be obtained by defeating the character), such as a monster horn object, can also be a material item. Also, in this embodiment, the above-mentioned equipment item can also be a material item. Note that specific examples of material items are arbitrary and are not limited to the above examples.

[0080] A synthetic equipment item is an item object obtained by synthesizing an equipment item and a material item. Like an equipment item, a synthetic equipment item is an item object that can be equipped and used by a player character. In this embodiment, the synthesis of a synthetic equipment item refers to the generation of a synthetic equipment item in exchange for the original equipment items and material items. In other words, when a synthetic equipment item is generated, the original equipment items and material items of the generated synthetic equipment item disappear. Note that, although details will be described later, the specific process for synthesizing an equipment item and a material item is arbitrary.

[0081] [2-1. Overview of synthesis process] An overview of the synthesis process for generating a synthesis equipment item will be described with reference to Fig. 8 to Fig. 10. Fig. 8 is a diagram showing an example of a game image showing a game field on which a player character is placed. Note that in this embodiment, the game image is displayed on the display 12 of the main unit 2, but may be displayed on another display device connected to the main unit 2.

[0082] In the situation shown in FIG. 8, the player character 201 is equipped with a sword object 202, a shield object 203, and a bow and arrow object (specifically, a bow object 204 and an arrow object 205) as equipment items. Thus, in this embodiment, the player character 201 can be equipped with a plurality of types of equipment items at the same time. Specifically, the player character 201 can be equipped with one each of a close-range equipment item, a defensive equipment item, and a long-range equipment item. The close-range equipment item is an equipment item of a weapon type that can perform a close-range attack, such as the sword object 202. The defensive equipment item is an equipment item of a weapon type that can perform defense, such as the shield object 203. The long-range equipment item is an equipment item of a weapon type that can perform a long-range attack, such as the bow and arrow object. In this embodiment, when the player character 201 is equipped with an equipment item, the player character 201 is in a state of wearing at least a part of the equipment item (see FIG. 8). In other embodiments, the number of equipment items that the player character 201 can equip at the same time is arbitrary, and may be one.

[0083] 8, a fang object 206, which is an example of a material item, is placed on the game field. The fang object 206 represents the fang of an enemy character (not shown), and is placed on the game field, for example, when the player character 201 defeats the enemy character.

[0084] In this embodiment, the player can issue a synthesis instruction to synthesize an equipment item and a material item during the game. For example, the game system 1 accepts the synthesis instruction on the condition that the player character 201 is in a state in which it can demonstrate the ability to perform synthesis (referred to as a "synthesis-enabled state"). The synthesis-enabled state may be, for example, a state in which the player character can use a specific item for synthesis, or a state in which the player character can use a specific skill for synthesis. In another embodiment, the player may be able to issue a synthesis instruction during the game when the player character 201 is in any state (i.e., without any conditions).

[0085] FIG. 9 is a diagram showing an example of a game image when the player character becomes in a synthesis-enabled state from the situation shown in FIG. 8. In this embodiment, when the player character 201 becomes in a synthesis-enabled state (that is, when the synthesis instruction is possible), the material item is displayed in an emphasized manner. Specifically, the material item is displayed in a display manner different from other objects different from the material item. More specifically, the material item is displayed in a color different from the other objects, or an effect image is added to the material item and displayed. In the example shown in FIG. 9, the fang object 206, which is a material item, is displayed in a display manner different from other objects (for example, a tree object) (note that in FIG. 9, the difference in display manner is represented by diagonal lines). In this way, the game system 1 can easily present the object that is a material item among the objects on the game field in a state in which a game image showing the game field is displayed to the player.

[0086] In this embodiment, when the player character is in a synthesis-enabled state and a synthesizable material item exists in the game field, the game system 1 displays an effect image 211 showing a material item to be synthesized (referred to as a "target material item") (see FIG. 9). In this embodiment, the target material item is determined based on the position and / or orientation of the player character 201. Specifically, the target material item is determined to be the material item that is closest to the player character 201 among the material items that exist within a determination range that is set based on the position and orientation of the player character 201. The determination range is, for example, a range in front of the player character 201 (specifically, an angular range up to a predetermined angle on both the left and right sides based on the front direction) and a range within a predetermined distance from the position of the player character 201. As described above, the player can specify the target material item from among the material items existing in the game field by moving the player character 201 in the game field. Note that, in other embodiments, the method of specifying the target material item from among the material items existing in the game field is arbitrary.

[0087] If there is no material item that can be the target material item among the material items present in the game field (i.e., if there is no material item within the above-mentioned determination range), the effect image 211 is not displayed and the game system 1 does not accept a synthesis instruction. In other words, in the above-mentioned case, the player character 201 cannot perform synthesis.

[0088] In this embodiment, the effect image 211 has an integrated shape that surrounds the fang object 206, which is the target material item, and a part of the player character 201 (the right hand in the example shown in FIG. 9), and has a shape that connects these objects (see FIG. 9). In this way, by displaying an effect image that associates the target material item with the player character, it is possible to make the target material item easier for the player to recognize.

[0089] In this embodiment, an equipment item (referred to as a "target equipment item") that is a target of the synthesis process among the equipment items equipped by the player character 201 is designated by the player. Specifically, the game system 1 displays an equipment designation image 212 as an image for the player to designate the target equipment item (see FIG. 9). The equipment designation image 212 is displayed when a synthesis equipment item can be generated (i.e., when a target material item is placed within the above-mentioned determination range of the player character 201 in a synthesis-enabled state). The equipment designation image 212 is an image showing a plurality of equipment items that are equipped by the player character as options. In this embodiment, the game system 1 performs a process of synthesizing an equipment item designated by the player from the options shown in the equipment designation image 212 with a target material item. As described above, the game system 1 can present an instruction for designating a target equipment item by the equipment designation image 212 in an easy-to-understand manner for the player. Note that, in another embodiment, the game system 1 may receive a synthesis instruction without displaying the equipment designation image 212.

[0090] In this embodiment, the equipment designation image 212 shows the correspondence between an instruction for designating a target equipment item and the equipment item. Specifically, the equipment designation image 212 includes an image showing the correspondence between an instruction indicating a left direction and a close-range equipment item, an image showing the correspondence between an instruction indicating a right direction and a long-range equipment item, and an image showing the correspondence between an instruction indicating a down direction and a defensive equipment item (see FIG. 9). In a state in which the equipment designation image 212 is displayed, the player gives an instruction of one of the left direction, the right direction, and the down direction (for example, an instruction by pressing any one of the left direction button 36, the right direction button 33, and the down direction button 34 of the left controller 3). When any one of these instructions is given by the player, the game system 1 determines the equipment item corresponding to the instruction as the target equipment item.

[0091] In this embodiment, the game system 1 synthesizes the equipment item corresponding to the instruction and the target material item in response to the instruction specifying the target equipment item. That is, in this embodiment, the instruction specifying the target equipment item also serves as a synthesis instruction for synthesizing the equipment item and the target material item. This makes it easier for the player to perform the operation for the synthesis process when the player character is equipped with multiple equipment items.

[0092] Note that the method for determining the target equipment item is arbitrary. For example, in another embodiment, the game system 1 may determine, as the target equipment item, an equipment item for which the player character 201 is taking a ready action among the equipment items.

[0093] As described above, in this embodiment, the game system 1 generates a synthesis equipment item in response to a synthesis instruction from the player. Fig. 10 is a diagram showing an example of a game image including a player character equipped with the generated synthesis equipment item. In Fig. 10, as a result of the player issuing a synthesis instruction specifying the sword object 202 in the state shown in Fig. 9, the player character 201 is equipped with a synthesis equipment item 213 obtained by synthesizing the sword object 202 and the fang object 206.

[0094] In this embodiment, when a synthesis instruction is given, the game system 1 first moves the target material item (fanged object 206 in FIG. 9) on the game field closer to the player character 201 (which may be the target equipment item). In the example shown in FIG. 9 and FIG. 10, the game system 1 displays the fang object 206 as being drawn toward the player character 201 by the effect image 211. Then, when the target material item approaches the player character 201, the game system 1 deletes the target material item and changes the target equipment item equipped by the player character 201 to the synthesis equipment item 213 (see FIG. 10). According to the above, when a synthesis equipment item is generated, it is possible to clearly present to the player which material item was used as the base for generating the synthesis equipment item. Note that the behavior of the target material item, the target equipment item, and the player character when the synthesis equipment item is generated is arbitrary.

[0095] In this embodiment, the appearance of the synthesized equipment item is determined based on the target material item and the target equipment item. For example, the synthesized equipment item 213 shown in FIG. 10 has an appearance in which the fang object 206 is integrated with the tip of the sword object 202 (it can also be said that the tip of the sword object 202 is replaced with the fang object 206). Thus, in this embodiment, the synthesized equipment item has an appearance including at least a part of the appearance of the equipment item that is the basis of the synthesized equipment item and at least a part of the appearance of the material item that is the basis of the synthesized equipment item. This allows the player to get the impression that the synthesized equipment item is an object formed by synthesizing an equipment item and a material item. In addition, the appearance of the synthesized equipment item allows the player to easily recognize the equipment item and material item that are the basis of the synthesized equipment item. The appearance of the synthesized equipment item is arbitrary, and may be an appearance that does not overlap with the appearance of the original material item and / or the appearance of the original equipment item.

[0096] In this embodiment, the game system 1 generates a synthetic equipment item based on a target equipment item and a target material item in a synthetic process. That is, the game system 1 generates a 3D model of the synthetic equipment item using a 3D model of the target equipment item and a 3D model of the target material item. However, the specific process for generating the synthetic equipment item is arbitrary. For example, in another embodiment, the game system 1 may store data for generating a 3D model of the synthetic equipment item in advance.

[0097] In the above, an example has been described in which the synthesis process is executed in a state where a game image in which the player character 201 is placed on the game field is displayed, but the timing at which the synthesis process is executed during the game is arbitrary. For example, during the game, the game system 1 may receive a synthesis instruction from the player in a state where a list image showing a list of items possessed by the player character 201 is displayed, and execute the synthesis process in response to the synthesis instruction. At this time, the target material item and the target equipment item may each be specified by the player from the items included in the list image.

[0098] As described above, in this embodiment, a new composite equipment item can be generated by combining an equipment item with a material item. This makes it possible to efficiently increase the number of items that appear in the game, and to allow a wide variety of items to appear in the game.

[0099] [2-2. How to generate collision for composite equipment items] In this embodiment, an area (hereinafter referred to as "collision") for determining whether a composite equipment item will collide with another object is set for the composite equipment item generated as described above. If the game system 1 stores in advance data on collisions (for example, data indicating the shape and size of the collisions) for all composite equipment items that can be generated, the data is stored in advance for all combinations of equipment items and material items that can be composited with the equipment items. This increases the amount of data stored in the game system 1. The amount of data may become enormous as the number of combinations increases. From the above, in this embodiment, when a composite equipment item is generated, a collision to be set for the composite equipment item is newly generated. This eliminates the need for the game system 1 to store in advance data on the collisions of the composite equipment item, and therefore the amount of data stored in the game system 1 can be reduced. A method for generating collisions for a composite equipment item will be described below.

[0100] In this embodiment, the game system 1 generates a collision of a composite equipment item based on the collision of a material item that is the source of the synthesis and the collision of an equipment item that is the source of the synthesis. Hereinafter, the collision of the material item is called "material collision", the collision of the equipment item is called "equipment collision", and the collision of the composite equipment item is called "synthetic equipment collision". The material collision is a collision for performing a collision determination for a material item when the material item is placed in a virtual game space. The equipment collision is a collision for performing a collision determination for an equipment item when the equipment item is placed in a virtual game space (including a case where a character is equipped with the equipment item). The synthetic equipment collision is a collision for performing a collision determination for a synthetic equipment item when the synthetic equipment item is placed in a virtual game space (including a case where a character is equipped with the synthetic equipment item). As described above, in this embodiment, the collision of the material item that is the source of the synthesis (i.e., material collision) can be used to generate the collision of a synthetic equipment item after synthesis based on the material item.

[0101] In this embodiment, data related to material collisions and equipment collisions (e.g., data defining the shape and size of collisions) is prepared in advance. This data is stored in the game system 1 in advance (i.e., before the game process is executed) in a form included in the game program, for example.

[0102] When a synthesis equipment item is generated during a game, the game system 1 first generates a synthesis collision based on the material collision. The synthesis collision is used to generate the synthesis equipment collision, and is generated from the material collision by a process described later. In other words, in this embodiment, the game system 1 does not use the material collision as it is, but generates the synthesis equipment collision using the synthesis collision generated from the material collision. As will be described in detail later, this makes it possible to suppress the number of vertices of the synthesis equipment collision to a certain number or less, and to suppress the data amount of the synthesis equipment collision.

[0103] Hereinafter, a process for generating a collision for synthesis will be described with reference to Figs. 11 to 14. When generating a collision for synthesis, the game system 1 sets a plurality of base points around a material collision arranged in a virtual space. Fig. 11 is a diagram showing an example of base points set around a material collision. Note that in Fig. 11, the base points set for the material collision 221 of the above-mentioned fang object 206 are indicated by black circles.

[0104] The game system 1 first sets a reference area 222 that contains the material collision 221. In this embodiment, the reference area 222 is a rectangular parallelepiped. The reference area 222 is obtained, for example, by enlarging a boundary box that is set to be in contact with the surface of the material collision 221 by a predetermined number of times. The game system 1 positions the reference area 222 so that the center of the reference area 222 is located at the center of the material collision 221.

[0105] The game system 1 sets a plurality of base points based on the reference area 222. In this embodiment, each vertex and the center point of each face of the reference area 222, which is a rectangular parallelepiped, are set as the base points (see FIG. 11). As shown in FIG. 11, in this embodiment, 14 base points are set based on the reference area 222, which is a rectangular parallelepiped.

[0106] As described above, in this embodiment, the multiple base points set outside the material collision are set at the positions of each vertex and the center position of each face of the rectangular parallelepiped (i.e., the reference area 222) that contains the material collision. This allows each base point to be set in an even direction relative to the material collision. As will be described in detail later, this makes it easier to generate a synthesis collision that reflects the shape of the material collision.

[0107] In other embodiments, the method of setting the base point is arbitrary. For example, the shape of the reference area is arbitrary, and may be a sphere, an ellipse, or a capsule shape. For example, the position and number of the base points are also arbitrary, and the base points may be set according to any rule based on the reference area. For example, in other embodiments, the base points may be set only at the vertices of the reference area. Also, the game system 1 may set the base point without using the reference area. For example, the game system 1 may set the base points at positions that are apart from the center position of the material collision by a predetermined distance in a plurality of predetermined directions.

[0108] The game system 1 determines the vertices of the collision for synthesis based on the multiple base points set as described above. Specifically, the game system 1 first calculates candidate points that are candidates for the vertices of the collision for synthesis based on the base points.

[0109] FIG. 12 is a diagram showing an example of candidate points calculated based on a reference point. In this embodiment, each collision is actually a solid body, and the candidate points and vertices of the compositing collision are calculated in a three-dimensional virtual space. However, in FIG. 12 to FIG. 14 described below, in order to make the drawings easier to see, an example is shown in which the candidate points and vertices of the compositing collision are calculated in a two-dimensional plane. That is, in FIG. 12, each vertex and the center point of each side in the rectangular reference area 225 are set as base points A1 to A8. FIG. 12 shows an example in which candidate points B1 to B6 are calculated for a material collision 226 having a shape different from that in FIG. 11.

[0110] In this embodiment, the position closest to the base point in the area of ​​the material collision is calculated as the candidate point. The game system 1 executes a process of calculating the position closest to the base point in the area of ​​the material collision as the candidate point for each base point. The position of the candidate point may be the position of a vertex of the material collision, or a position on a side or face. In the example shown in FIG. 12, for the base point A1, point B1 that is closest to the base point A1 in the area of ​​the material collision 226 is the candidate point. For the base points A2 and A3, the points that are closest to the base point in the area of ​​the material collision 226 are both point B2. Therefore, for both base points A2 and A3, point B2 is the candidate point. In this way, the positions closest to the base point in the area of ​​the material collision may be the same for multiple base points. Similarly to the above-mentioned base points A1 to A3, point B3 is a candidate point for base point A4, point B4 is a candidate point for base points A5 and A6, point B5 is a candidate point for base point A7, and point B6 is a candidate point for base point A8. Therefore, six candidate points B1 to B6 are calculated based on eight base points A1 to A8. Note that, as in the example shown in FIG. 12, when the position closest to the base point in the material collision area is the same for multiple base points, the number of candidate points is smaller than the number of base points.

[0111] As described above, in this embodiment, the game system 1 calculates the points (i.e., candidate points) on the material collisions that are closest to each of the multiple base points. Then, as will be described in detail later, a polyhedron having at least one of the closest points as a vertex is set as the collision for synthesis. This allows the shape of the collision for synthesis to be a shape that reflects the shape of the material collisions. Also, in this embodiment, as shown in FIG. 11, by setting each base point in an even direction with respect to the material collisions, the shape of the collision for synthesis is more likely to be a shape that reflects the shape of the material collisions.

[0112] The method of calculating the candidate point from the base point is not limited to the above, and any method may be used. For example, in another embodiment, the game system 1 may calculate the intersection of the line segment connecting the center of the material collision and the base point with the surface of the material collision as the candidate point.

[0113] In this embodiment, the game system 1 sets a polyhedron including at least some of the multiple candidate points calculated as described above as vertices as a collision for synthesis. FIG. 13 is a diagram showing an example of a collision for synthesis generated based on the candidate points. FIG. 13 shows a collision for synthesis 228 generated based on each of the candidate points B1 to B6 shown in FIG. 12. In the example shown in FIG. 13, the material collision 226 has 13 vertices, whereas the collision for synthesis has 6 vertices. Thus, in this embodiment, the collision for synthesis has a shape that reflects the shape of the original material collision while suppressing the number of vertices to a certain value or less. Specifically, since the number of base points is 14 in this embodiment, the number of candidate points is a maximum of 14, and as a result, the number of vertices of the collision for synthesis is suppressed to 14 or less.

[0114] Here, if the multiple candidate points calculated as described above are directly used as the vertices of the compositing collision, the compositing collision may have a shape having a concave. In this regard, in this embodiment, the game system 1 deletes, from the multiple candidate points, points that become vertices (called "concave vertices") that form a concave in a polyhedron having each candidate point as a vertex. Then, the remaining candidate points other than the deleted candidate points are used as the vertices of the compositing collision. In this embodiment, the game system 1 deletes the concave vertices as described above to generate a compositing collision that is a convex polyhedron without a concave portion.

[0115] Fig. 14 is a diagram showing an example in which some of a plurality of candidate points are deleted. In the example shown in Fig. 14, among the eight candidate points C1 to C8, the candidate point C7 is the apex of a depression. In this case, the game system 1 deletes the candidate point C7, which is the apex of the depression, and sets the remaining candidate points C1 to C6 and C8 as the apex of a collision for synthesis. Therefore, in the example shown in Fig. 14, a collision for synthesis with the seven candidate points C1 to C6 and C8 as apex is generated, and the collision for synthesis has a convex shape.

[0116] If there is no concave vertex among the multiple candidate points, the game system 1 sets each candidate point as a vertex of a compositing collision. For example, in the example shown in Fig. 12, since there is no concave vertex among the calculated candidate points B1 to B6, each of the candidate points B1 to B6 becomes a vertex of a material collision.

[0117] As described above, in this embodiment, the game system 1 sets a convex polyhedron with at least one of the multiple candidate points as a vertex as the shape of the synthesis collision. This prevents the shape of the synthesis collision from becoming too complicated, and prevents the shape of the synthesis equipment collision based on the synthesis collision from becoming too complicated. Therefore, in this embodiment, a synthesis equipment collision with a shape appropriate for use in a synthesis equipment item such as a weapon or armor can be generated. Furthermore, in this embodiment, the game system 1 deletes candidate points from among the multiple candidate points that are not vertices of a convex polyhedron, and sets a convex polyhedron with each of the remaining candidate points as a vertex as the shape of the synthesis collision. This makes it easy to generate a synthesis collision that has a convex shape.

[0118] In addition, in this embodiment, candidate points are calculated based on a predetermined number of base points (here, 14), and the vertices of the compositing collision are determined from among the candidate points. Therefore, in this embodiment, the vertices of the compositing collision are equal to or less than the above-mentioned predetermined number. That is, the game system 1 sets a polyhedron having a predetermined number of vertices or less as the compositing collision based on the shape of the material collision. According to this, the number of vertices of the compositing collision can be suppressed to a certain level without being affected by the number of vertices of the material collision, so that the amount of data of the compositing collision and the compositing equipment collision can be suppressed. For example, even if the material collision has a complex shape (for example, a shape with a large number of vertices), the number of vertices of the compositing collision can be suppressed to a certain level. In addition, in this embodiment, in addition to being able to suppress the number of vertices of the compositing collision by setting the number of base points, the number of vertices of the compositing collision can also be suppressed by excluding the vertices of the recesses from the candidate points.

[0119] In this embodiment, a composite equipment collision is generated based on the composite collision and equipment collision generated as described above. Fig. 15 is a diagram showing an example of a composite equipment item and a composite equipment collision of the composite equipment item. Fig. 15 shows a composite equipment item 213 generated by combining the above-mentioned sword object 202 and fang object 206, and a composite equipment collision 233 of the composite equipment item 213.

[0120] In this embodiment, the appearance of the synthesized equipment item includes at least a part of the appearance of the original equipment item and a part of the appearance of the original material item. In the example shown in FIG. 15, the appearance of the synthesized equipment item 213 includes a part of the appearance of the sword object 202 (specifically, a part excluding the tip) and the appearance of the fang object 206, and more specifically, the appearance of the sword object 202 with the fang object 206 attached to the tip. Note that the 3D model of the synthesized equipment item 213 shown in FIG. 15 may have the above-mentioned appearance as a result, and any method may be used to generate the 3D model of the synthesized equipment item. The 3D model of the synthesized equipment item may be a model that combines the 3D model of the equipment item and the 3D model of the material item, or may be a model separate from the 3D model of the equipment item and the 3D model of the material item.

[0121] On the other hand, the synthesis equipment collision is generated by combining the synthesis collision and the equipment collision. Specifically, the game system 1 overlaps the synthesis collision and the equipment collision in a predetermined positional relationship, and sets the synthesis equipment collision to an area that is within either the synthesis collision or the equipment collision area. In other words, in this embodiment, the synthesis equipment collision area is the union of the synthesis collision area and the equipment collision area. As a result, the synthesis equipment collision can be easily generated based on the synthesis collision and the equipment collision.

[0122] In this embodiment, the positional relationship in which the synthesis collision and the equipment collision are superimposed is set so that the shape of the synthesis equipment collision corresponds to the appearance of the synthesis equipment item. For example, in the example shown in Fig. 15, the synthesis equipment item 213 has an appearance of a sword object 202 with a fang object 206 attached to the tip. Therefore, the game system 1 generates a synthesis equipment collision 233 by superimposing the two in a positional relationship in which the synthesis collision 232 corresponding to the fang object 206 is placed on the tip of the equipment collision 231 corresponding to the sword object 202 (see Fig. 15).

[0123] As described above, in this embodiment, the game system 1 generates a 3D model of a composite equipment item as a model in which a material item is placed at the tip of an equipment item. The game system 1 also generates a composite equipment collision in which a composite collision is placed at the tip of the equipment collision. This makes it possible to generate a composite equipment collision in a shape that matches the appearance of the composite equipment item. Note that the above "model in which a material item is placed at the tip of an equipment item" refers to any model that has an appearance as if a material item was placed at the tip of an equipment item, and is not limited to a model that combines two models, a model of a material item and a model of an equipment item, but includes one model that has the above appearance.

[0124] Note that the 3D model of a composite equipment item (see FIG. 17), in which the blade of a sword object, which is an equipment item, is replaced with the appearance of a material item, is also an example of the above-mentioned "model in which a material item is placed at the tip of an equipment item." Details will be described later, but for the above-mentioned composite equipment item as well, a composite equipment collision is generated in which the composite collision is placed at the tip of the equipment collision (in the example shown in FIG. 17, which will be described later, the equipment collision is transformed to delete some vertices).

[0125] For example, if the equipment item is a shield, the appearance of the composite equipment item may be that of a shield with a material item attached to the front of the shield. For example, if the equipment item is an arrow object, the appearance of the composite equipment item may be that of an arrowhead replaced with the appearance of a material item. The models of the shield object and arrow object composited in this way can be said to be an example of the above-mentioned "model in which a material item is placed at the tip of an equipment item." In these cases, the composite equipment collision is generated with the composition collision placed at the tip of the equipment collision.

[0126] The appearance of the synthesis equipment item is arbitrary and is not limited to an appearance in which a material item is attached to the tip of an equipment item. Regardless of the appearance of the synthesis equipment item, the game system 1 can generate a synthesis equipment collision that matches the appearance of the synthesis equipment item by overlapping the synthesis collision and the equipment collision in a positional relationship such that the shape of the synthesis equipment collision corresponds to the appearance of the synthesis equipment item.

[0127] In this embodiment, the positional relationship in which the synthesis collision and the equipment collision are superimposed is determined in advance for each combination of material items and equipment items. For example, the positional relationship is determined in a game program. That is, in this embodiment, the appearance of the synthesis equipment item (i.e., the positional relationship in appearance between the equipment item part and the material item part in the synthesis equipment item) is determined in advance, and the positional relationship in which the synthesis collision and the equipment collision are superimposed is also determined in advance so as to match the appearance of the synthesis equipment item. However, in other embodiments, the game system 1 may calculate the positional relationship during the game (for example, when generating the synthesis equipment item) and generate the synthesis equipment collision based on the calculated positional relationship. For example, in other embodiments, when a model of a synthesis equipment item is generated by combining a model of an equipment item and a model of a material item in a positional relationship that is variably determined according to a predetermined condition, the game system 1 may generate the synthesis equipment collision by superimposing the synthesis collision and the equipment collision so as to have the same positional relationship as the positional relationship of the two combined models.

[0128] In this embodiment, the equipment collision is predefined as a convex polyhedron for each equipment item. As described above, the synthesis collision is generated to be a convex polyhedron. Thus, in this embodiment, the equipment collision and the synthesis collision are convex polyhedrons. That is, in this embodiment, the equipment collision and the synthesis collision are suitable shapes for collisions used for synthesis equipment items such as weapons and armor. By generating synthesis equipment collisions using such equipment collisions and synthesis collisions, it is possible to easily generate synthesis equipment collisions with suitable shapes. In other embodiments, the equipment collisions and the synthesis collisions do not have to be convex.

[0129] In this embodiment, the portion of the synthesis equipment item that represents the material item (referred to as the "material portion") may be different in size from the original material item. FIG. 16 is a diagram showing an example in which the size of the material item is different from the size of the material portion of the synthesis equipment item. FIG. 16 shows an example in which a synthesis equipment item 237 is generated by synthesising a sword object 202 and a rock object 236. In the example shown in FIG. 16, the rock object 236, which is a material item, is larger than the sword object 202, so the appearance of the synthesis equipment item 237 is not an appearance in which the rock object 236 is attached to the tip of the sword object 202 in its original size, but an appearance in which a rock smaller than the rock object 236 is attached to the tip of the sword object 202. In this way, when the material item is larger than the equipment item, the appearance of the synthesis equipment item may be such that the material portion representing the material item is smaller than the original material item. Note that when the material item is smaller than the equipment item, the appearance of the synthesis equipment item may be such that the material portion is larger than the original material item.

[0130] As described above, when the size of the material part of the synthesis equipment item is different from the size of the original material item, the game system 1 performs scaling on the synthesis collision. That is, the game system 1 adjusts the size of the synthesis collision generated as described above. In the example shown in FIG. 16, the size of the material part of the synthesis equipment item 237 is smaller than the size of the rock object 236, so the game system 1 scales the synthesis collision 238 corresponding to the rock object 236 to be smaller, and generates the synthesis equipment collision 239 by superimposing the scaled synthesis collision 238' and the equipment collision 231.

[0131] Specifically, the game system 1 changes the size of the synthesis collision according to the ratio between the size of the original material items and the size of the material portion of the synthesis equipment item. For example, if the size of the material portion of the synthesis equipment item is x times the size of the original material items, the size of the synthesis collision is multiplied by x (x is a positive number). Since the synthesis collision before scaling is approximately the same size as the material items, by scaling as described above, the synthesis collision after scaling becomes approximately the same size as the material portion of the synthesis equipment item.

[0132] In this embodiment, the size of the material part of the synthesis equipment item is predetermined for each material item. For example, the size is determined in the game program. The game system 1 determines the scaling ratio so as to match the predetermined appearance of the synthesis equipment item. Note that a specific method for determining the scaling ratio is arbitrary. In another embodiment, the game system 1 may variably determine the size of the material part of the synthesis equipment item according to a predetermined condition, and generate the synthesis equipment item according to the determined size. At this time, the game system 1 may calculate the scaling ratio so that the size of the synthesis collision corresponds to the calculated size of the material part.

[0133] As described above, in this embodiment, the game system 1 generates a synthesis equipment collision by scaling the synthesis collision. This allows a synthesis equipment collision of a shape corresponding to the appearance of the synthesis equipment item to be generated even if the size of the material part of the synthesis equipment item is different from the size of the original material item. Note that in other embodiments, scaling of the synthesis collision may not be performed.

[0134] In this embodiment, the game system 1 performs scaling on the synthesis equipment collision. Here, in other embodiments, scaling may be performed on the material collision before generating the synthesis collision. That is, the game system 1 may perform scaling on the material collision and generate the synthesis collision based on the material collision after scaling. In addition, in the method of scaling the material collision, for example, when the material collision has a complex shape, the shape of the material collision may be distorted by scaling, and the shape of the material collision after scaling may not match the shape of the material item. In addition, the synthesis collision generated based on such a material collision may also not match the shape of the material item. In contrast, in this embodiment, scaling is performed after generating the synthesis collision, so that the possibility that the shape of the synthesis collision will not match the shape of the material item due to scaling can be reduced.

[0135] As described above, in this embodiment, depending on the type of material item, the appearance of the composite equipment item may be an appearance in which the blade part of the equipment item is replaced with the material item. In this case, the game system 1 transforms the equipment collision and generates a composite equipment collision based on the transformed equipment collision. Below, an example of generating a composite equipment collision based on the transformed equipment collision will be described.

[0136] 17 is a diagram showing an example of a composite equipment item that has an appearance in which the blade portion of the equipment item is replaced with a material item. In the example shown in Fig. 17, a sword object 202 and a horn object 241 are combined to generate a composite equipment item 242 that has an appearance in which the blade portion of the sword is replaced with a horn object.

[0137] Here, if a composite equipment collision is generated by simply overlapping a composite collision with an equipment collision, the shape of the composite equipment collision may not match the appearance of the composite equipment item. For example, in the example shown in FIG. 17, the shape and size of the blade of the composite equipment item 242 are different from those of the sword object 202, so if the equipment collision 231 of the sword object 202 is used as is, a composite equipment collision 244 is generated that extends to a position where the blade does not exist in the composite equipment item 242 (see FIG. 17). As a result, the shape of the composite equipment collision 244 does not match the appearance of the composite equipment item 242.

[0138] Therefore, in this embodiment, when the appearance of the synthesis equipment item is such that the blade portion of the equipment item is replaced with a material item, the game system 1 transforms the equipment collision. Specifically, the game system 1 deletes a part of the tip side of the equipment collision, and generates the synthesis equipment collision by superimposing the equipment collision after the deletion and the synthesis collision. In the example shown in FIG. 17, among the vertices of the equipment collision 231, the vertex located on the tip side of the center point of the synthesis collision 243 (black circle shown in FIG. 17) is deleted. The game system 1 generates the synthesis equipment collision 244 by superimposing the equipment collision 231' after the vertex is deleted and the synthesis collision 243. This allows the synthesis equipment collision 244 to have a shape that matches the appearance of the synthesis equipment item 242 (see FIG. 17).

[0139] In the above example, the equipment collision is deformed by deleting the vertex located on the tip side of the center of the collision for synthesis, but the specific method for deforming the equipment collision is arbitrary. In other embodiments, the equipment collision may be deformed independently of the collision for synthesis. For example, the game system 1 may deform the equipment collision so as to delete a predetermined part of the equipment collision (for example, a part corresponding to the blade of the equipment item).

[0140] As described above, in this embodiment, when the material item is a predetermined type of item, the game system 1 replaces the equipment collision with a collision of a different shape when generating a composite equipment item. Specifically, the game system 1 generates the composite equipment collision by deleting at least a part of the tip side of the equipment collision. This allows the composite equipment collision to have a shape that matches the appearance of the composite equipment item.

[0141] In this embodiment, whether or not the equipment collision is to be deformed is determined according to the type of material item. Here, in other embodiments, whether or not the equipment collision is to be deformed may be determined according to the type of equipment item, or may be determined according to the combination of the equipment item and the material item. For example, in other embodiments, the type of the equipment item may be a predetermined type, and the appearance of the composite equipment item may be an appearance in which the blade part of the equipment item is replaced with the material item. At this time, the game system 1 deforms the equipment collision when the equipment item is the predetermined type. Also, the combination of the equipment item and the material item may be a predetermined combination, and the appearance of the composite equipment item may be an appearance in which the blade part of the equipment item is replaced with the material item. At this time, the game system 1 deforms the equipment collision when the combination of the equipment item and the material item is a predetermined combination.

[0142] [3. Specific examples of processing in game systems] Next, a specific example of information processing in the game system 1 will be described with reference to FIGS.

[0143] Fig. 18 is a diagram showing an example of various data used for information processing in the game system 1. The various data shown in Fig. 18 is stored in a storage medium accessible by the main unit 2 (for example, the flash memory 84, the DRAM 85, and / or a memory card inserted in the slot 23, etc.).

[0144] As shown in Fig. 18, the game system 1 stores a game program. The game program is a game program for executing the game processing in this embodiment (specifically, each of the processing shown in Figs. 19 to 21).

[0145] Furthermore, material item data and equipment item data are stored in the game system 1. These data are prepared in advance and are stored in the game system 1 together with the game program (or are included in the game program), for example.

[0146] The material item data is various data related to the material item, and is stored for each material item. In this embodiment, the material item data includes data on the material collision of the material item (e.g., data indicating the shape and size of the material collision). In addition, although not shown, the material item data includes data on the 3D model of the material item, data indicating the properties of the material item, and the like.

[0147] The equipment item data includes various data related to the equipment item and is stored for each equipment item. In this embodiment, the equipment item data includes equipment collision data for the equipment item (e.g., data indicating the shape and size of the equipment collision). In addition, although not shown, the equipment item data includes 3D model data for the equipment item, data indicating the performance of the equipment item, and the like.

[0148] The game system 1 also stores synthesis collision data, synthesis equipment item data, and possessed item data as game processing data that is generated and used during game processing. These data are stored in a memory (e.g., DRAM 85) used for game processing. These data are stored in the memory at appropriate times after the start of the game, and are updated as appropriate according to the progress of the game.

[0149] The synthesis collision data indicates the shape and size of the synthesis collision described above. The synthesis equipment item data includes various data related to the synthesis equipment item, and is stored for each generated synthesis equipment item. In this embodiment, the synthesis equipment item data includes synthesis equipment collision data indicating the shape and size of the synthesis equipment collision described above. The synthesis equipment item data may include, in addition to the synthesis equipment collision data, data of a 3D model of the synthesis equipment item, data indicating the performance of the synthesis equipment item, and the like. The possessed item data indicates items possessed by the player character (e.g., material items, equipment items, synthesis equipment items, etc.).

[0150] Fig. 19 is a flowchart showing an example of the flow of game processing executed by the game system 1. The game processing shown in Fig. 19 is started, for example, in response to the start of the game and the placement of the player character on the game field.

[0151] In this embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1 to execute the processes of the steps shown in FIG. 19 and FIGS. 20 and 21 described later. However, in other embodiments, some of the processes of the steps may be executed by a processor (e.g., a dedicated circuit) other than the processor 81. In addition, if the game system 1 can communicate with another information processing device (e.g., a server), some of the processes of the steps shown in FIGS. 19 to 21 may be executed in the other information processing device. In addition, the processes of the steps shown in FIGS. 19 to 21 are merely examples, and the order of the processes of the steps may be changed as long as the same results are obtained, and other processes may be executed in addition to (or instead of) the processes of the steps.

[0152] 19 to 21, using a memory (for example, DRAM 85). That is, the processor 81 stores information (in other words, data) obtained by each processing step in the memory, and when using the information in the subsequent processing steps, reads the information from the memory and uses it.

[0153] 19, processor 81 obtains the operation data indicating an instruction by the player. That is, processor 81 obtains the operation data received from each controller via controller communication unit 83 and / or each of terminals 17 and 21. Following step S1, the process of step S2 is executed.

[0154] In step S2, processor 81 executes a player-related control process. In the player-related control process, various processes (for example, control processes related to a player character) are executed based on an operation input by a player. Hereinafter, the details of the player-related control process will be described with reference to FIG. 20.

[0155] FIG. 20 is a sub-flowchart showing an example of a detailed flow of the player-related control process of step S2 shown in FIG. 19. In the player-related control process, first, in step S11, processor 81 determines whether or not it is an operation acceptance period during which an operation input to a player character is accepted. Here, in this embodiment, an action period during which an object such as a player character performs a predetermined action (for example, an action started in step S15 or S17 described later) in response to an operation input to a player character is excluded from the operation acceptance period. If the determination result in step S11 is positive, the process of step S12 is executed. On the other hand, if the determination result in step S11 is negative, the process of step S20 described later is executed.

[0156] In step S12, the processor 81 determines whether or not the player character is in the above-mentioned synthesis-enabled state. The determination in step S12 is made, for example, based on whether or not the player character is in a state in which a specific item for synthesis can be used. For example, during the game, the player character may be controlled to a state in which it can use any one of a plurality of types of items including the specific item. At this time, if the player character is in a state in which it can use the specific item, the processor 81 determines that the player character is in a synthesis-enabled state, and if the player character is in a state in which it can use an item other than the specific item, the processor 81 determines that the player character is not in a synthesis-enabled state. If the determination result in step S12 is positive, the process of step S13 is executed. On the other hand, if the determination result in step S12 is negative, the process of step S16 described later is executed.

[0157] In step S13, the processor 81 determines whether or not an operation input for the synthesis instruction described above has been performed based on the operation data acquired in step S1. As described above, in this embodiment, the synthesis instruction is an instruction to specify a target equipment item from among the options shown by the equipment specification image (see FIG. 9). If the determination result of step S13 is positive, the process of step S14 is executed. On the other hand, if the determination result of step S13 is negative, the process of step S16 described below is executed.

[0158] In step S14, processor 81 determines whether or not the above-mentioned target material item to be the subject of synthesis is present around the player character. Specifically, processor 81 determines whether or not the material item is present within the above-mentioned determination range based on the position and orientation of the player character. If the determination result in step S14 is positive, processing in step S15 is executed. On the other hand, if the determination result in step S14 is negative, processing in step S16, which will be described later, is executed.

[0159] In step S15, processor 81 starts a performance action performed when the target material item and the target equipment item are combined. As described above, the performance action for combination in this embodiment is a series of actions in which the target material item is attracted toward the player character, and after the target material item approaches the player character, the target equipment item equipped by the player character is changed to a combined equipment item. After the performance action is started in step S15, each item is controlled to perform the performance action for a certain period of time by the process of step S20 described later. After step S15, processor 81 ends the player-related control process shown in FIG. 20.

[0160] In step S16, processor 81 determines whether or not an operation input for instructing the player character to take an action has been performed based on the operation data acquired in step S1. The action instruction is, for example, an instruction for making the player character take an attacking action, a jumping action, or an action of picking up an item on the game field. If the determination result in step S16 is positive, the process of step S17 is executed. On the other hand, if the determination result in step S16 is negative, the process of step S18 is executed.

[0161] In step S17, processor 81 causes the player character to start an action corresponding to the action instruction made in step S16. After the player character starts an action in step S17, the player character is controlled to perform the action for a certain period of time by the process of step S20 described later. After step S17, processor 81 ends the player-related control process shown in FIG.

[0162] In step S18, processor 81 determines whether or not an operation input for instructing the player character to move has been performed based on the operation data acquired in step S1. The movement instruction is an instruction for performing an action of moving the player character on the game field. If the determination result in step S18 is positive, processing in step S19 is executed. On the other hand, if the determination result in step S18 is negative, processing in step S20 is executed.

[0163] In step S19, processor 81 causes the player character to move on the field in response to the movement instruction made in step S 18. After step S19, processor 81 ends the player-related control process shown in FIG.

[0164] In step S20, processor 81 controls each object (specifically, the player character and material items) to perform various actions, such as the progress of the action started in step S15 or S17, and actions in the absence of an input by the player. In one step S20, processor 81 controls each object to perform an action for one frame time. The process of step S20 is repeatedly executed over multiple frames, causing each object to perform a series of actions in accordance with the above-mentioned synthesis instructions and action instructions.

[0165] If the action to be performed by the player character has not been instructed by the player (for example, if the action started in step S15 or S17 has ended), in step S20 above, processor 81 may not cause the player character to perform an action, or may cause the player character to perform an action that makes the player character's behavior look natural (for example, an action of looking around or shaking the body). After step S20, processor 81 ends the player-related control process shown in FIG.

[0166] Returning to the explanation of FIG. 19, in step S3, processor 81 controls the movement of objects other than the player character (for example, enemy characters, objects placed in the game space, etc.). For example, with respect to enemy characters, processor 81 controls the movement of enemy characters in accordance with an algorithm defined in the game program. Also, for example, with respect to objects (including material items) placed in the game space, processor 81 moves the objects in accordance with the result of collision determination (more specifically, the processing result of step S4 executed in the previous processing loop of steps S1 to S8) described later. Note that in one step S3, processor 81 controls each object so that the movement progresses for one frame time. Following step S3, the processing of step S4 is executed.

[0167] In step S4, the processor 81 performs collision determination for each object based on the results of the operations in steps S2 and S3. The above-mentioned "each object" includes objects such as player characters, enemy characters, and items placed in the game space. Here, for material items, the processor 81 reads out material collision data stored in the memory and performs collision determination using material collisions indicated by the material collision data. For equipment items, the processor 81 reads out equipment collision data stored in the memory and performs collision determination using equipment collisions indicated by the equipment collision data. For composite equipment items, the processor 81 reads out composite equipment collision data stored in the memory and performs collision determination using composite equipment collisions indicated by the composite equipment collision data. Following step S4, the process of step S5 is executed.

[0168] The result of the collision determination in step S4 is reflected, for example, in the motion control process of each object in the next frame (i.e., the process of steps S2 and S3 in the next process loop of steps S1 to S8). For example, if it is determined in step S4 that the player character has been hit by an equipment item of an enemy character (i.e., the player character has been attacked by the enemy character), then in step S2, which is executed next, the player character is controlled to perform a reaction to the attack (e.g., leaning back, etc.). Specifically, in the process of step S11 during the process of step S2, the processor 81 determines that it is not an operation acceptance period, and in the process of step S20, controls the player character to perform a reaction to the attack. Also, for example, if it is determined that an item object (e.g., a material item, an equipment item, or a composite equipment item) arranged in the game space has been hit by another object, then in step S3, which is executed next, the processor 81 performs control such as moving the item object.

[0169] In step S5, processor 81 determines whether or not a synthesis equipment item has been newly possessed by the player character. For example, when a synthesis performance action is started in response to a synthesis instruction from the player (step S15), or when the player character picks up a synthesis equipment item in response to an action instruction from the player (step S17), processor 81 determines that a synthesis equipment item has been newly possessed by the player character. If the determination result in step S5 is positive, the process of step S6 is executed. On the other hand, if the determination result in step S5 is negative, the processes of steps S6 to S8 are skipped and the process of step S9 is executed.

[0170] In step S6, the processor 81 generates a 3D model of the synthesized equipment item newly possessed by the player character. Specifically, the processor 81 reads the model data of the target material item and the model data of the target equipment item from the storage medium of the game system 1, and generates a 3D model of the synthesized equipment item using the read model data. The data of the 3D model of the synthesized equipment item generated as described above is stored in memory as the synthesized equipment item data. The processor 81 also reads the material item data of the target material item and the equipment item data of the target equipment item from the storage medium of the game system 1, and sets the properties of the synthesized equipment item using the read data. The data indicating the properties of the synthesized equipment item set as described above is stored in memory as the synthesized equipment item data. Following step S6, the process of step S7 is executed.

[0171] In step S7, the processor 81 executes a collision generation process for the generated synthetic equipment item. The collision generation process is a process for generating a synthetic equipment collision for the synthetic equipment item. Hereinafter, the collision generation process will be described in detail with reference to FIG. 21.

[0172] FIG. 21 is a sub-flowchart showing an example of a detailed flow of the collision generation process in step S7 shown in FIG. 19. In the collision generation process, first in step S31, processor 81 calculates candidate points for generating a collision for synthesis. That is, processor 81 calculates a plurality of candidate points for the material collision of the material item that is the source of the synthesis equipment item generated in step S6 according to the method described in "[2-2. Method of generating collision of synthesis equipment item]" above (see FIG. 12). Processor 81 stores data indicating each of the calculated candidate points in memory. Following step S31, the process of step S32 is executed.

[0173] In step S32, the processor 81 determines whether or not there is a candidate point that is the apex of the recess among the candidate points calculated in step S31. If the determination result in step S32 is positive, the process of step S33 is executed. On the other hand, if the determination result in step S32 is negative, the process of step S33 is skipped and the process of step S34 is executed.

[0174] In step S33, the processor 81 deletes the candidate points that are to become the vertices of the above-mentioned depression from the candidate points calculated in step S31 (see FIG. 14). That is, the processor 81 updates the data indicating the candidate points stored in the memory in step S31 so that the candidate points that are to become the vertices of the depression are deleted. After step S33, the process of step S34 is executed.

[0175] In step S34, the processor 81 generates a collision for synthesis based on each candidate point. That is, the processor 81 sets a polyhedron having each candidate point stored in the memory as a vertex as the collision for synthesis (see FIG. 13). The processor 81 stores data indicating the generated collision for synthesis (e.g., data indicating each vertex) in the memory as collision data for synthesis. Following step S34, the process of step S35 is executed.

[0176] In step S35, processor 81 determines whether the size of the material portion of the synthesis equipment item generated in step S6 is different from the size of the synthesis source material item. If the determination result in step S35 is positive, the process of step S36 is executed. On the other hand, if the determination result in step S35 is negative, the process of step S36 is skipped and the process of step S37 is executed.

[0177] In step S36, processor 81 scales the synthesis collision generated in step S34. That is, processor 81 changes the size of the synthesis collision according to the ratio between the size of the original material items and the size of the material portion of the synthesis equipment item. The synthesis collision data stored in memory is updated to content indicating the synthesis collision after scaling. Following step S36, the process of step S37 is executed.

[0178] In step S37, the processor 81 determines whether or not the material item that is the source of the synthesized equipment item synthesized in step S6 is a material item of a predetermined type. In this embodiment, the "predetermined type of material item" refers to a material item that has an appearance in which the blade part of the equipment item is replaced with the material item, when the determination result in step S37 is positive, the process of step S38 is executed. On the other hand, when the determination result in step S37 is negative, the process of step S38 is skipped and the process of step S39 is executed.

[0179] In step S38, processor 81 transforms the equipment collision so that a portion of it is deleted. Specifically, processor 81 deletes a portion of the tip side of the equipment collision in accordance with the method described above in "[2-2. Method of generating collision of synthesized equipment item]". Note that the equipment collision to be transformed here is the equipment collision of the equipment item that was the basis of the synthesized equipment item synthesized in step S6. Processor 81 stores data indicating the equipment collision after transformation in memory. Following step S38, the process of step S39 is executed.

[0180] In step S39, the processor 81 generates a composite equipment collision based on the equipment collision and the composite collision. The composite equipment collision is generated by overlapping the equipment collision and the composite collision in a predetermined positional relationship according to the method described in "[2-2. Method for generating collision of composite equipment item]" above. If the equipment collision has been transformed by the processing of step S38, the processor 81 generates the composite equipment collision using data indicating the equipment collision after transformation stored in the memory. On the other hand, if the equipment collision has not been transformed by the processing of step S38, the processor 81 generates the composite equipment collision using equipment collision data previously stored in the memory. The processor 81 stores data indicating the generated composite equipment collision (for example, data indicating each vertex) in the memory as composite equipment collision data. After step S39, the processor 81 ends the collision generation process.

[0181] In addition, when a synthetic equipment item appears on the game field in a case other than when the synthetic equipment item is generated in response to a synthetic instruction from the player (for example, when the synthetic equipment item is placed on the game field at the start of the game), a synthetic process similar to step S6 and a collision generation process similar to step S7 may be executed at the timing when the synthetic equipment item appears on the game field. In addition, when a 3D model and synthetic equipment collision of the synthetic equipment item have already been generated when the synthetic equipment item is possessed by the player character (for example, when a synthetic equipment item placed on the game field at the start of the game is acquired by the player character), the 3D model and synthetic equipment collision of the synthetic equipment item may not be newly generated in the processes of steps S6 and S7.

[0182] Returning to the description of FIG. 19, in step S8 following step S7, the processor 81 changes the items possessed by the player character. Specifically, the processor 81 updates the possessed item data stored in the memory so as to include the synthesized equipment item determined to be newly possessed in step S5. Furthermore, when a synthesized equipment item is synthesized in response to a synthesis instruction from the player, the processor 81 updates the possessed item data so as to delete the equipment item that is the source of the synthesis. Furthermore, the name of the synthesized equipment item determined to be newly possessed in step S5 may be prepared in advance or may be generated in step S8. For example, the processor 81 may generate the name of the synthesized equipment item based on the names of the material items that are the source of the synthesis and the names of the equipment items that are the source of the synthesis. Furthermore, the icon image of the synthesized equipment item determined to be newly possessed in step S5 may be prepared in advance or may be generated in step S8. The icon image is used, for example, to indicate the synthesized equipment item in a menu image or the like showing a list of items possessed by the player character. For example, the processor 81 may generate an icon image of the synthesized equipment item based on a 3D model of the synthesized equipment item. After step S8, the process proceeds to step S9.

[0183] In step S9, processor 81 generates a game image and displays it on display 12. For example, processor 81 sets a virtual camera in the game space so that the player character is included in the field of view, and performs drawing processing based on the virtual camera to generate a game image showing the game space. As a result, a game image reflecting the behavior of each object controlled in steps S2 and S3 above is displayed. Following step S9, processing in step S10 is executed.

[0184] In step S10, processor 81 determines whether or not to end the game. For example, processor 81 determines to end the game when a predetermined operation input for ending the game is performed by the player. If the determination result in step S10 is negative, the process of step S1 is executed again. Thereafter, a series of processes from steps S1 to S10 is repeatedly executed until it is determined in step S10 that the game is to end. On the other hand, if the determination result in step S10 is positive, processor 81 ends the game process shown in FIG. 19.

[0185] [4. Effects and Modifications of the Present Embodiment] The game program in the above embodiment is configured to cause a computer (eg, processor 81) of an information processing device (eg, game device 2) to execute the following processes (referred to as a "first configuration"). A process of controlling a player character based on an operational input (step S2) A process of generating a first synthesized equipment item object (e.g., synthesized equipment item) that can be possessed, equipped, and used by the player character, which is an object obtained by synthesizing a first equipment item object and a first item object in the virtual space, in place of a specified first equipment item object (e.g., equipment item) among a plurality of equipment item objects that can be possessed, equipped, and used by the player character, in response to a first instruction based on an operation input (step S6). A process of having the player character possess the first composite equipment item object in response to the first instruction (step S8). A process (step S7) in which the first item object has a first collision (e.g., a material collision) and the first equipment item object has a second collision (e.g., an equipment collision), and in response to the first instruction, a third collision (e.g., a collision for synthesis) is generated based on the first collision, and a fourth collision, which is a collision of the first synthesized equipment item object, is generated based on the third collision and the second collision.

[0186] According to the first configuration, a new synthesized equipment item object can be generated by synthesizing an item object and an equipment item object, so that many types of items can appear in the game. Furthermore, according to the above configuration, the collision of the synthesized equipment item object can be automatically generated. Also, since it is not necessary to prepare the collision of the synthesized equipment item object in advance, the amount of data for the collision of the item can be reduced.

[0187] (A variation that uses the composite collision as the collision of the material object) In the above embodiment, the synthesis collision generated based on the material collision is used to generate the synthesis equipment collision. Here, in other embodiments, the synthesis collision may be used as the collision of a material item corresponding to the original material collision. For example, when a player character acquires and possesses a material item placed in the game space, the player character may be able to use the material item as an equipment item. In this case, the game system 1 may use the synthesis collision as the collision of the material item that has become the equipment item.

[0188] Fig. 22 is a flowchart showing an example of the flow of game processing in a modified example of the above embodiment. In the modified example, steps S41 to S44 shown in Fig. 22 may be executed after step S4 shown in Fig. 19. Note that the game processing in this modified example may be the same as that of the above embodiment, except that steps S41 to S44 are executed.

[0189] In step S41, processor 81 determines whether or not a material item has been newly possessed by the player character. For example, when the player character picks up a material item in response to an action instruction from the player (step S17), processor 81 determines that a material item has been newly possessed by the player character. When the determination result of step S41 is positive, the process of step S42 is executed. On the other hand, when the determination result of step S41 is negative, the processes of steps S42 to S44 are skipped, and the process of step S5 in the above embodiment is executed.

[0190] In step S42, the processor 81 generates a 3D model of an equipment item corresponding to a material item newly acquired by the player, based on the 3D model of the material item. Note that the 3D model of the equipment item is a 3D model when the material item is used as an equipment item, and therefore may have the same appearance as the 3D model of the material item. Alternatively, the 3D model of the equipment item may have an appearance similar to that of the 3D model of the material item to such an extent that the player recognizes that the equipment item is the same item as the material item. For example, the 3D model of the equipment item may be generated by performing a predetermined processing (e.g., scaling, etc.) on the 3D model of the material item. Following step S42, the process of step S43 is executed.

[0191] In step S43, processor 81 generates a synthesis collision for the material item newly acquired by the player. The method of generating a synthesis collision in this modified example may be the same as in the above embodiment. After step S43, the process of step S44 is executed.

[0192] In step S44, processor 81 changes the items possessed by the player character. Specifically, processor 81 updates the possessed item data stored in memory to include the material items determined to be newly possessed in step S41 above. Following step S44, the process of step S5 is executed.

[0193] In this modified example, when the player character is equipped with the material item, processor 81 uses the synthesis collision generated in step S43 as the collision of the material item. That is, in the collision determination in step S4, the synthesis collision is used as the collision of the material item. This makes it possible to perform collision determination using a collision of an appropriate shape as the collision of the weapon or armor, even when the material item is used as an equipment item such as a weapon or armor.

[0194] As described above, a material item can be in a state where it is used as an equipment item and a state where it is not used, and different collisions may be set depending on these two states. In addition, when a material item is used as an equipment item, a synthesis collision generated from the material collision may be used.

[0195] The game program in the above-described modified example can be said to have a configuration (called a "second configuration") that causes a computer (eg, processor 81) of an information processing device (eg, game device 2) to execute the following processes. A process of controlling a player character based on an operational input (step S2) A process of generating a first equipment item object that can be possessed, equipped, and used by the player character by using at least a specified first item object among a plurality of item objects in the virtual space in response to a first instruction based on an operation input (step S42). A process of having the player character possess the first equipment item object in response to the first instruction (step S44). The first item object has a first collision, and in response to the first instruction, a process of generating a second collision, which is a collision of the first equipment item object, based on the first collision of the first item object (step S43).

[0196] According to the second configuration, collisions of equipment item objects can be automatically generated. Also, since there is no need to prepare collisions of equipment item objects in advance, the amount of data for item collisions can be reduced. Note that the game program may not have the first configuration, and may have only the second configuration.

[0197] In the above embodiment, the equipment item is a sword object as an example, but the equipment item may be any type of item object, such as the above-mentioned shield object or bow and arrow object.

[0198] In the above embodiment, when a process is executed using data (meaning including a program) in an information processing device, a part of the data required for the process may be transmitted from another information processing device different from the information processing device. In this case, the information processing device may execute the process using the data received from the other information processing device and the data stored in the information processing device itself.

[0199] In other embodiments, the information processing system may not have some of the configurations in the above embodiments, or may not execute some of the processes executed in the above embodiments. For example, in order to achieve some specific effects in the above embodiments, the information processing system may have a configuration for achieving the effect and execute a process for achieving the effect, but may not have other configurations or may not execute other processes. [Industrial Applicability]

[0200] The above-described embodiment can be used, for example, as a game system or game program for the purpose of automatically generating item collisions. [Explanation of symbols]

[0201] 1. Game System 2. Main Unit 81 Processor 201 Player Character 202 Sword Object 206 Fang Object 213 Synthetic Equipment Items 221 Material Collision 222 Reference area 228,232,238,243 Collision for synthesis 231 Equipment Collision 233,239,244 Composite Equipment Collision

Claims

1. In the computer of the information processing device, The player character is controlled based on the input. In response to the first instruction based on the operation input, Among a plurality of equipment item objects that can be possessed, equipped, and used by the player character, a specified first equipment item object is created in place of the specified first item object among a plurality of item objects in the virtual space, and a first composite equipment item object is created by combining the first equipment item object and the first item object, which can be possessed, equipped, and used by the player character. The player character is given the first synthesized equipment item object, The first item object has a first collision, the first equipped item object has a second collision, a third collision is generated based on the first collision, and a fourth collision, which is the collision of the first composite equipped item object, is generated based on the third collision and the second collision. Game program.

2. To the aforementioned computer, The game program according to claim 1, wherein when the first item object is placed in the virtual space, collision detection is performed using the first collision.

3. The aforementioned computer further: The game program according to claim 2, wherein when the first item object is an item object of a predetermined type, the first collision is replaced with a collision of a different shape when generating the first composite equipment item object.

4. To the aforementioned computer, The first item object generates a 3D model of the first composite equipment item object as a model placed at the tip of the first equipment item object. The game program according to claim 1 or 2, wherein the third collision generates the fourth collision as a shape positioned at the tip of the second collision.

5. To the aforementioned computer, The game program according to claim 4, wherein at least a portion of the leading edge of the second collision is deleted to generate the fourth collision.

6. To the aforementioned computer, The game program according to claim 1 or 2, wherein the fourth collision is generated by scaling at least one of the first collision and the third collision.

7. The game program according to claim 4, wherein the second collision and the third collision are convex polyhedra.

8. It comprises at least one information processing device equipped with a processor, At least one of the processors of the aforementioned at least one information processing device is: The player character is controlled based on the input. In response to the first instruction based on the operation input, In order to replace a specified first equipment item object from among multiple equipment item objects that can be possessed, equipped, and used by the player character, and a specified first item object from among multiple item objects in the virtual space, a first composite equipment item object is generated, which is an object formed by combining the first equipment item object and the first item object, and which can be possessed, equipped, and used by the player character. The player character is given the first synthesized equipment item object, The first item object has a first collision, the first equipped item object has a second collision, a third collision is generated based on the first collision, and a fourth collision, which is the collision of the first composite equipped item object, is generated based on the third collision and the second collision. Information processing system.

9. The at least one of the aforementioned processors is The information processing system according to claim 8, wherein when the first item object is placed in the virtual space, collision determination is performed using the first collision.

10. The aforementioned at least one of the processors further: The information processing system according to claim 9, wherein when the first item object is an item object of a predetermined type, the first collision is replaced with a collision of a different shape when generating the first composite equipment item object.

11. The at least one of the aforementioned processors is The first item object is used as a model placed at the tip of the first equipment item object to generate a 3D model of the first composite equipment item object. The information processing system according to claim 8 or 9, wherein the third collision generates the fourth collision as a shape positioned at the tip of the second collision.

12. The at least one of the aforementioned processors is The information processing system according to claim 11, wherein at least a portion of the leading edge of the second collision is removed to generate the fourth collision.

13. The at least one of the aforementioned processors is The information processing system according to claim 8 or 9, wherein at least one of the first collision and the third collision is scaled to generate the fourth collision.

14. The information processing system according to claim 11, wherein the second collision and the third collision are convex polyhedra.

15. Equipped with a processor, The aforementioned processor, The player character is controlled based on the input. In response to the first instruction based on the operation input, In order to replace a specified first equipment item object from among multiple equipment item objects that can be possessed, equipped, and used by the player character, and a specified first item object from among multiple item objects in the virtual space, a first composite equipment item object is generated, which is an object formed by combining the first equipment item object and the first item object, and which can be possessed, equipped, and used by the player character. The player character is given the first synthesized equipment item object, The first item object has a first collision, the first equipped item object has a second collision, a third collision is generated based on the first collision, and a fourth collision, which is the collision of the first composite equipped item object, is generated based on the third collision and the second collision. Information processing device.

16. A game processing method executed by an information processing system, The aforementioned information processing system is The player character is controlled based on the input. In response to the first instruction based on the operation input, In order to replace a specified first equipment item object from among multiple equipment item objects that can be possessed, equipped, and used by the player character, and a specified first item object from among multiple item objects in the virtual space, a first composite equipment item object is generated, which is an object formed by combining the first equipment item object and the first item object, and which can be possessed, equipped, and used by the player character. The player character is given the first synthesized equipment item object, The first item object has a first collision, the first equipped item object has a second collision, a third collision is generated based on the first collision, and a fourth collision, which is the collision of the first composite equipped item object, is generated based on the third collision and the second collision. Game processing method.